TEXT: EN World EN5idEr | The Tinkerer: Advanced Class Information
   
  writing Leuku
   color art Joyce Maureira
   
   Tan Ho Sim
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  eated atop a grassy hill the two 
  humans idly watch birds and 
  kites flitter in the sky. As insight strikes 
  one pauses, then asks, “We could do 
  that. Couldn’t we, brother?” Sharing a 
  grin and a nod, the two rush for their 
  bicycles, inspired skyward.
  Tinkerer
  ADVANCED Class Information
  THE
  
  The Tinkerer: Advanced Class Information | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
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  The full text for the Tinkerer class and Steam Knight 
  archetype appear in eN5ider Tinkerer: Basic.
  Inspired and Obsessive
  True tinkerers are few and far between, marked as 
  unique by their Affect-Engines. There are count-
  less individuals bearing the obsession to beget 
  some marvelous and maddening design, but the 
  ability to actually do so separates tinkerers from 
  those who would only dream. Tinkerers often take 
  up the adventuring life in pursuit of their obses-
  sions—searching high and low for materials and 
  inspiration, they brave any risk to be one step closer 
  to their next invention. A tinkerer may be seeking 
  to learn from fabled artifacts and legendary arti-
  sans yet where there is great knowledge there are 
  fierce defenders, so to grease the wheels they fight 
  in wars, broker peace deals, or serve the needs of 
  local officials.
  Quick Build
  You can make a tinkerer quickly by making Intelli-
  gence your highest ability score, followed by either 
  Strength or Dexterity. Second, choose the guild ar-
  tisan background. Third, choose a crowbar to use 
  as a power tool.
  Bombardier
  Bombardiers study the development of anti-per-
  sonnel munitions. Crafting unique ammunition 
  and augments to their engines, these incorrigible 
  engineers forge new ways to wreak melty death 
  upon their foes.
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  Table: Bombardier Genius Sparks
  Tinkerer Level Genius Spark
  3rd
  ray of sickness
  5th
  acid arrow
  9th
  conjure barrage
  13th
  arcane eye
  17th
  conjure volley
  Bonus Proficiencies
  When you choose this Field of Study at 3rd level, 
  you gain proficiency with smith’s tools, hand cross-
  bow, and heavy crossbow.
  Engine Ammunition
  Starting when you choose this field of study at 3rd 
  level, you craft an ammo bag used to carry a special 
  kind of ammunition for your Affect-Engines. Your 
  ammo bag includes all of the materials needed to 
  craft and produce your special kind of ammunition. 
  You can have a number of pieces of ammunition 
  equal to your Intelligence modifier. You regain ex-
  pended uses at the end of a long rest.
  At the end of a short rest, you can regain one piece 
  of Engine Ammunition. To do so, you must spend 
  at least 30 minutes of the rest crafting the piece of 
  Engine Ammunition. If you lose your ammo bag, 
  you can create a new one using Construction and 25 
  gp of leather and other raw materials, though you 
  can only restore its ammunition during short and 
  long rests.
  Engine Blast
  Also at 3rd level, you modify your Affect-Engines 
  to fire Engine Ammunition. As a bonus action 
  you can load a piece of Engine Ammunition into 
  an Affect-Engine that is attached to a weapon you 
  are wielding. An Affect-Engine can hold only one 
  piece of Engine Ammunition at a time. As an ac-
  tion, you can expend one piece of loaded Engine 
  Ammunition.
  •	Cold Engine: Cold Snap (range 60 feet). 
  You launch a ball of cold energy to a point 
  within range. It expands into a 10-foot-radius 
  sphere. Each creature in the area must make a 
  Constitution saving throw. On a failed save, a 
  
  EN World EN5idEr | The Tinkerer: Advanced Class Information
  creature takes 3d6 cold damage and its speed 
  is reduced by half until the end of its next turn. 
  On a successful save, it takes half as much 
  damage. Creatures immune to cold are im-
  mune to this effect.
  •	Flame Engine: Burner Shot (self 15-foot-
  cube). You unleash a burst of conflagration 
  that razes the space in front of you. Each crea-
  ture in the area must make a Dexterity saving 
  throw. On a failed save, a creature takes 3d6 
  fire damage and has disadvantage on the first 
  attack roll it makes before the end of its next 
  turn. On a successful save, a creature takes 
  half as much damage. Creatures immune to 
  fire are immune to this effect.
  •	Lightning Engine: Arcing Jolt (range 30 feet). 
  You let loose a stream of electricity against a 
  target within range. The target must make a 
  Dexterity saving throw. On a failed save, the 
  target takes 3d6 lightning damage and cannot 
  take reactions until the end of its next turn. On 
  a successful save, the target takes half as much 
  damage. If there is another creature within 10 
  feet of the target (not including yourself), the 
  stream then targets that creature and forces it 
  to make a Dexterity saving throw. The stream 
  can target a number of creatures equal your 
  Intelligence modifier. A creature that has been 
  the target of an arcing jolt cannot be the target 
  of the same arcing jolt again. Creatures im-
  mune to lightning are immune to this effect.
  The dice of your Engine Blast increase when you 
  reach certain levels in this class, becoming 4d6 at 
  7th level, 5d6 at 10th level, 6d6 at 15th level, and 7d6 
  at 20th level.
  Modify Ranged Weaponry
  At 7th level, you modify your Affect-Engines to 
  improve the capabilities of any ranged weapon 
  they are attached to. A ranged weapon with an 
  attached Affect-Engine doubles its normal range. 
  Whenever you make a ranged weapon attack using 
  a ranged weapon with an attached Affect-Engine, 
  you can change the attack’s damage to the Affect-
  Engine’s type.
  Sensory Assault
  At 10th level, you can make one of the following at-
  tacks using Engine Blast. These attacks all have a 
  range of 60 feet, target a 15-foot-radius sphere, and 
  creatures who fail their saving throws repeat them 
  at the end of each of their turns.
  •	Cold Engine: Speak No Evil, Leaching Voice. 
  Creatures in the area must make a Constitu-
  tion saving throw. Creatures who fail are 
  unable to speak or cast spells that require 
  vocal components for 1 minute. 
  •	Flame Engine: See No Evil, Blinding Flare. 
  Creatures in the area must make a Dexterity 
  saving throw. Creatures who fail are blinded 
  for 1 minute. 
  •	Lightning Engine: Hear No Evil, Concus-
  sive Roar. Creatures in the area must make a 
  Strength saving throw. Creatures who fail are 
  deafened for 1 minute and knocked prone. 
  Penetrating Round
  Starting at 15th level, you modify your Affect-
  Engines to trade accuracy for penetrative power. 
  While wielding a ranged weapon with an attached 
  Affect-Engine, if you have advantage on a ranged 
  weapon attack, you can forgo having advantage to 
  target an additional creature within your weapon’s 
  normal range that is directly behind the first target. 
  You apply the same attack roll to both targets.
  Epic Bombardment
  By 20th level, you learn how to maximize destruc-
  tive potential at the cost of efficiency. As an action, 
  you can make a special attack with a ranged weapon 
  that has at least three of your Affect-Engines at-
  tached to it, expending at least one piece of Engine 
  Ammunition per Affect-Engine. This attack has a 
  range of 300 feet and targets a 60-foot-radius sphere 
  that spreads around corners. Each creature in the 
  area must make a Dexterity saving throw. On a 
  failed save, a creature takes 4d12 energy damage per 
  piece of Engine Ammunition, or half damage on a 
  successful one. The type of damage for each 4d12 is 
  determined by the attached Affect-Engines. Objects 
  and structures in the area take double damage.
  
  The Tinkerer: Advanced Class Information | EN World EN5idEr
  Mechanic
  Specializing in mechanical engineering, mechan-
  ics push the limits of their Power Appliances by 
  experimentation to improve the efficiency of their 
  Affect-Engine yields. Exceeding the bounds of 
  discovery through ingenuity, these incorrigible en-
  gineers wrought creation and destruction in their 
  wakes.
  Table: Mechanic Genius Sparks
  Tinkerer Level
  Spells
  3rd
  grease
  5th
  hold person
  9th
  slow
  13th
  resilient sphere
  17th
  antilife shell
  Bonus Proficiencies
  When you choose this Field of Study at 3rd level, 
  you gain proficiency with vehicles (land and air). In 
  addition, you apply double your proficiency bonus 
  to any checks made using tinker’s tools on your 
  Constructions and Intelligence checks made to con-
  trol Power Appliances.
  Overload
  Beginning at 3rd level, you discover how to 
  incorporate a self-destruct function into your Af-
  fect-Engines. As an action, you can expend a spell 
  slot to overload an Affect-Engine you are touching. 
  As part of the same action, you can throw it to a 
  space within 60 feet. At the end of your turn, the 
  Affect-Engine combusts in a 10-foot-radius sphere. 
  Creatures in the area must make a Dexterity saving 
  throw against your spell save DC. On a failed save, 
  a creature takes 3d10 energy damage for a 1st level 
  spell slot plus 1d10 for each spell slot level higher 
  than 1st (to a maximum of 7d10), or half as much 
  damage on a successful one. The damage type is ac-
  cording to the type of Affect-Engine. For each spell 
  slot level higher than 1st, the radius of the sphere 
  increases by 10 feet.
  Quick Engine
  Also at 3rd level, you can construct an Affect-Engine 
  within 1 minute so long as you are concentrating 
  and wielding tinker’s tools. Each turn during this 
  minute you can move, take bonus actions, and use 
  your reaction, but must spend your action con-
  structing the new Affect-Engine.
  Dingbots
  At 7th level, you add find familiar to your sparknotes 
  and can cast it as a ritual. It is always prepared and 
  doesn’t count towards the number of spells you can 
  have prepared.
  When you cast this spell, the familiar is a con-
  struct called a dingbot instead of a beast. It is 
  immune to disease, has resistance to poison, and 
  does not need to eat or breath, but can ingest food 
  and drink if it wishes. When the dingbot is reduced 
  to 0 hit points it disassembles, leaving behind no 
  recognizable form or useful material. Construct-
  ing and reconstructing it requires 10 gp worth of 
  material.
  Your dingbot can craft as if it had Construction 
  at a rate double your tinkerer level. When you use 
  Construction with your dingbot, you can add your 
  crafting rates together.
  Flexible Creation
  Also at 7th level, whenever you begin crafting, you 
  can choose to double the crafting time or value of 
  materials needed to be consumed to double the 
  item’s hit points. Alternatively, you can choose to 
  craft an item with half as many hit points as nor-
  mal, halving the crafting time or value of materials 
  consumed.
  Megarobo
  At 10th level, as an action you can combine two 
  Affect-Engines you have in your hands to create 
  your greatest invention of all! At the end of your 
  turn, your combined Affect-Engines transform into 
  a mechanical construct with you in the cockpit. 
  This invention lasts up to 1 minute, until you end 
  it as an action, or until the temporary hit points it 
  grants are reduced to 0, whichever comes first. If 
  
  EN World EN5idEr | The Tinkerer: Advanced Class Information
  your temporary hit points are reduced to 0, then the 
  Affect-Engines used to create it are destroyed. Once 
  you use this feature, you must finish a short or long 
  rest before you can use it again.
  Depending on the types of Affect-Engines you 
  used, this invention comes equipped with different 
  features (see Megarobo Customization). All Mega-
  robo weapon attacks can benefit from the Affect 
  Discharge and Improved Affect Discharge features.
  While inside your Megarobo, your statistics 
  change as follows:
  •	your size changes to Large
  •	your AC equals your spell save DC
  •	you gain 5 temporary hit points per tinkerer 
  level
  •	your speed changes to 40 feet
  •	you use your Intelligence modifier for at-
  tacks, checks, and saving throws made using 
  Strength and Dexterity
  •	you have advantage on Charisma (Intimida-
  tion) checks
  •	you gain resistance to poison and bludgeon-
  ing, piercing, and slashing from nonmagical 
  weapons
  •	you have advantage on saving throws against 
  the poisoned condition
  •	you gain darkvison 120 feet and are able to see 
  heat sources clearly
  •	you deal double damage to objects and 
  structures
  •	your reach increases by 5 feet and your 
  unarmed strike damage increases to 2d4 
  bludgeoning
  Customize your Megarobo
  The Affect-Engines you choose when you activate 
  this feature grant additional benefits chosen at the 
  moment of transformation. Unless otherwise noted, 
  you cannot choose a feature more than once. Some 
  benefits can be improved by dedicating additional 
  Affect-Engines to it. These additional Affect-En-
  gines cannot be counted for other benefits.
  Features may have cooldown periods, which 
  mean that a number of rounds must pass before you 
  can use the feature again. Cooldowns are reduced 
  by 1 at the start of each of your turns. When a 
  cooldown reaches 0, you regain a use of that feature, 
  and the cooldown resets to its original number. “Z 
  Weapons” can be summoned from and stowed in 
  the megarobo by taking the Use an Object action.
  •	Coolant. Requirement: 1 cold engine. As a bo-
  nus action, you can make the cooldown of one 
  of your megarobo features drop by 2 instead of 
  1 at the start of your next turn.
  •	Cryogenic Core. Requirement: 4 cold engines. 
  Increase the duration of the megarobo from 1 
  minute to 2 minutes.
  •	Motor Control. Requirement: 1 lightning 
  engine. Choose two Strength and Dexterity 
  skills. You double your proficiency bonus on 
  checks made with these skills.
  •	Synaptic Gyros (1/turn). Requirement: 2 
  lightning engines.You can take the Dash or 
  Disengage action as a bonus action.
  
  The Tinkerer: Advanced Class Information | EN World EN5idEr
  •	Flamethrower (Cooldown 3). Requirement: 
  1 flame engine. As an action, you cast burn-
  ing hands as a 3rd-level spell. Each additional 
  flame engine increases the spell by one spell 
  slot level. 
  •	Flight Boosters. Requirement: 2 flame engines. 
  You gain a fly speed of 40 feet. Each additional 
  flame engine increases the fly speed by 20 feet.
  •	Fog Machine (Cooldown 3). Requirement: 
  1 flame engine + 1 cold engine. As an action, 
  you cast fog cloud on yourself as a 3rd-level 
  spell that does not require concentration.
  •	Rocket Fist (Cooldown 2). Requirements: 
  1 flame engine + 1 lightning engine. When-
  ever you make an unarmed strike, attempt to 
  grapple, or take the Use an Object action, your 
  reach increases by 120 feet until the end of 
  your turn. You can target creatures and objects 
  behind total cover so long as you can trace a 
  contiguous, unimpeded line between yourself 
  and the target. You must use a bonus action to 
  reel in an extended limb.
  •	Z-Bow. Requirements: Any 1 engine + 1 light-
  ning engine + 1 cold engine. You gain and are 
  proficient with a Z-Bow ranged weapon attack 
  that creates its own ammunition. It has a range 
  of 300/900 ft. and deals 2d8 piercing damage 
  plus Improved Affect Discharge damage.
  •	Z-Shield. Requirements: Any 1 engine + 1 
  cold engine. You carry a shield in one hand, 
  increasing your AC by 2 and gaining resis-
  tance to the type of energy of the chosen 
  Affect-Engine.
  •	Z-Sword. Requirements: Any 1 engine + 1 
  cold engine. You gain and are proficient with 
  a Z-sword melee weapon attack that deals 
  2d8 slashing damage (2d10 if wielded with 
  two hands) plus Improved Affect Discharge 
  damage.
  Megarobo 2.0
  At 15th level, you improve your megarobo into its 
  latest and greatest form. When you combine at 
  least 3 Affect-Engines to create your megarobo, you 
  can choose to change your size to Huge instead of 
  Large. If you do so, you gain the following benefits:
  •	your speed changes to 50 feet
  •	your reach increases by 10 feet instead of 5 feet 
  •	you gain 10 temporary hit points per tinkerer 
  level instead of 5
  •	your unarmed strikes and z-weapon attacks 
  deal an additional die of damage
  Engine Prime
  When you reach 20th level, you break free of the 
  limitations of intellect and imagination. The maxi-
  mum number of Affect-Engines you can have 
  increases to 5.
  Power Appliances
  The following are examples of some combinations 
  between constructions and Affect-Engines. If you 
  find a complete object, such as a cart, then simply 
  attaching the appropriate Affect-Engine(s) makes it 
  function as below.
  Hand Rocket
  Requirements: 5 gp of material + 1 flame engine
  Size: Small
  You craft a finned, aerodynamically pointed, cy-
  lindrical object no greater than 2 feet in length and 
  4 inches in diameter. You can use an action and ex-
  pend a 1st level spell slot to launch the rocket. It flies 
  600 feet in a straight line, then falls at the start of 
  your next turn. For each lightning engine attached, 
  you may program two 45 degree turns during its 
  flight. For each cold engine attached, increase the 
  number of rounds it flies by 1. Creatures in the 
  hand rocket’s path must make a Dexterity saving 
  throw or take 3d6 bludgeoning damage. The rocket 
  takes the same amount of damage. If the rocket’s hit 
  points are reduced to 0, it and any attached Affect-
  Engines are destroyed.
  
  EN World EN5idEr | The Tinkerer: Advanced Class Information
  At Higher Levels. When you expend a spell slot 
  of 3rd level or higher, increase the rocket’s flight dis-
  tance per round by 300 feet and the damage dealt 
  by 3d6. When you expend a spell slot of 5th level or 
  higher, increase its flight distance per round by an 
  600 feet and the damage dealt by 6d6.
  Frost Cage
  Requirements: 4 poles + 1 cold engine
  Size: Variable
  Using 4 poles with a height between 5 and 10 feet 
  to form the corners of a box, you craft a Medium-
  sized cage of ice that forms within 1 minute of 
  attaching the cold engine (escape DC 20). The ice 
  has vulnerability to fire, AC 14, and 10 hit points. If 
  you so choose, the cage can have a door with a lock 
  that uses a cold engine as the key. If the cold engine 
  is removed or destroyed, the ice melts within 1 hour. 
  Each additional cold engine increases the size of 
  the cage by one category, height by 5 feet, escape 
  DC by 1,  AC by 2, and hit points by 10. 
  Home Brewery
  Requirements: 50 gp of material + 5 sp of ingredi-
  ents + 1 flame engine + 1 lightning engine
  Size: Small; Weight: 60 lbs.
  You craft a portable brewery capable of concoct-
  ing some of your favorite ales, beers, and lagers. 
  Thanks to the mysteries of science, it only takes 
  72 hours to brew and ferment a single batch of a 
  dozen bottles! When a batch is finished, make a DC 
  10 Intelligence (brewer’s supplies) check. A creature 
  can use an action to chug a bottle, gaining tem-
  porary hit points equal to the result of your check 
  - 10 (minimum 1). The creatures must also make a 
  Constitution saving throw (DC 5 + 5 per additional 
  bottle chugged in the last hour) or be poisoned. The 
  temporary hit points and poisoned condition last 
  for 1 hour. A creature already poisoned from your 
  brew gains one level of exhaustion from a failed 
  saving throw.
  Portable Forge
  Requirements: 1 cart + 150 gp of material + 1 flame 
  engine + 1 cold engine
  Size: Large; Weight: 500 lbs.
  You craft a cart-mounted forge able to serve most 
  of your metalworking needs, used to shape metal 
  and produce finished metal works up to a total val-
  ue of 100 gp. This forge does not come pre-supplied 
  with raw materials. With a second flame engine and 
  10 times as much material cost, you can make an 
  immobile master forge that weighs 2,500 lbs. and is 
  able to produce metal works of any value.
  Rocket Barding 
  Requirements: any barding + 1 flame engine + 1 
  flame engine per mount’s size category above 
  Medium
  Size: Variable
  You can use a bonus action and expend a 1st level 
  slot to activate a mount’s rocket barding, allowing 
  it to take the Dash action as a bonus action once 
  on each of its turns. The rocker barding remains 
  active for 1 minute or until you use a bonus action 
  to deactivate it. Each attached cold engine increases 
  the duration by 1 minute. At the GM’s discretion, 
  unaccustomed mounts may react poorly to wearing 
  rocket barding.
  Rocket-Powered Vehicle
  Requirements: 1 cart or sled + 2 flame engines
  Size: Large
  The vehicle gains a base speed of 40 feet. It can-
  not be used to Dash or Disengage. Once per turn, 
  the driver can use an action to adjust the speed 
  of the vehicle anywhere from 0 to 40 feet, or use 
  its reaction to hit the brakes and stop the vehicle’s 
  movement. At the end of the round a vehicle in mo-
  tion takes a second movement at the last speed it 
  was set at until it is destroyed, its Affect-Engines 
  are destroyed or removed, or the vehicle moves 
  more than 100 feet from the tinkerer.
  By using a flame engine and a lightning engine 
  during its construction, you can make a rocket-
  powered water vehicle. e
  
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