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Gnome Subrace Tinkertoy Racial Feats

Tinkertoy Tinkertoys are well known for their wild shenanigans


and irrational yet infallible logic towards a situation or
A Tinkertoy is an excitable race of gnomes, even by lifestyle. Below are a small selection of additional feats
gnomish standards. Often likened to human children a Tinkertoy can take if the Dungeon Master is using
after a healthy dose of sugar, Tinkertoys are the optional feats rule.
adventurous, kind spirited individuals that love
nothing more than to explore new lands. This well
known wanderlust generates a frequent influx of Unusual Methods
young and old adventurers, though other races know Requirements: Tinkertoy Subrace
well to keep them at arms length - for where there
are Tinkertoys, chaos and mayhem are often not far You have embraced your tinkering side and all the
behind. Most Tinkertoys make a name for themselves impossible building techniques that come with it.
as tinkerers and builders for hire during their travels, Your Intelligence or Dexterity score increases by 1.
or are often taken on board an adventuring party to In addition, whenever you successfully repair,
help keep equipment in check; their unnatural affinity manufacture or attempt to improve an item with your
for creation giving them an aptitude for quick tinker’s tools or *Mending* cantrip, you can choose
repair-work and construction that borders on to roll on the Random Tweaks Table below, applying
impossible. Of course, it’s rare anything repaired by a the rolled tweak to your current project:
Tinkertoy returns to its owner without a few D20 Results
‘modifications’.
It has been said many times before if a Tinkertoy 1 The object spontaneously explodes, dealing 1d8 fire
could only conquer their hilariously short attention damage to all creatures in a 5-foot radius and can-
span and fanatical ‘creative additions’ they insist on not be repaired again.
putting on everything, the wonders they could build 2-3 The object has a faint glow around it. For the next
would rival even the most ambitious of dwarvish 24 hours it casts dim light in a 10-foot radius.
inventions.
4-5 The object has the effects of the protection from
evil and good spell for 24 hours. If it is armor or a
Tinkertoy Traits sheathed weapon, the effect extends to the wearer
This is a gnomish subrace that has the gnome traits for the duration.
listed in the Player’s Handbook, and the additional
subrace traits detailed below. 6-7 Whenever the object is moved, it leaves behind a
trail of pink bubbles that squeak when they burst.
This effect lasts for 24 hours.
Ability Score Increase. Your Intelligence score is
reduced by 1, and one other ability score of your 8-9 The item somehow now weighs twice as much as
choice increases by 2. it did originally. If it is armor, it grants the wearer +1
AC, to a maximum of +3
Avid Tinkerer. You know the mending cantrip, are 10 - 11 If the object did not originally have pockets, it now
proficient with tinker’s tools, and double your has them. For the next hour, you can use an action
proficiency bonus to any checks you make when using to reach into your pocket and produce a business
them. In addition, the time it takes for you to card for a local tailor. The business cards scream
manufacture an item or repair equipment is halved, loudly if refused by a potential customer.
provided you have access to at least 5lbs of scrap 12 - 13 The object emits a low hum for 24 hours. If it is a
material. weapon, it deals an additional 1d4 lightning damage
on a hit for the duration.
Hyperactivity. Your base walking speed increases to
30 feet. In addition, you can take the dash or 14 - 15 The object no longer has a reflection. If it is armor,
the effect extends to the wearer for the duration.
disengage action as a bonus action on your turn. This effect lasts for 24 hours.
16 - 17 The object gains the effects of the sanctuary spell for
24 hours. If it is armor or a sheathed weapon, the
Blind Luck. Once per long rest, when you roll a 1 effect extends to the wearer for the duration.
on the d20 for an attack roll, ability check, or saving
throw, you can reroll the die and must use the new 18 - 19 The object becomes magical. If it is a weapon, it
roll. has a +1 on attack and damage rolls. If it is armor,
it gains a +1 to AC. An object cannot be improved
past a +3 bonus using this feature. This effect lasts
for 24 hours.
20 The object gains the Vorpal property for 24 hours.

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Bags of Stuff
Requirements: Tinkertoy Subrace
Your travelling bag always has just the right amount
of space in it - even for that ten foot pole! You’ve tried
explaining this to your companions but they just can’t
seem to comprehend it.
Your backpack’s carrying capacity doubles, and you
can fit a number of additional large items (such as
a ten foot pole, treasure chest or another backpack)
inside it equal to your proficiency bonus. These items
can be no larger than 10 feet in any dimension, and
don’t add their weight to the total weight you can
carry.
As an action, you can reach into the bag and produce
one of these items. If your backpack tears, these
additional items fall out if the hole would be large
enough for them to do so.

Miraculous Recovery
Requirements: Tinkertoy Subrace, 11th level
Your adventuring lifestyle has left you with a healthy
understanding of the entity known as death. It’s clear
to you that this Death character is a very busy
individual, and shouldn’t be bothered if it can be
helped.
If an attack, spell, effect or plot device would kill you
outright, you can use your reaction to dramatically
dive for cover, miraculously surviving with 1 hit point.
You regain the use of this feature once you complete a
long rest.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material
is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Vall Syrene and published under the
Community Content Agreement for Dungeon Masters Guild.

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