Class Features
Hit Points
Hit Dice: 1d8 per tinkerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tinkerer level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: All artisan’s tools
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
>(a) leather armor or (b) a chain shirt
>(a) a light crossbow and bolts or(b) any simple weapon
>(a) an explorer’s pack or (b) a scientist’s pack (see sidebar)
>(a) a crowbar or (b) a hammer
>a dagger and artisan’s tools of your choice
Construction
Your sparking genius compels you to build! You gain the ability to craft any mundane non‐consumable object at a rate determined by your tinkerer level.
At 1st level, you can craft mundane items at a rate of 5gp per hour. This rate increases as shown in the Tinkerer table. For example, a 3rd‐level tinkerer can craft a 15gp morningstar in 1 hour. Construction crafting counts as light activity for the purposes of short and long rests.
Rapidly crafting a quality item is wasteful, however. While crafting, you must expend material (such as wood, metal, or glass) with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key if you possess the original during your crafting.
To construct an item you may also need artisan’s tools (such as glassblower’s tools for a spyglass) or a forge (for a metal weapon or armor) but creative use of your Affect‐Engine and Power Appliances may suffice. Items you construct that aren’t weapons or armor have hit points determined by the material they are made out of and an AC equal to your spell save DC.
Object Hit Points Table
Affect‐Engine
You have discovered how to capture ambient magical energy and convert it into elemental output through the Affect‐Engine, converting raw evocation magic through the power of science!
At 1st level, you can have only one working Affect‐Engine at a time. Crafting a new engine causes the old one to fall apart. This number increases by one at 5th, 11th, and 17th level.
An Affect‐Engine weighs 1 lb. and is the size of your hand. It takes 1 hour to craft an Affect‐Engine, and you are able to do so with virtually any materials available so long as the total value of the materials equals or exceeds 5gp.
When you complete an Affect‐Engine, choose one of these three types of energy: cold (cold engine), fire (flame engine), or lightning (lightning engine).
You can take the Use an Object action to attach or detach an Affect‐Engine you are touching against a weapon or object. You can change an Affect‐Engine’s type with 1 hour of maintenance during a short or long rest.
Power Appliances
Affect‐Engines can be incorporated into your creations, supplying power or performing other tasks. Examples of Power Appliances are detailed on pages 99–100. When an item with an attached Affect‐Engine is destroyed, the Affect‐Engine is also destroyed.
Spellcasting
By 2nd level, you use gizmos and contraptions to tap into the power of ambient magic.
Sparknotes. At 2nd level, you scribe a sheaf of sparknotes containing six 1st‐level spells of your choice. Your sparknotes contain the results of your research into the tinkerer spells you know.
Preparing and Casting Spells. The Tinkerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your sparknotes equal to your Intelligence modifier + half your tinkerer level rounded down (minimum 1 spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your sparknotes and calculating the formulas and equations you must make to cast the spell: at least 1 minute per tinkerer level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for your spells since you innovate through study and inspiration. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
>Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
>Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting. You can cast a tinkerer spell as a ritual if that spell has the ritual tag and you have the spell in your sparknotes. You don’t need to have the spell prepared.
Spellcasting Focus. You craft a scientific instrument, either a refracting prism (crystal), puzzle cube (orb), ruler (rod), meter stick (staff), or pointer (wand). You can use a scientific instrument as a spellcasting focus for your tinkerer spells.
Learning Spells of 1st Level and Higher. Each time you gain a tinkerer level, you can add one spell of your choice to your sparknotes. Each of these spells must be of a level for which you have spell slots, as shown on the Tinkerer table. On your adventures, you might find other spells that you can add to your sparknotes.
Affect Discharge
At 2nd level, when you hit a creature with a weapon attack with an attached Affect‐Engine, you can expend one spell slot to deal extra damage to the target. The extra damage is 2d6 for a 1st‐level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage type is according to the type of Affect‐Engine.
Expertise
At 2nd level, choose two of your tool proficiencies or one of your skills and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose two more of your proficiencies in this same manner to gain this benefit.
Field of Study
When you reach 3rd level, you determine your field of study: Bombardier, Mechanic, or Steam Knight.
Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 20th level. Those features include genius sparks.
Genius Sparks. Each field of study has a list of associated spells called Genius Sparks. You gain access to these spells at the levels specified in each field of study description. Once you gain access to a spell, you immediately add it to your sparknotes, but you must prepare it as normal. If you gain a spell that does not appear on the spell list, the spell is nonetheless a tinkerer spell for you.
Instacraft
Starting at 5th level, with Construction you can use an action to craft an item with a value of 1gp or less. You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a long rest.
At 11th level, the value of items you can create with Instacraft increases to 25gp, and again at 18th level to a value of 100gp.
Switch Function
At 6th level, a breakthrough increases the flexibility of your Affect‐Engines. As an action or bonus action, you can change the elemental type of an Affect‐Engine you are touching to another type. To use this feature on an Affect‐Engine, it must not be performing any task. An Affect‐Engine that is attached to an object but is otherwise not doing anything is not considered to be performing a task.
Improved Affect Discharge
At 8th level, you upgrade your Affect‐Engines to consistently output bursts of energy. Once per turn whenever you hit using a weapon attack with one or more attached Affect‐Engines, you can deal 1d8 energy damage to the target (of the Affect‐Engine’s type), in addition to the weapon’s damage.
This damage increases to 2d8 at 14th level. Additional Affect‐Engines do not increase the damage, but you may choose between damage types when you use this feature.
Intense Concentration
By 14th level attempts to befuddle your mind through brute intellectual force are repulsed. You add your Intelligence modifier to Wisdom and Charisma saving throws.
Tinkerer Spells
1st Level
alarm
burning hands
charm person
color spray
create or destroy water
expeditious retreat
floating disk
fog cloud
identify
illusory script
jump
longstrider
silent image
thunderwave
unseen servant
2nd Level
barkskin
blur
continual flame
darkvision
enthrall
gentle repose
gust of wind
knock
locate animals or plants
locate object
mirror image
ray of enfeeblement
shatter
web
3rd Level
blink
call lightning
daylight
feign death
fireball
fly
glyph of warding
lightning bolt
stinking cloud
tongues
water breathing
water walk
4th Level
black tentacles
compulsion
confusion
conjure minor elemental
control water
dimension door
dominate beast
locate creature
stone shape
5th Level
cloudkill
cone of cold
conjure elemental
dominate person
fabricate
geas
modify memory