Tinkerer
Origin Feat, Utility Feat (Prerequisite: Intelligence 13 or higher)
You have experimented with the craft most often practiced by artificers. You gain the following benefits:
- You gain proficiency with tinkerer’s tools. If you already have proficiency with them, you add double your proficiency bonus to checks you make with them.
- You learn two artificer infusions of your choice from the Artificer class. If the infusion has a prerequisite of any kind, you can’t choose that infusion. Whenever you gain a level, you can replace one of these infusions with another infusion from the artificer class that doesn’t have a prerequisite. You count as being a 2nd-level artificer for the purposes of your infusions, unless you have more levels in the artificer class.
- If you can already imbue objects with artificer infusions, you can infuse one additional item; otherwise, whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion only works on certain types of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the moment you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains on the item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum one). The infusion also vanishes if you imbue another item with one of your infusions or if you replace your knowledge of the infusion. If an infusion ends on an item that contains other things, like a Bag of Holding, its contents harmlessly appear in and around its space.
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