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Specializing in mechanical engineering, mechanics 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 engineers wrought creation and destruction in their wakes.

Mechanic Genius Sparks
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 control Power Appliances.


Beginning at 3rd level, you discover how to incorporate a self-destruct function into your Affect 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 according to the type of Affect-Engine. For each spell slot level higher than 1st, the radius of the sphere by 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 constructing the new Affect-Engine.


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 construct 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. Constructing 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 normal, halving the crafting time or value of materials consumed.


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 o, whichever comes first. If your temporary hit points are reduced to o, 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. All Megarobo 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 s temporary hit points per tinkerer level.
  • Your speed changes to 40 feet.
  • You use your Intelligence modifier for attacks, checks, and saving throws made using Strength and Dexterity.
  • You have advantage on Charisma (Intimidation) checks.
  • You gain resistance to poison and bludgeoning, piercing, and slashing from nonmagical weapons.
  • You have advantage on saving throws against the poisoned condition.
  • You gain darkvision 120 feet and are able to see heat sources clearly.
  • You deal double damage to objects and structures.
  • Your reach increases by 5 feet.
  • Your unarmed strike damage increases to 2d4 bludgeoning.

Customize 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-Engines 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 o, 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 bonus 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 (I/tum). Requirement: 2 lightning engines. You can take the Dash or Disengage action as a bonus action.
  • Flamethrower (Cooldown 3). Requirement: 1 flame engine. As an action, you cast burning 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. Whenever 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 + I lightning 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 resistance 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 so 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 extra die of damage.

Engine Prime

When you reach 20th level, you break free of the limitations of intellect and imagination. The maximum number of Affect-Engines you can have increases to s.

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