Those who study military science are heavily trained in using their knowledge and abilities for war or battle. It enhances a tinkerer's offensive and defensive capabilities in battle, making them primarily versatile in fights.
Deflector Shield
At 2nd Level, you have learned to create technology that fortifies yourself against harm. When you are hit by an Attack or you fail a saving throw, you can use your Reaction to gain a +2 bonus to your AC against that Attack or a +4 bonus to that saving throw.
When you use this feature, you can’t cast Creation Powers (Spells) other than Natural Abilities (Cantrips) until the end of your next turn.
Tactical Mind
Starting at 2nd Level, your quick wit and tactical thinking allows you to react fast in battle. You gain a bonus to your Initiative rolls equal to your Intelligence modifier.
Power Surge
Starting at 6th level, you can store power and energy within your gadgets to later empower your damaging Creation Powers (Spells). In its stored form, this energy is called a Power Surge.
You can store a maximum number of Power Surges equal to your Intelligence modifier (minimum of one). Whenever you finish a Long Rest, your number of Power Surges resets to one. Whenever you successfully end a creation power (spell) with Dispel Magic or Counterspell, you gain one Power Surge, as you steal energy from the special power (spell) you foiled. If you end a Short Rest with no Power Surges, you gain one Power Surge.
Once per turn when you deal damage to a creature or object with a Tinkerer creation power (spell), you can spend one Power Surge to deal extra force damage to that target. The extra damage equals your Tinkerer level.
Durable Tech
Beginning at 10th level, your technology is made to be incredibly tough and difficult to disrupt. While you maintain Concentration on a spell, you have a +2 bonus to AC and all Saving Throws.
Deflecting Shroud
At 14th level, your Deflector Shield becomes infused with deadly energy. When you use your Deflector Shield feature, you can cause power to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your Tinkerer level.