Tinker Artisan Specialization

The Tinkers Guild is one of the oldest guilds, directly descended from the winkies who learned the art under Tinker, himself a tinkerer.

When most folk think of keygnomes, they think of the Tinkers Guild. This preconception is so widespread that many civilized people are surprised to learn there’s more than one guild. Like so many of the guilds, the Tinkers have bent their art to warfare, turning child’s toys into weapons of war.

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also add one engine of your choice and one Metal Material blueprint to your portfolio, and these additions do not count against your maximum number of blueprints owned. If you already have the engine or material in your portfolio, you learn another engine or material blueprint of your choice.

If you have an engine available, you can combine it with your tinker’s tools as an action to create power tools. These power tools allow you to build creations at a much faster speed than would normally be possible by a single individual.

Craft Device

At 3rd level, when using tinker’s power tools, you can reduce the time to create a soft metal object from months to weeks (determined by dividing the total number of weeks required by 4), weeks to days, days to hours, hours to minutes, and minutes to rounds.

Barrel Gun

Also at 3rd level, you’ve learned how to create a barrel gun. You add the Barrel Gun blueprint to portfolio and it counts as an innovation when active. Using tinker’s power tools, you can take an action to create a Small barrel gun in an unoccupied space on a horizontal surface within 5 feet of you. Once you create a barrel gun, you can’t do so again until you finish a long rest. You can have only one gun at a time and can’t create another one while your gun is present. When you create the gun, you determine its engine type. On each of your turns, you can take a bonus action to cause the gun to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the gun to roll up to 15 feet to an unoccupied space. It breaks down after 1 day. You can dismiss it early as an action.

Punktech Firearm

At 5th level, you can create a punktech firearm. You add the Punktech Firearm blueprint to your portfolio and it counts as an innovation when active. When you finish a long rest, you can use tinker’s power tools to alter a one-handed crossbow or firearm, turning it into a punktech pistol. You are proficient in this firearm and use your ranged spell attack to hit with it. The damage type is determined by the engine you use to create it. You always have the option to inflict piercing damage with any engine.

Engine Damage Type
Clockwork slashing
Combustion fire
Fulgur lightning
Gaulau thunder
Orgone psychic
Soul necrotic
Steam fire
Sun radiant
Vril force
Wind bludgeoning

The punktech firearm does not need ammunition to reload unless it uses piercing damage, as it is generated by the engine itself. At 9th level, you can make a rifle instead.

Firearm Damage Weight Properties

Punktech Pistol 1d10 3 lb. Range (30/90), Loading

Punktech Rifle 2d10 8 lb. Range (80/240), Reload, Two-Handed

Improved Punktech

Starting at 9th level, the barrel guns and punktech firearms you create are more destructive. You cannot create a punktech firearm using wyrd engines.

Engine Weapon Improvement

  • Clockwork Damage dice increases to d10 (for barrel guns), or d12 (for punktech firearms and clockwork barrel guns).
  • Combustion The target catches fire. Until someone takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the start of each of its turns.
  • Fulgur You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn.
  • Gaulau You have advantage on the attack roll if the target is a construct or an object. On a hit, the target takes an additional 1d6 thunder damage.
  • Orgone If the target is a creature, it must make an Intelligence saving throw against your artisan spell save DC or be stunned until the end of your next turn.
  • Soul If the target is undead, it also has disadvantage on attack rolls against you and your barrel gun until the end of your next turn.
  • Steam The target catches fire. Until someone takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the start of each of its turns.
  • Sun The target must make a Dexterity saving throw against your artisan spell save DC or be blinded until the end of your next turn.
  • Vril The target has disadvantage on Concentration checks when taking damage from the firearm or barrel gun.
  • Wind The target is pushed back 5 feet away from you or your barrel gun.

Fortified Punktech

By 15th level, you add more shielding to your barrel gun. You and your allies have half cover while within 5 feet of your barrel gun, thanks to its wide base and conical shape. You can now field two guns at the same time. You can create two with the same action, and you can activate both with the same bonus action. You determine whether the guns are identical to each other or different. You can’t create a third gun while you have two.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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