Bonus Proficiencies
When you choose this archetype at 3rd Level, you gain proficiency with darts, blowguns, and giant slings.
Nature Powers (Spellcsating)
When you reach 3rd Level, you gain the ability to cast Nature Powers (Spells). See the general rules of Spellcasting and the Tinkerer spell list.
Natural Abilities (Cantrips).
You learn three natural abilities (cantrips): Druidcraft and two other Cantrips of your choice from the Tinkerer spell list. You learn another tinkerer cantrip of your choice at 10th level.
Nature Power Slots (Spell Slots).
The Elemental Trickster Nature Powers table shows how many Nature Power Slots you have to cast Tinkerer Spells of 1st Level and higher as Nature Powers. To cast one of these Nature Powers (spells), you must expend a slot of the nature power’s level or higher. You regain all expended Nature Power Slots when you finish a Long Rest.
For example, if you know the 1st-level nature power Charm Person and have a 1st-level and a 2nd-level slot available, you can use charm person using either slot.
Nature Powers (Spells) Known of 1st-Level and Higher.
You know three 1st-level Tinkerer Spells of your choice, two of which you must choose from the Enchantment and Illusion spells on the tinkerer spell list.
The Natural Powers Known (Spells Known) column of the Elemental Trickster Natural Powers table shows when you learn more Tinkerer spells of 1st Level or higher. Each of these spells must be an Enchantment or Illusion spell of your choice, and must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd Level.
The Nature Powers (Spells) you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Tinkerer Spells you know with another nature power (spell) of your choice from the tinkerer spell list. The new nature power must be of a level for which you have Nature Power Slots, and it must be an Enchantment or Illusion nature power (spell), unless you're replacing the nature power you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Special Power Ability.
Intelligence is your Special Power ability for your Tinkerer spells, since you learn your Nature Powers (Spells) through dedicated study and memorization. You use your Intelligence whenever a nature power (spell) refers to your Special Power (spellcasting) ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tinkerer spell you cast and when making an Attack roll with one.
Special Power save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Special Power Attack modifier = your Proficiency Bonus + your Intelligence modifier
Nature's Invention
Starting at 3rd Level, when you cast Druidcraft, you can perform the following additional tasks with it:
You can make your next Ranged Weapon attack deal fire, cold, or lightning damage instead. You can use this feature a number of times equal to twice your Intelligence modifier. You regain all uses of this feature again once you complete a short or long rest.
You can enhance any natural shell and turn it into a Simple Dial of your choice. You can't use this feature again until you complete a long rest. You can have a number of Dials created this way equal to your Intelligence Modifier. You can cast this spell again to remove the properties from a Simple Dial you created and revert it back to a normal shell.
You create a natural trap of your choice. This works the same as a Hunting Trap or Caltrops (pick one). You can use this feature a number of times equal to twice your Intelligence modifier. You regain all uses of this feature again once you complete a short or long rest.
Gift of the Wild
At 9th level, you may also learn Druid Spells using your Nature Power (Spellcasting) feature, using the same limitations.
Additionally, you may use Druidcraft as a bonus action.
Ingenious Ambush
Starting at 13th level, if you are hidden from a creature when you Cast a Nature Power (Spell) on it, the creature has disadvantage on any saving throw it makes against the nature power (spell) this turn.
Lord of Nature
At 17th level, you gain the ability to sap the power from a special power (spell) and use it by channeling it through your plants.
Immediately after a creature casts a special power (spell) that Targets you or includes you in its area of Effect, you can use your Reaction to attempt to absorb the effect into a seed and force the creature to make a saving throw with its Special Power (Spellcasting) ability modifier. The DC equals your spell save DC. On a failed save, you negate the special power’s Effect against you, and you steal the knowledge of the special power (spell) if it is at least 1st Level and of a level you can cast (it doesn’t need to be a Tinkerer spell). For the next 8 hours, you know the special power (spell) through your attunement with nature and can cast it using your Nature Power Slots.
Once you use this feature, you can’t use it again until you finish a Long Rest.