Zardnaar
Legend
Whats in a name? Well this class is called the Tinkerer which has some negative connotations to me. This is because the class brings up memories of Tinker Gnomes from Dragonlance (and Spelljammer) that have been haunting the D&D game since the 80's. Ignoring that vibe I would expect some sort of crafting or tinker based class and this class at least lives up to that. A quick scan reveals the guts of the class, d8 hit dice, half caster, Constitution+ Intelligence saves, simple weapons and light and medium armour.
This class however even in a quick read has one glaring problem that stands out on a quick scan. The half casters we have in the game are the Paladin and Rangers and both of them are loaded with class features that deal more damage and they also gain multiple attacks at level 5 along with proficiency in martial weapons and heavy armour (well Paladin at least) along with a d10 hit dice.
There is only one archetype so far the Steam Knight and they do pick up martial weapons and armour at level 3. Level 1 and 2 don't look like much fun.Hopefully the other class abilities can redeem the class. Most 5E classes have a basic level of combat ability built in via cantrips, multiple attacks, class features etc the classes that are weak at this (wizards, land Druids, lore bards etc) tend to have full spell casting levels.
A major ability of the tinkerer class is the construction ability. Its an out of combat ability that ramps up the anaemic 5E construction rate that starts of at 5gp/hour and ramps up to 500gp/hour. A level 3 Tinkerer can knock out a sword in an hour for example, a level 20 one could build a Carrack in a couple of days or something like a Galleon in a couple of weeks. Think of this a a magical Leonardo Da Vinci's workshop I suppose a few low level ones could supply a cities armaments easy enough a master one with some help could rival the Arsenal of Venice for cranking out warships for example. Out of combat a bit broken in a way think of 3E fabricate abuse in a way. Obviously this class could fit on worlds such as Eberron and parts of Krynn and Mystara easily enough. Spelljammer could also handle it easily enough it doesn't really fit the vibe of Greyhawk, Darksun and similar worlds. The Realms is a maybe depending on the timeline but the Gondsmen of Lantan would be the obvious place. Well the class lives up to its name so that is a bonus.
So a quick preview of the class so far now its time to have a hard look at the Steam Knight the only archetype available. The basic tinker at level 1 and 2 picks up an additional skill (3+ back ground). You pick up the construct ability mentioned earlier, affect engines which is a magical trinket you can attach to your equipment and affect discharge which is basically a d6 smite ability of the paladin and you're a half caster so you get a single spell at level 2. And this is what I was referring to as a major problem of the class at level 1 and 2 you outright stink. You do not get a d10 hit dice, a combat style, cantrips, 1/3rd the daily spells of a full caster, no sneak attack and you only get a weakened version of the Paladin smite. So its basically the worst class in the game compared to the PHB. Its basically crap at everything combat, spells. You do get expertise roughly as good as a Rogue so in effect you are a Rogue with no sneak attack and a single daily spell you can smite (badly) with.
Your affect engine ability doesn't even seem to do anything at these levels yet. The engine when you create it at level 1 is elemental based (fire, cold or lightning) but you can't do much with it until level 3. Instead of extra attacks you get extra affect engines at level 5,11,17 At level 3 you can pick a subclass the Steam Knight.
The Steam Knight
At this point I think the tinkerer is trying to be a magical power armour type character (think Fallout 3/4 perhaps). So you pick up some martial abilities other classes get at level 1 (heavy armor, shields, martial weapons) and your attach engine can actually do something. You get martial armour and weapons. You still miss out on key things martial classes get (and earlier). You can now attach your engine to your armour and when you get hit you can inflict 1d4+ intelligence modifier damage to whoever hit you. You can also get thi elemental damage on a weapon you are using. So you now get a situational ability to deal damage that requires you to take pain and I think the intent is you are a front line warrior (with a d8 hit dice), a single attack that doesnt scale until level 15. Frome level 3 to 15 your basic damage is martial weapon+1d4+int + ability damage. Compare with a dual wielding fighter or Rogue and dual wielding is regarded as weak. You don't even compare that well to a Valor bard who is also a primary caster to boot. You get no other source of extra damage for a while but at level 5 you can craft another affect engine (with nothign to do with it), and at level 6 you can switch the elemental damage types. And you can insta craft trinkets worth 1gp. You can attach multiple engines to your armor and the dice scales up in damage (1d6 2 engines, 1d8 3 engines, 1d10 4 engines level 5/11/17).
What this means is by level 7 you are still dealing a single attack damage+ bonus damage with 1d6+int extra damage situational on you being hurt. A The Valor bard out performs this at level 6 and is a primary caster. I won't look at Ranger, paladin, Fighters and Rogues you are barely competitive with Clerics who do ot use any spells. You are still a half caster though with a neutered smite ability (level 6 Paladins get an aura derp). You are also worse than a bladesinger wizard who once again is a primary caster. At level 7 you gain some utility with your affect engine. Its OK at best at level 3 and 4 your next damage upgrade is level 15. Best case scenario is level 11 you deal martial weapon + 1d8+ int+ dex or strength damage plus 1d8+ int damage extra each time you get hit and you can smite as well using spell slots (1d6 vs the Paladins d8). The other half casters get 2 attacks, bonus dice of damage and multiple class features bumping up damage (colossus slayer, horde breaker, combat styles, etc).
From here out it is positively anaemic. Your next abilities kick in at level 10, 15 and 20 previous abilities you have scale at level 15. At this point I think it is just to late. Your level 10 ability is nice, +1 AC and resistance to an energy and you can use one of your engines on a suit of armor as a trap.
At level 15 out get an extra dice of damage on your affect engine ability. Assuming you are using a longsword you single attack is now dealing 3d8+ 10 (str/dex+int mod) plus an additional 2d8+5 each time you get hit. Level 17 you can upgrade 2 of the d8's to a d10. Put simply you're a fighting class that is crap at fighting and even several of the PHB gish classes can laugh at this (bladelocks). You might be semi competitive with a Valor bards and blade singers who are still full casters. Even worse the damage is also elemental damage. Not all classes are good at combat but the name "Steam Knight": and the lack of full spellcasting seems to indicate what this class should be about. Its crap at fighting and is a half caster so its not great at being a caster either and I'm not sure it outperforms a base ranger or paladin with no subclass. It also has the MAD problems the PHB Bladelock has.
I tried to like this class, it took me a week of thinking things over in how I would run the class and the best I could come up with was getting hold of green flame blade somehow and even then I think its marginal as you could just play a high elf mastermind rogue and get Green Flame Blade and have a character that does something. The class might work better in a very odd campaign where its crafting ability matter I suppose where building stuff in a hurry all the time matters. As written the class seems very very flawed I thought its higher level abilities might redeem it but over a week I have not figured out anything worthwhile to use the class for. Its a lot worse than the Beastmaster Ranger IMHO and that is the proverbial kicking ball class of the PHB. Out of 5 I have no real choice but to rate the class 1/5 or an F- or recommend it for NPC use on certain worlds. With the revisions to the early EN5ider classes in a Touch of Class this class might now be the worst EN5ider class. Of the 2 new classes the Gemini I think can function in its intended role and on the 1st pass through was the best designed one yet. The Tinkerer class needs to be tinkered with.
Pros. Its good at making stuff, has an OK spell list.
Cons. Everything else.
This class however even in a quick read has one glaring problem that stands out on a quick scan. The half casters we have in the game are the Paladin and Rangers and both of them are loaded with class features that deal more damage and they also gain multiple attacks at level 5 along with proficiency in martial weapons and heavy armour (well Paladin at least) along with a d10 hit dice.
There is only one archetype so far the Steam Knight and they do pick up martial weapons and armour at level 3. Level 1 and 2 don't look like much fun.Hopefully the other class abilities can redeem the class. Most 5E classes have a basic level of combat ability built in via cantrips, multiple attacks, class features etc the classes that are weak at this (wizards, land Druids, lore bards etc) tend to have full spell casting levels.
A major ability of the tinkerer class is the construction ability. Its an out of combat ability that ramps up the anaemic 5E construction rate that starts of at 5gp/hour and ramps up to 500gp/hour. A level 3 Tinkerer can knock out a sword in an hour for example, a level 20 one could build a Carrack in a couple of days or something like a Galleon in a couple of weeks. Think of this a a magical Leonardo Da Vinci's workshop I suppose a few low level ones could supply a cities armaments easy enough a master one with some help could rival the Arsenal of Venice for cranking out warships for example. Out of combat a bit broken in a way think of 3E fabricate abuse in a way. Obviously this class could fit on worlds such as Eberron and parts of Krynn and Mystara easily enough. Spelljammer could also handle it easily enough it doesn't really fit the vibe of Greyhawk, Darksun and similar worlds. The Realms is a maybe depending on the timeline but the Gondsmen of Lantan would be the obvious place. Well the class lives up to its name so that is a bonus.
So a quick preview of the class so far now its time to have a hard look at the Steam Knight the only archetype available. The basic tinker at level 1 and 2 picks up an additional skill (3+ back ground). You pick up the construct ability mentioned earlier, affect engines which is a magical trinket you can attach to your equipment and affect discharge which is basically a d6 smite ability of the paladin and you're a half caster so you get a single spell at level 2. And this is what I was referring to as a major problem of the class at level 1 and 2 you outright stink. You do not get a d10 hit dice, a combat style, cantrips, 1/3rd the daily spells of a full caster, no sneak attack and you only get a weakened version of the Paladin smite. So its basically the worst class in the game compared to the PHB. Its basically crap at everything combat, spells. You do get expertise roughly as good as a Rogue so in effect you are a Rogue with no sneak attack and a single daily spell you can smite (badly) with.
Your affect engine ability doesn't even seem to do anything at these levels yet. The engine when you create it at level 1 is elemental based (fire, cold or lightning) but you can't do much with it until level 3. Instead of extra attacks you get extra affect engines at level 5,11,17 At level 3 you can pick a subclass the Steam Knight.
The Steam Knight
At this point I think the tinkerer is trying to be a magical power armour type character (think Fallout 3/4 perhaps). So you pick up some martial abilities other classes get at level 1 (heavy armor, shields, martial weapons) and your attach engine can actually do something. You get martial armour and weapons. You still miss out on key things martial classes get (and earlier). You can now attach your engine to your armour and when you get hit you can inflict 1d4+ intelligence modifier damage to whoever hit you. You can also get thi elemental damage on a weapon you are using. So you now get a situational ability to deal damage that requires you to take pain and I think the intent is you are a front line warrior (with a d8 hit dice), a single attack that doesnt scale until level 15. Frome level 3 to 15 your basic damage is martial weapon+1d4+int + ability damage. Compare with a dual wielding fighter or Rogue and dual wielding is regarded as weak. You don't even compare that well to a Valor bard who is also a primary caster to boot. You get no other source of extra damage for a while but at level 5 you can craft another affect engine (with nothign to do with it), and at level 6 you can switch the elemental damage types. And you can insta craft trinkets worth 1gp. You can attach multiple engines to your armor and the dice scales up in damage (1d6 2 engines, 1d8 3 engines, 1d10 4 engines level 5/11/17).
What this means is by level 7 you are still dealing a single attack damage+ bonus damage with 1d6+int extra damage situational on you being hurt. A The Valor bard out performs this at level 6 and is a primary caster. I won't look at Ranger, paladin, Fighters and Rogues you are barely competitive with Clerics who do ot use any spells. You are still a half caster though with a neutered smite ability (level 6 Paladins get an aura derp). You are also worse than a bladesinger wizard who once again is a primary caster. At level 7 you gain some utility with your affect engine. Its OK at best at level 3 and 4 your next damage upgrade is level 15. Best case scenario is level 11 you deal martial weapon + 1d8+ int+ dex or strength damage plus 1d8+ int damage extra each time you get hit and you can smite as well using spell slots (1d6 vs the Paladins d8). The other half casters get 2 attacks, bonus dice of damage and multiple class features bumping up damage (colossus slayer, horde breaker, combat styles, etc).
From here out it is positively anaemic. Your next abilities kick in at level 10, 15 and 20 previous abilities you have scale at level 15. At this point I think it is just to late. Your level 10 ability is nice, +1 AC and resistance to an energy and you can use one of your engines on a suit of armor as a trap.
At level 15 out get an extra dice of damage on your affect engine ability. Assuming you are using a longsword you single attack is now dealing 3d8+ 10 (str/dex+int mod) plus an additional 2d8+5 each time you get hit. Level 17 you can upgrade 2 of the d8's to a d10. Put simply you're a fighting class that is crap at fighting and even several of the PHB gish classes can laugh at this (bladelocks). You might be semi competitive with a Valor bards and blade singers who are still full casters. Even worse the damage is also elemental damage. Not all classes are good at combat but the name "Steam Knight": and the lack of full spellcasting seems to indicate what this class should be about. Its crap at fighting and is a half caster so its not great at being a caster either and I'm not sure it outperforms a base ranger or paladin with no subclass. It also has the MAD problems the PHB Bladelock has.
I tried to like this class, it took me a week of thinking things over in how I would run the class and the best I could come up with was getting hold of green flame blade somehow and even then I think its marginal as you could just play a high elf mastermind rogue and get Green Flame Blade and have a character that does something. The class might work better in a very odd campaign where its crafting ability matter I suppose where building stuff in a hurry all the time matters. As written the class seems very very flawed I thought its higher level abilities might redeem it but over a week I have not figured out anything worthwhile to use the class for. Its a lot worse than the Beastmaster Ranger IMHO and that is the proverbial kicking ball class of the PHB. Out of 5 I have no real choice but to rate the class 1/5 or an F- or recommend it for NPC use on certain worlds. With the revisions to the early EN5ider classes in a Touch of Class this class might now be the worst EN5ider class. Of the 2 new classes the Gemini I think can function in its intended role and on the 1st pass through was the best designed one yet. The Tinkerer class needs to be tinkered with.
Pros. Its good at making stuff, has an OK spell list.
Cons. Everything else.
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