School of Thaumaturgy
Spellcast Trait: FinesseA purveyor of magical works, the Thaumaturge seeks to develop magical items and inventions.
Magical Tinkering: You have a pool of Tinker Tokens, and a Tinker die. Your Tinker die is d4.
After a rest, the player makes a Spellcast roll (10), and generates a number of Tinker Tokens equal to their Spellcast Trait. The player may expend one of these tokens to generate a one-time consumable item that can be used to create one of the following effects:
Just the Thing: When you roll Duality Dice, you may expend a token to roll a Tinker die and add the result.
Quick Repairs: The player may spend a Tinker Token to roll a Tinker die and clear the result from their armor. Any amount in excess may be cleared from any allies' Armor Points within Close range.
A Little Extra: The player may expend a token to roll a Tinker die and add the result to any Damage roll.
Tinker Tokens are cleared after each rest.
Inventive: The player gains a Downtime option - Invent. A player that selects the Invent option may make a Spellcast roll during Downtime in order to generate a single Item from the Consumables list. The Item created must be equal to, or lower than "20" on the Loot Tables - and must be approved by GM. The item generally takes an unusual form, compared to the base Consumable - determined by the Player and GM. Consumables created this way last until your next Long Rest.
Adept Tinkerer: The player's Tinker die increases to d6.
The player can spend a Hope to apply two Tinker Tokens to the same effect.
In addition, the player gains the following new uses for Tinker Tokens:
Soothing Panacea: The player may expend a token to roll a Tinker die and clear the result from a target's Hit Points or Stress.
Defensive Protocols: The player may expend a Tinker Token to roll a Tinker die, and subtract the result from an incoming damage roll.
Rapid Invention: The player may choose to spend three Hope in order to duplicate the effects of the Invent Downtime activity as an Action. To do so, the player must succeed at a Spellcast roll (15), and the resulting Consumable created must be equal to, or lower than "40" on the Loot tables, and agreed upon by the GM.
In addition to being able to Invent consumables, the player is now able to create Weapons and Armor of their current Tier or lower. Any items created this way only last for 24 hours, before they fall apart or become useless/inert.
Master Tinker: The player's Tinker Die increases to d8.
The player may now spend a Hope to use up to three Tinker Tokens per action.
The player gains the following new uses for Tinker Tokens:
Inspiring Invention: Whenever the GM would generate a Fear during an Encounter, the player may spend a Tinker Token and make a Spellcast roll (17). If successful, no Fear is generated, and Target adversary also gains the Vulnerable condition.
Reconfiguration: Objects - The player may spend any number of Tinker Tokens, up to their total, to reconfigure the materials around them to better suit their needs. Reconfiguring objects requires a Spellcast roll (17), and spending Tinker Tokens to Reconfigure unattended nonmagical objects and items within Melee range - and increasing by one range increment per Token spent. If successful, the player may reconfigure terrain or objects - adjusting a number of features up to their Tier within GM approval. Adversaries - The player may select a number of adversaries equal to the number of Tinker Tokens spent. Each adversary must make a Reaction roll (17), or mark a number of Hit Points equal to the number of Tokens spent. Adversaries reduced to zero Hit Points from this have their bodies reconfigured into their base materials, and any loot they have is left unchanged (unless otherwise specified).
Ingenious Invention: Whenever the player uses the Invent downtime activity, or uses the Rapid Invention class feature, the player may roll a Tinker Die. The resulting number is how long, in days, the Invention lasts before degrading into uselessness. The player may also now create Consumables from at or below "60" on the Loot tables
In addition, when the player uses Invent to produce a an Item of any kind, the player may apply one of the following modifications to their creation:
Weapons:
Calculated: Attack rolls have advantage.
Wounding: On a successful attack, you can mark 2 Stress to force the target to mark an additional Hit Point.
Doubling: When you attack with this weapon, mark a Stress to target another creature within range.
Armor:
Shedding: You can mark an additional Armor Slot against incoming damage.
Blink: Move up to Far range as part of another Action.
Regenerative: When you deal Severe damage, clear a Hit Point.
Consumables:
Potent: Add a number of Tinker die equal to your Tier to any rolls when utilizing the Consumable, or double the duration of the Consumables' effects.
Concentrated: The Consumable may be used an additional number of times equal to your Tier.
Powerful: In addition to the Consumables' normal effects, it also provides a +2 on all Trait rolls until your next Long Rest.