Wings. You have a pair of wings, with a span equal to twice your shoulder height. You can hover in place if there is sufficient space for your wingspan. You cannot fly if your clothing, armor, or saddlebags are not designed to accommodate wings. You also cannot fly if your wings are bound, if you are encumbered, or if you are wearing medium or heavy armor. If you are paralyzed, rendered unconscious, or knocked prone while in the air, you fall.
Weathercraft. As an action, you can perform one of four minor harmless effects with a single five-foot cube of non-magical cloud (or fog) within reach. First, you can move this cloud up to 30 feet in any direction. Second, you can cause the cloud to release rain (or snow in winter) for 1 round. This action creates half a gallon of water and consumes the cloud. Third, you can have the cloud sound an audible thunderclap which can be heard 50 feet away. Lastly, you can evaporate the cloud to clear the air.
Altitude Adaptation. You have Resistance to Cold damage.
Pegasus Nimbleness. You have proficiency in the Acrobatics skill.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Craft Construct
Your construct is the very core of your arcane tinkering endeavors. Your construct is used as an arcane focus for your spells and is therefore your most important weapon in battle. Your construct has its turn at the same time as you with its own move and standard actions. As your construct becomes stronger it will also become more sentient. Capable of learning languages, developing free thought, etc. But it will always be bound to its master. The leveling table for the construct can be found below.
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Construct Template
Your construct levels with you, as though it had a class, it gains 1d8 + con hit points each time you take a level of this class, it starts with 8 + con hit points. The construct starts with the following ability scores (ordered in any way you like) 12, 11, 11, 10, 10, 9. It cannot wear armor or wield weapons, it is considered proficient with its own attacks, it uses 8 + its proficiency bonus + its constitution modifier for its DCs. If your construct dies (Once HP reaches negative of max hp) you must repair the construct during a short rest (You do not get the rest as a result of this) Your construct is proficient with two skills of your choice and is also proficient in constitution saves. The construct has a walking speed of 30 feet, and immunity to its disease and/or any effects that would regularly only affect organic lifeforms. Your construct improves as you level, as shown on the table below. The construct has the same ability score restrictions as you (20 by default).
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Repair
Through countless years of experience and construction, you are proficient at repairing any damage on your construct even in the heat of battle. You may use this ability once to heal your construct for 1d6+Int Modifier + half of your Arcane Tinkerer level (rounded down) on touch. This heal increases by an additional 1d6 on 5th, 9th, 13th and 17th levels. Your uses are recharged after a long rest.
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Anticipation
Your wise thinking lets you anticipate your opponents next move and stay one step ahead of them. You can add your wisdom modifier to your AC instead of dexterity.
Explorer: Scout/Dexterous Explorer
The scout, or dexterous explorer is very much similar to the explorer, yet they lean towards dexterity as their main skill. They are proficient in Dexterity (Acrobatics) instead of Strength (Athletics) and can make Dexterity (Acrobatics) checks for any checks you make with your climber's kit or grappling hook.
Features & Traits