Engineer, Variant 2
From D&D Wiki
Engineer[edit]
By Marc Lee |
"The shadowlander pulls a small metallic object from her belt and flick it toward the chieftain. As the object moves forward it unspools into a scourge made of sharp interlocked links of chain. The orc is no match for the whirling shadow. As the chieftain falls, the shadow flicks her wrist again and the weapon is once again safely and unobtrusively stowed on her belt. Now, time to find that treasure…"
"The gnome pulls his goggles down over his greasy hair to cover his eyes and presses a button on the back of his gauntlet. He feels the hot, acrid breath of the gigantic purple worm as the maw of the creature lunges hungrily down toward him. Steam shoots out of nozzles on the back of his boots. The wrenches and gears that adorn his outfit rattle and clank as he is propelled forward with a burst of speed, safely out of the creature’s grasp."
"The alley ends in a high stone wall – a dead end! The bandits round the corner and advance on him, certain that he has no way to escape. The gunslinger flips a lever on his belt as the bandits near him. In a flash, he disappears. The thugs freeze, looking confused, unsure where their prey has gone. The sound of a firearm round being chambered behind them is the last thing that they hear."
Though their motivations and tactics might be different, each of these engineers employs their superior skill with machinery and technology to overcome the various obstacles that stand between them and their goals. Their resourcefulness allows them to invent and build devices which help them enhance their abilities and augment their weaknesses.
Grab hold of Gadgets & Strange Technology[edit]
Not every scholar or inventor has the skills it takes to become an engineer. Engineers are not only students of science, but they are masters of turning scientific principles into new technology that has practical applications in the real world. Most have some education, though for many this education is the result of years of experimentation and tinkering rather than formal study. An engineer might be a member of a guild of like-minded craftspeople, or more likely, could simply be a self-taught loner with a talent for working with machinery. Engineers can do a little bit of everything. Whatever the challenge, they can invent, build, and adapt their gadgets to be the right tools for the job.
Mechanical Affinity[edit]
Masters of mechanical mayhem, engineers love to tinker with explosives, devices, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades. Few engineers come from uncivilized lands, but that doesn’t mean that they are comfortable in social situations. In fact, many engineers find that mechanical devices make more sense than people. Clockworks and steam engines are infinitely more predictable than the average person could ever be. For this reason, engineers are sometimes seen as aloof or awkward, and some can even be downright abrasive.
[edit]
Quick Build[edit]
You can make an engineer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the engineer's background.
Class Features
As a Engineer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Engineer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Engineer level after 1st
- Proficiencies
Armor: Light Armor
Weapons: All Simple Weapons • All Firearms
Tools: • Tinker's Tools • Smith's Tools • Gunsmith's Tools
Saving Throws: • Dexterity • Intelligence
Skills: Choose four from: • History • Insight • Investigation • Medicine • Perception • Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple melee weapon
- A light crossbow & 20 bolts
- (a) Scholar’s Pack or (b) Explorer's Pack
- (a) Set of mechanic’s clothes or (b) Tinker’s tools
Level | Proficiency Bonus |
Features | Energy |
---|---|---|---|
1st | +2 | Gadgets | - |
2nd | +2 | Energy • Signature Device | 2 |
3rd | +2 | Engineer Specialization | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Academic Literacy | 5 |
6th | +3 | — | 6 |
7th | +3 | Engineer's Expertise | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Junkyard Hero | 9 |
10th | +4 | — | 10 |
11th | +4 | — | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Indomitable • Signature Device Upgrade | 13 |
14th | +5 | — | 14 |
15th | +5 | Crafting Expertise | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | — | 17 |
18th | +6 | — | 18 |
19th | +6 | Ability Score Improvement, • Signature Device Upgrade | 19 |
20th | +6 | Specialization Feature | 20 |
Alternatively, you can choose to forego this starting equipment and instead begin with 5d4 x 10 gold pieces in addition to any wealth and equipment granted by your character background.
Gadgets[edit]
At level 1, you gain access to 3 gadgets from the gadget list. If your DM requires it, acquiring a gadget costs money and time to craft, depending on the gadget's tier, as seen on the table below. While on your person, gadgets are always in effect. When you level up, you may choose to replace a gadget you possess and replace it with one gadget for which you meet the requirements. The old gadget is destroyed, and you must craft the new one. If a gadget is somehow damaged, you must repair it with an Intelligence (Tinker's tools) check with a DC=12+Gadget Tier, spending half of the cost and time to repair it. A gadget lost or destroyed must be replaced entirely. Many gadgets have spell-like effects, but these are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
Tier | Cost |
---|---|
1 | 25gp / 2 hours |
2 | 40gp / 4 hours |
3 | 75gp / 6 hours |
4 | 150gp / 8 hours |
5 | 500gp / 12 hours |
6 | 1000gp / 24 hours |
Tier 1[edit]
Power Boots[edit]
- Increases your walking speed by 10 feet.
- Jump distance and height are doubled and you can use your Int score and modifier instead of Str.
- Whenever you take fall damage, take half damage and you don't fall prone.
Medic Kit[edit]
- You have a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your engineer level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.
- 1 Energy- Touch a dying creature as an action to stabilize it and return it to 1 HP.
Eagle Lens[edit]
- You add your Intelligence Modifier (minimum 1) to Perception checks you make.
- You gain a +1 bonus to ranged attack rolls.
- 1 Energy- Gain advantage on a weapon attack roll you make.
Climbing Hooks[edit]
- You gain the benefits of constant Spider Climb.
Sustenance Blood Infuser[edit]
- You do not require food or water to survive. Your Hit Point maximum is increased by 1 for each engineer level you have.
- 2 Energy- You can cure one poison or disease you are afflicted with as a bonus action.
Mage Lens[edit]
- As an action, you can nonmagically cast detect magic.
- 1 Energy- As an action use this gadget to nonmagically cast identify on any object within line of sight.
Appendage Retractable Machine (A.R.M)[edit]
- You have a retractable (as an action) mechanical hand that can move up to 30 feet away from you, and otherwise functions and has restrictions similar to a durationless mage hand spell.
Tier 2[edit]
Requires Level 3
Scout Lens[edit]
- You can see through darkness (including magical darkness) to a distance of 60 feet and have no perception or inspect penalties. You can also see an additional 60ft as if it was in "Dim Light."
- The lenses can also magnify objects viewed to twice their size.
Voice Changer and Amplifier[edit]
- If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
- 1 Energy- You can increase the volume of your voice to 10 times as much.
SCUBA Equipment[edit]
- You gain a swim speed equal to your walking speed.
- 2 Energy- As a bonus action, you can breathe underwater for an hour.
Mechanical Helmet[edit]
- You add 1 to your AC.
- 2 Energy- As a bonus action, you can send a high-frequency noise from your helmet, that will deafen every other living thing within 15ft until the start of your next turn.
Tinker's Master Gloves[edit]
- You only use half as much time on the construction of mechanical items, including your gadgets and devices.
- You gain advantage on construction and repair checks.
- 1 Energy-. The pointer finger of the glove pushes out a lighter, which can produce a small hot flame.
Tier 3[edit]
Requires Level 6
Creature Capture Device[edit]
- You can hurl the Creature Capture Device at a creature of the beast type to attempt to capture it. Make an attack roll against a target creature within 20ft. On a success the creature is sucked into the device and you must make an Animal Handling skill check. You have advantage on the throw if the Creature is poisoned, restrained, unconscious, paralyzed, or frozen.
- The DC to catch it is equal to 10 + CR of the creature. On a success you the creature is captured within the gadget and can thereafter be summoned or dismissed as an action. The creature acts positively towards you as if it had the charmed condition. If you fail the skill check, or the creature dies after being captured, the gadget is destroyed. While a creature remains captured in this way, your max energy is decreased by 2.
Nanite Surge Beam[edit]
- 2 Energy- A beam heals a friendly target within 30ft for 3d4+Int modifier, gain an additional d4 for level 11, and another at level 17.
- 2 Energy- As a reaction, when a creature within 30ft of you rolls a Con save, you can grant them advantage on the roll.
Overdrive Trigger[edit]
- 3 Energy- As a bonus action, you gain the benefits of Haste for a minute. This does not require concentration.
Grid Shield[edit]
- 2 Energy- As an action, a 5ft by 5ft shield appears in front of you and stays in front of you acting as half cover from attacks in that direction if not destroyed the shield vanishes in one hour.
- 3 Energy- As an action, a forcefield of hexagonal cells overlaps with your armour. Add your Int modifier to your AC. This effect ends after a 10 minutes or if you fall unconscious.
Thanotic Reader[edit]
- You can detect the location of undead within 60ft of you.
- You can identify how and when a corpse died.
- 3 Energy- As an action you can nonmagically cast speak with dead.
Disguise Mask[edit]
- You are proficient in Charisma Saving Throws.
- 1 Energy- Non-Magically cast Disguise Self.
Soul Reader[edit]
- You are proficient in Insight Checks
- 1 Energy- As an action you can nonmagically cast detect good and evil.
- 2 Energy- Nonmagically cast False Life (1d10+Your Level) on you or an ally.
Energy Canteen[edit]
- A Storage Canteen that restores 2d6 energy as an action. It is refilled whenever you take a long rest.
Autoresurrecting Elemental Device[edit]
- 2 Energy- When you would take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP.
- 4 Energy- As an action, you try to revive an adjacent creature who died within the last minute. They must attempt a Con save against DC20. On a success, they come back to life at 1HP.
Tier 4[edit]
Requires Level 10
Excess Energy Storage Device[edit]
- You add 3 + Int modifier to the maximum amount of Energy you have.
- Whenever you suffer at least ten points of lightning damage, you can as a reaction regain one energy point. This can be done up to three times in total, restarting when you take a short or long rest.
Omnitranslator[edit]
- Creatures who understand at least 1 language can understand any language you speak, and you can understand any spoken language.
Jetpack[edit]
- A device on your back allows you to effectively cast a levitate spell at-will.
- 4 Energy- Gain a flying speed of 60 feet for ten minutes.
- 4 Energy- As an action, you can move up to 120ft in a straight line. If you collide with a creature in this path, your movement ends and the creature must make a DEX save. On a failure, the target falls prone. Creatures larger than you gain advantage on this save.
Floating Shoes[edit]
- You can walk or run across any liquid as if it were solid stone. Any damaging liquids (lava, acid, ect.) cause you 2d6 damage of the appropriate type every round you spend on them.
Engitech Offense System[edit]
- 3 Energy- As a bonus action you may enhance a weapon within 30ft with energy from the system. Choose between acid, cold, fire, lightning, force, poison or thunder. The next attack from this weapon deals an additional 2d8 damage of the chosen type.
- 3 Energy- As an action you may shoot an energy beam at a target within 10ft. This causes force damage equal to 2d6+your engineer level. You can spend one additional energy points to force the target to make a Str save. On a failure, it is sent flying back 5ft per engineer level, taking appropriate falling damage if it collides with an obstacle. Huge or larger creatures gain advantage in this check and are only pushed back half the distance.
Engitech Defense System[edit]
- You gain temporary HP equal to one fifth your engineer level. You regain this HP at the start of your turn.
- 3 Energy- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Engineer Level. If you reduce the damage to 0, you can spend an additional 1 Energy to reflect the projectile back at the attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the initial full damage and half on a success.
Spectravision Goggles[edit]
- 1 Energy- You can see into the ethereal plane to a distance of 30 feet, as well as invisible creatures and objects for 10 minutes.
- 2 Energy- For a minute, you can see through any object or wall you spend six seconds observing.
Holographic Cloak[edit]
- You gain a bonus to Stealth equal to your Int modifier.
- 2 Energy- Automatically whenever you become incapacitated or as part of a Disengage action you can become invisible for three turns and create four illusory duplicates that either run off in opposite directions or perform other actions that could distract the enemy. These duplicates last three rounds, but instantly disappear if they suffer any amount of damage.
- 5 Energy- Nonmagically cast Greater Invisibility as an action.
Tier 5[edit]
Requires Level 14
Gravity Manipulator[edit]
- 4 Energy- Nonmagically cast Reverse Gravity as an action.
- 4 Energy- Nonmagically cast Reverse Gravity as an action, but instead you create a zone of greatly intensified gravity. Within this area, the weight of all objects is doubled, movement speed is halved, jump height and distance are halved, and creatures flying must make a Str save every turn it remains in it or fall to the ground. Fall damage within this area is doubled, and Encumbered creatures suffer 2d6 Bludgeoning damage every turn as they are crushed by the pressure.
Spellshield[edit]
- If you don't move during your turn, you gain advantage in saving throws against the effects of spells until your next turn.
- 3 Energy- When you succeed on the save against the effects of a spell that targets only you, you can make it have no effect on you, and instead it targets the original caster using their slot level, spell save DC, attack bonus and spellcasting ability, but you count as the new caster.
Freeze Ray[edit]
- 2 Energy- Spray a large mist of ice onto a target within 30ft, the opponent must make a Constitution Saving Throw, on a fail they will take 6d4 Cold Damage and will be entombed in ice for 2 rounds, if they are suffer damage during these rounds the ice will break and free them. On a pass they will take half damage and have their running speed reduced by half.
- 2 Energy- Shoot an icicle towards a target within 60ft. The opponent must make a dex save. On a fail, they suffer 4d6 Piercing Damage and 3d6 Cold Damage, and on a Critical Fail they will take an additional 6d6 of Piercing Damage. On a pass they take no damage.
- Every use of this gadget increases the energy costs by 1, restarting when you rest.
Disintegrator[edit]
- 5 Energy-A target within 120ft must make a Dexterity saving throw. If the saving throw succeeds, the gadget has no effect. If the saving throw fails, the target takes 10d12 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. Whether a target succeeds or fails, they can only be affected by a Disintegrator once per day.
Lightweight Artillery Engine[edit]
- This mortar must be carried in separate pieces. It can be partially assembled in a round and fully in a minute. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
- While partially assembled, you can spend 2 Energy as an action to replicate the effects of a fireball with a range of 300ft.
- While fully assembled, you can spend 5 Energy as an action to replicate the effects of a single detonation from a Meteor Swarm. When you do so, attempt an Int check against DC18, poor visibility or weather conditions may cause disadvantage on this roll. Failure means that the detonation happens 1d20X10ft away from your target in a random direction. You can only shoot in this manner once every five rounds.
Neuroadaptable Headgear[edit]
- You gain proficiency in Wisdom saving throws.
- You resist Psychic Damage.
- 1 Energy- For the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail.
- 3 Energy- You nonmagically cast Dominate Person with a duration of up to ten minutes.
Tier 6[edit]
Requires Level 18
Replica Creation Paraphernalia[edit]
- This set of specialised tools allows you to create replicas of creatures as per the spell Simulacrum. The result duplicate is actually a construct built from clockwork and fake flesh. This construct is nonmagical and cannot be dispelled. You can spend one energy point to recover one hit point of the construct instead of the usual 100GP. You can also allow it to recover a spell by spending an amount of energy equal to the spell's level.
- While the duplicate is active, your max energy is decreased by 7, and you can only have one duplicate active at a time.
Thought Acceleration Implant[edit]
- 3 Energy- You get to go first in initiative order, regardless of your initial roll.
- 4 Energy- At anytime in the turn order, as a reaction, take the equivalent of a "Legendary Action". You can take a single action of anything of your choice with the ability to move to your movement speed.
- 5 Energy- As an action, you replicate the effects of Time Stop lasting until the end of your next turn, with an additional 3 Energy you can continue the effect until the end of your next turn. After this effect ends, you gain one exhaustion level for every two turns you have the effect active.
Bionic Eye[edit]
- 6 Energy- As an action, your critical hit range increases by 4 for a minute. You must still beat the target's AC to hit unless you roll a natural 20. You can also see through all visual illusions during this time, and deal 6d6 extra damage on a critical hit. When this minute ends, you become blinded. This blindness cannot be negated or restored by any means, but it ends after a minute.
Portable Blink Anklets[edit]
- 1 Energy- As a bonus action, you can teleport up to 20ft away to an unoccupied space you can see, without provoking attacks of opportunity.
- 2 Energy- As an action, you may teleport an object or person within 60ft to another safe position in this area. If you try to teleport someone unwilling or an object they are carrying, they get a Dex save to avoid doing so.
- 2 Energy- As a reaction to being targeted by an attacker you can see, you impose disadvantage on the attack.
Backup Energy Supply[edit]
- Increase your max energy pool by 6.
Quantum Possibility Calculator[edit]
- Once per minute, you can gain the benefits of Guidance.
- 1 Energy- You nonmagically cast Find Traps.
- 4 Energy- You nonmagically cast Commune to contact the Matrix of the Possibility Calculator.
- 4 Energy- You nonmagically cast Find The Path, and you don't need to be familiar with the destination.
- 7 Energy- You gain the benefits of Foresight for ten minutes.
Energy[edit]
At 2nd level, you gain 2 Energy, a personal expendable pool of points with an amount equal to your Engineer level. You regain 1d6 Energy during a short rest, and fully regain it during a long rest. Many engineer features utilize energy, denoting costs in such abilities' descriptions. The more powerful the Engineer, the more energy you can invest into your gadgets and thus the more effective they can become. You regain 1d6 Energy during a short rest and fully regain it during a long rest.
Signature Device[edit]
At 2nd level, you build an archetype of the invention that would contribute to science, your signature device. Your creation is a versatile, and customizable weapon, that proves your utter genius. You can choose one between the Flamethrower, the Multi-Wrench, the Magitech Omnistaff, the S.T.E.A.M. Gauntlet or the Elixir Grenade Gizmo (E.G.G.). If you lose your signature device, you can create a new one over the course of three days of work (8 hours each day) by expending 100 gp worth of metal and other raw materials. Repairing it requires a DC = 15 Intelligence check, and half the money and time it takes to build it. At 7th, 13th, and 19th level, you gain upgrades for your signature device.
Flamethrower[edit]
A machine that replicates the breath of a dragon. This device has is consisting of a tank full of alchemical fuel worn as a backpack, and a single handheld flame-gun, which projects and ignites the fuel. You project a 40-feet long line of extremely effective and very destructive fire. It's useful for clearing bunkers and caves. A creature that takes attack damage from the flamethrower takes 1d4 fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.
- Fireblast - Concentrate the alchemical fire in your device and sear your enemies with every strike. As an action, spend 3 Energy points to shoot a continuous blazing stream, that deals 1d6 + Intelligence modifier as fire damage on a hit, making a ranged attack roll against every creature in it. The fire can completely disintegrate hill-sized boulders and instantaneously evaporate large bodies of water with ease. The flamethrower's damage increases by 1d6 when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
- Smokescreen - As a bonus action, spend 2 Energy point to exhaust smoke from your flamethrower. A swirling dark cloud of hot embers appears in a 20-foot-radius sphere around you. The area filled with smoke is heavily obscuring all creatures except you. The smokescreen persists for 1d6 rounds, or until a strong wind disperses it. Creatures inside the cloud can’t attack or cast spells.
- Napalm - For 6 Energy, you hurl a napalm mote of alchemical fire at a position within range. On hit, a 20-feet area of earth around it, boils in response to its temperature, transforming into difficult terrain and flammable materials with a low melting point, ignite if it isn't being worn or carried. All creatures caught in the area receive 1d8 fire damage each round. The affected area persists for 2 rounds before the ground cools off. The Napalm's damage increases by 1d8 when you reach certain levels: 7th level (2d8), 13th level (3d8), and 19th level (4d8).
- Air Vent - For 4 Energy, trigger a valve in your device to direct an instantaneous blast of vapor, that pushes a creature or object, up to 10 feet away from. It isn’t pushed with enough force to cause damage. The hot-air blast can extinguish candles, torches, and similar unprotected flames in the area. It may cause protected flames, such as those of lanterns, to dance wildly and has a 50 % chance to extinguish them. The Air Vent's range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
Multi-Wrench[edit]
It's a wrench. It's a weapon. It's a gadget. It's a Fix-r-Upper! It doesn't matter what you need - this device has it for every situation. Wrenches were commonly used as a mechanic's tool for turning bolt cranks and repairing mechanical constructs, but this device can also be used as a club and deliver powerful attacks. It is a large wrench that holds a spinning metallic shell at its top. You gain a +2 bonus to attack and damage rolls made with this device. Additionally, when you make a craft check to build or repair something, you add a +2 bonus to the roll while in possession of the multi-wrench, as it also functions as a tool.
- Ricochet - Your wrench has the Thrown property, with a normal range of 20 feet and a long range of 60 feet. While wielding the wrench, you can spend 2 Energy to make a ranged attack against a creature, dealing 1d4 lightning damage + Intelligence modifier on hit, and is considered a magical weapon for purposes of overcoming resistance and immunity. Immediately after the attack, the wrench propels back to your hand. You can target a second creature, for no additional cost, as long as the creature is within 10 feet of the first target. The wrench's damage increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
- Efficient Repair - Spending 4 energy, your creations can last longer than expected. You can use your wrench to repair a damaged device made of stone, metal or wood within 30 feet. You may also use this feature to repair a construct within 10 feet for 1d6 + your Intelligence modifier a bonus action, as long as the construct has at least 1 HP. The bonus to repair checks to constructs is increased when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
- Force Pulse - For 4 Energy, as an action, you can force all creatures (size: Tiny to Large) within 10 feet to make a Strength save. On a failure, they are deafened and knocked prone until the end of your next turn. The pulse's range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
- Lockpick - For 3 Energy, attempt to open a mechanical lock or disarm a mechanical trap that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that prevents access. You can attempt to pick the lock with your wrench and add to your roll 1d4 + your proficiency bonus to the check. If the object has multiple locks, only one of them is unlocked. The wrench's lockpicking bonus increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
Magitech Omnistaff[edit]
The Magitech Omnistaff houses an arcanite crystal at its top, which maximizes and stores energy output to generate the most out of it. Successful melee weapon attacks against constructs or mechanical objects, made with this device, deals an additional 1d4 lightning damage. Whenever you suffer lightning damage, as a reaction, you regain 1d4 Energy points. This can be done up to three times in total, restarting when you take a short or long rest. Additionally, energy in the device must be depleted before it can be refilled.
- Spell Deflector - For 4 Energy, you gain +1d4 bonus in saving throws against the effects of spells until your next turn. When you succeed on the save against a spell that targets only you, the Omnistaff can redirect the spell's effect to its original caster using their slot level, spell save DC, attack bonus, and spellcasting ability. The spell deflector's bonus increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
- Lightning Rod - By harnessing its stored Energy points, the omnistaff's arcanite crystal unleashes a 100-feet radius lightning burst in all directions. Each creature in the area suffers 1d4 lightning damage per Energy point on a failed Dexterity saving throw, or becomes dazed for 1 round on a successful one. The lightning's damage increases when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
S.T.E.A.M. Gauntlet[edit]
This oversized steam-powered glove, made to cover your main arm, gives you a +2 bonus on any checks to force open a stuck, locked or barred door with ease. The weight given is for a single gauntlet and while wearing it, it counts as a heavy type of partial armor. Successful melee attacks with the S.T.E.A.M. Gauntlet deals 1d4 + Strength modifier + your level in Force damage.
(Note: S.T.E.A.M. stands for Super Tenacious & Exemplary Amplifier Module)
- Rocket Grab - Ever wanted to unfairly armlock an ogre? Grappling can help you do all this and more. For 2 Energy, the Gauntlet's mechanical fist can disconnect itself and perform a ranged grapple attack to a target, up to 10-feet afar, pull it towards you. The device itself contains an amount of rolled up metallic chain which allows you to recall it. Requires a full-round action. If a grappled creature does not try to escape, you automatically maintain the grapple from turn to turn. Additionally, you can reach and hold distant objects and pull yourself towards them. The Gauntlet's grapple range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
- Doombuster - Your foe might be expecting a strike of the sword, but instead, it gets a steam-empowered fist in the face. For 4 Energy, you can perform an attack that deals 1d6 + Strength modifier Bludgeoning damage. You push the target a number of yards equal to your Strength modifier and knock it prone. The Gauntlet's damage increases by 1d6 when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
- Steam Barrier - For 6 Energy, your Gauntlet releases from its valves a semi-solid barrier of high-pressure steam, which can absorb substantial damage equal to 2d8 + Constitution modifier, before it is destroyed. Although you can protect yourself and your companions behind the barrier, you cannot attack while sustaining it. When your foe moves too close to the barrier, you can use you reaction to repel it up to 5 feet away from you. Additionally, if the enemy gets within melee range, you can expend the rest of your remaining shield hitpoints as a damaging attack equal to the shield's remaining hitpoints. The Gauntlet's barrier increases when you reach certain levels: 7th level (3d8), 13th level (4d8), and 19th level (5d8).
Elixir Grenade Gizmo (aka E.G.G.)[edit]
This backpack is actually a mobile chemical lab equipped with ingredients to make grenades on the move. The straps on the backpack contain a string of empty vials, which are passed to the interior of the bag and get injected by syringes of explosive chemicals. Creating a grenade counts as a bonus action, and throwing one count as a standard action. Each grenade is filled with a different substance capable of producing a wide variety of effects by reaching the target. Grenades can be thrown at a point of 20-feet away, and have a blast radius of 10-feet. Additionally, grenades can be launched by other means (per DM discretion).
- Elemental Grenade - For 2 Energy, creatures within the blast radius must succeed on a Dexterity saving through or receive 1d6 base damage on a failed save. For each additional Energy point spent, the damage increases by 1d6 (up to a maximum of 3 Energy points). Your elemental grenades can deal different types of damage:
- • Acid - Any creature close enough to the impact, must also succeed a Dexterity saving throw or suffers poison damage equal to your Intelligence modifier until the start of your next turn.
- • Cold - Creatures who fail a Dexterity saving throw suffer halved speed until the end of your next turn, unless they are immune to cold.
- • Fire - Any creature in that area must succeed on a Dexterity saving throw or take 1d4 fire damage at the start of each turn.
- • Lightning - Creatures who have half of their hit points or fewer and fail the Dexterity saving throw are stunned for 1 round.
- The grenade's additional Energy limit increases when you reach certain levels: 7th level (4 energy), 13th level (5 Energy), and 19th level (6 Energy).
- Flash Powder - For 3 Energy, reach into your bag and pull out a vial filled with explosive flash powder. The vial explodes on impact, producing a bright flash. Each creature within the 10-feet blast radius of the point of impact must succeed on a Constitution saving throw or become blinded until the end of your next turn. The blast's radius increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
- Heavy Fume - For 3 Energy, you can create and throw up to three smoke grenades with a single action. Each fume grenade creates a cloud that lasts for 1d4 rounds and blinds creatures who attempt moving through it, upon starting their turn. The round limit increases when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
- Double Throw - For 4 energy, two grenades can be created in a bonus action, and both can be thrown into a standard single action. Additionally, they can be thrown at different targets, at an additional thrown range of 5 feet. The additional range increases when you reach certain levels: 7th level (10 feet), 13th level (15 feet), and 19th level (20 feet).
Engineer Specialization[edit]
As an Engineer, you sometimes draw inspiration from different sources for your creations or inventions. At 3rd level, you begin to follow one field of study that defines your skills, typically trained in higher education:
- • Discipline of the Battletech
- • Discipline of the Gadgeteer
- • Discipline of the Technotheurge
- • Discipline of the Mechanist
(Each choice grants you different features at additional levels.)
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by (+2) points, or you can increase two ability scores of your choice by (+1) point. As normal, you can't increase an ability score above 20 using this feature.
Academic Literacy[edit]
At the 5th level, you choose two Intelligence-based skills. As an alternative, you could choose one intelligence-based skill and one set of tool that you're proficient in. Your proficiency bonus is doubled for any ability check you make that uses those chosen skills/tools proficiencies.
Junkyard Hero[edit]
Beginning at 9th level, you can use your downtime to scavenge spare parts, useful chemicals, and raw materials which you can use to build your gadgets or to craft items. In order to do so, you must be in a city, junkyard, or another location where such items can be found. Your DM may limit the availability of certain types of materials depending on the location where you are scavenging. For each hour that you spend scavenging, you can locate 1d4 gp + your level worth of such materials. You can use the resources you collect while scavenging to pay the material cost of learning new gadget schematics, creating or repairing, or as raw materials for crafting with tools with which you have proficiency.
Saboteur[edit]
Starting at 13th level, on each of your turns in and out of combat, you can make an attempt to disarm a trap or open a lock, using your Tinker’s Tools as a bonus action. Use this skill to disarm a trap, jam a lock (in either the open or closed position), or rig a wagon wheel to fall off. You can examine a fairly simple or fairly small mechanical device and disable it. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you are attempting some sort of sabotage, you think the device is disabled, but it still works normally.
Crafting Expertise[edit]
Starting at 15th level, you are a master crafter, capable of producing excellent work under the budget on time, when you craft an item using tools that you have proficiency with, you make progress every day by spending crafting increments equal to 1d6 + your level in gp until you reach the market value of the item.
Engineer Disciplines[edit]
Battletech - Gadgeteer - Technotheurge - Mechanist
Discipline of the Battletech[edit]
Advanced Proficiency
At 3rd level, you gain proficiency with all Martial Weapons, Shields and Heavy Armor.
Power Suit
At 4th level, you believe that the biological and the mechanical can both be upgraded. You build a steam-powered mechanical armor, you call a Power Suit.
- The Power Suit functions as a Full Plate armor and augments your physical abilities to new levels. Your Signature Device and every new gadget schematics you create are assumed to be mechanical parts of the suit, for the purpose of overcoming the trouble of carrying the gear that would otherwise slow you down.
- Whenever you are targeted by an attack, you add your Intelligence modifier to your AC against all attacks made against you, for the rest of the encounter. The suit provides this bonus, even when caught flat-footed.
Mechanical Advantage
At 6th level, in your pursuit of combat superiority, you use a combination of devices to augment your Power Suit even further. For 1d6 Energy points, you deal bonus bludgeoning damage equal to you Strength modifier on melee attacks.
Volatile Evasion
Beginning at 9th level, you can nimbly dodge out of the way whenever an enemy, in your line of sight, subjects you to a certain effect that requires a saving throw. You instead take no damage if you succeed on the roll and only half damage if you fail. Additionally, you can draw a weapon on each of your turns in combat
Combat Energetics
Starting at 12th level, you thrive in the heat of combat. You have advantage on your initiative rolls. Whenever you land a successful hit with your Signature Device or a Gadget, you can perform an additional attack, as a bonus action.
Full Steam Ahead
Beginning at the 15th level, anytime you come under the effect of exhaustion, for 5 Energy you can regain lost hit points equal to your Level and remove one condition from you. You must complete a short or long rest to use this feature again.
Overcharge
At 20th level, your mastery of engineering enhances your Power Suit to live and breath for battle. For 1d10 Energy points, you can charge at your base speed and knock your target prone. You treat yourself as one size category larger for any rolls made during the charge. All attacks used in this way, gain the benefit of charging, including the equal amount of Energy to the attack roll. The movement limitations of a charge also apply. If you don't possess enough Energy, you consume the remaining Energy you have and performs the attack as such.
Discipline of the Gadgeteer[edit]
Diverse Inventor
At the 3rd level, you can choose a second Signature Device. Also, it takes you -50% less time and money to build gadgets.
Note: It cannot be the same device as your first choice.
Schematic Familiarity
When you reach 5th level, you learn (+2) extra Gadget Schematics of your choice (in addition to the number shown in the Gadget's Table). You can choose an additional set of gadgets when you reach 8th level and 12th level, and again at 15th level. These schematics you learn must be of a level that you can equip.
Advanced Gadget
At 7th level, all gadget and device requirements are reduced by (-1) Energy point. Whenever you make check with a gadget, you can add 1d6 bonus to the result.
Rapid Reconfiguration
Starting at 9th level whenever you complete a short rest, you may reconfigure up to three (3) of your equipped gadgets, switching them with different gadgets from the list of schematics that you know. You must have access to your Tinker’s Tools in order to reconfigure your equipped gadgets. At 13th level the number of equipped gadgets you can reconfigure increases to five (5) and it increases again to seven (7) gadgets at 17th level.
Experienced Craftmanship
At the 14th level, you can choose a third Signature Device.
Note: It cannot be the same device as the first two choices.
Brilliant Mind
When you reach 20th level, you gain complete mastery over your gadgets. Choose a type of complexity for gadget schematics that you know. You always have these gadgets equipped and they do not count against your maximum number of equipped gadgets. If one of these gadgets has an effect that requires a short or long rest to recharge, you can take a bonus action to recharge the effect of that gadget, but you must finish a long rest before you can use this feature on the same gadget again.
Discipline of the Technotheurge[edit]
"The Technotheurge has learned to maximize the energy source of the devices and manipulate them in various ways. They understand that magic is merely a form of science that has not yet been completely understood. Technotheurgists commit themselves to find objects or information through arcane means, in addition to using more conventional methods of study for both magic and technology and seek to integrate the two into a potent whole."
The N.O.V.A Gauntlet
At 3rd level, your knowledge of technotheurgic studies allows you to design a unique invention called the N.O.V.A. Gauntlet. This device can replicate the effects of various spells via arcane enhancements. Spell effects produced by the gauntlet are inherently considered to be non-magical, for the purposes of overcoming resistance and immunity. You can convert your Energy points to synthesize a spell of the corresponding level.
Note: N.O.V.A. = Not Officially Valid as Arcane'
Spell Level |
Energy Cost |
---|---|
Cantrip | 2 |
1st | 4 |
2nd | 6 |
3rd | 8 |
4th | 10 |
N.O.V.A Gauntlet Spells | |
---|---|
Spell Level | Spell |
Cantrip | • Thunderclap • Fire Bolt • Hand of Radiance • Shocking Grasp • Poison Spray • Frostbite • Dancing Lights • On/Off |
1 | • Alarm • Burning Hands • Catapult • Cure Wounds • Earth Tremor • Grease • Remote Access • Shield |
2 | • Blur • Continual Flame • Pyrotechnics • Find Traps • Heat Metal • Chill Metal • Levitate • Skywrite |
3 | • Aura of Vitality • Blinding Smite • Dispel Magic • Erupting Earth • Lightning Bolt • Tongues • Protection from Energy • Hypnotic Pattern |
4 | • Control Water • Fabricate • Stone Shape • Synchronicity |
Mana Battery
At 5th level, the maximum limit of your Energy Pool increases a number of points equal to your Intelligence modifier. Your maximum limit increases when you reach the 10th level and again at the 15th level.
Arcane Recharge
Starting at 8th level, you gain one of the following options of your choice with effects made using your N.O.V.A. Gauntlet. You gain an additional feature at 12th and 16th level.
- Distant Charge - When you cast a spell-effect from a distance, you can spend 1 Energy point to double the range of the spell.
- Empowered Charge - When you roll damage for a spell-effect, you can spend 2 Energy points to reroll and add your Intelligence modifier to the new result.
- Duration Charge - When you cast a spell-effect that has a duration of one round, you can spend 3 Energy points to double the effect's duration.
- Heightened Charge - When you cast a spell-effect that hits only one target, you can make the effect eligible and affect more targets equal to a number of Energy points spent.
Intricate Mind
Starting at 14th level, you have learned enough about the workings of magic that you can improvise the use of magic items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Adaptive Bulwark
At the 17th level, once per day, when you are targeted by a spell that deals a type of damage (acid, cold, fire, lightning, thunder, sonic...etc.) you gain bonus resistance equal to your Intelligence modifier to that type of damage. You must complete a short or long rest to use this feature again.
Elite Technomancy
At level 20, your Intelligence score permanently increases by 2 points, to a maximum of 22.
Discipline of the Mechanist[edit]
Clockwork Knight
When you reach 3rd level, your fascination over clockwork mechanisms leads you to invent the most efficient and versatile construct: a Clockwork Knight. Creating a Clockwork Knight requires 4 hours of time and costs 100 gold worth of metal, rare threads, and other raw materials.
- Size Category: Medium Construct
- Weapons: Simple Melee Weapons & Shields
- Armor Class: 15
- Hit Points: 25 (+ 1d4 at each level)
- Speed: 30 ft.
- Languages: Understands the languages of its creator but can't speak.
- Challenge: 3/4
- Str 15 (+2) Dex 13 (+1) Con 15 (+2) Int 7 (-2) Wis 10 (+0) Cha 3 (-4)
The Clockwork Knight is a powerful fearsome construct to face in battle, that will fight to the death for its creator. In combat, the Clockwork Knight acts as your personal guardian. It's friendly to you and your companions and obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to your Clockwork Knight, it protects you from hostile creatures. When a creature hostile to you moves within 10 feet of the Clockwork Knight on a turn or starts its turn there, it must succeed on a Dexterity saving throw. The creature receives 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the Clockwork Knight drops to 0 hit points it ceases to function. However, it can be repaired, but that will require half the time and cost of raw materials it took to build it.
Note: The Clockwork Knight doesn’t require air to breathe, food, drink, and sleep.
Conjure Mechanical Insect
At 5th level, you can create a mechanical device in the form of a tiny insect, such as a beetle, a cockroach, a butterfly or a cricket. Your new construct can fly, has 1 Hit Point and cannot attack. As an action on your turn, you can perceive through its senses, via a wireless communication up to 100 feet.
- Transmission: For the cost of 4 Energy, you can specify the device will travel for up to 24 hours toward any location which you have visited or the general description of a person. Upon arrival, it can deliver a message to the person that you have described, perfectly replicating the sound of your voice. If the Mechanical Insect is unable to locate the intended recipient within 24 hours, it gets destroyed. You can build a Mechanical Insect after a short or long rest.
Note: You can have only one Mechanical Insect at a time.
Continual Labor
At 10th level, you learn to craft and maintain an additional Clockwork Knight, following the same rules as the first.
Reconfiguration Upgrade
At 13th level, you learn how to apply efficient modifications to your creations. Determine one upgrade of the following list to a Clockwork Knight. That Clockwork Knight now has the function to transform into a new combat mode for the equivalent amount of Energy, as a bonus action on your turn.
- Sentry Mode - For the cost of 6 Energy, the Clockwork Knight will transform into a deployable turret, to a space adjacent to you. Turrets are automated firearms used to defend and support the engineer and their allies. While in its Sentry Mode the construct cannot move from its position.
- Automated Strike - Enemy creatures that enter a 25-feet radius around the turret, or start their turn there, must make a Dexterity saving throw. On a failure, they suffer 1d4 + Intelligence modifier piercing damage. They take half the damage on a success. The piercing damage amount increases by 1d4 when at certain levels: 15th level (2d4), 17th level (3d4), and 19th level (4d4).
- Gyro Mode - For the cost of 4 Energy, the Clockwork Knight will transform into a deployable flying drone. The drone has a flying speed of 30 feet, gets a +2 bonus on all Dexterity saving throws & Stealth checks, but cannot move more than 120 feet away from you.
- Aerial Guard - The drone, using heightened sensors to awareness of danger, can detect threats with ease. It has a +1d4 insight bonus on Perception checks, regardless of being caught flat-footed or struck by an invisible attacker, but loses the bonus if immobilized. This bonus increases by 1d4 when at certain levels: 15th level (2d4), 17th level (3d4), and 19th level (4d4). Enemy creatures within a 25-feet radius around the drone must succeed on a Dexterity saving throw. If it fails, the target becomes restrained by an integrated net launcher from the drone. The trapped creature cannot take any actions until it gets free.
Note: Only one type of Reconfiguration Upgrade may be deployed per Clockwork Knight. You can't have a Clockwork Knight with both Reconfiguration Upgrades.
Fast Activation
At 16th level, you learn how to modify any device as if you were holding it. This is not the same as telekinesis, but rather it allows you to simulate a device's functions. You are only able to access functions that a person using the device manually could access, and can only target one device at a time. Use a bonus action to execute the device-related task that would normally require an action.
Gearsmith Stallion
At 19th level, as an action, your Clockwork Knights can merge into a singular form. Your new construct takes the form of a mechanical warhorse that allows you to fight as a seamless unit. The Gearsmith Stallion always obeys your commands and serves you as a mount, both in Combat and out. While mounted on your steed, any ability you cast that targets only you, also target your steed. If it doesn't receive further directions from you, it preserves itself to the best of its ability. As an action on your turn, the Gearsmith Stallion can dismantle and re-build itself into two Clockwork Knights.
- Size Category: Large Construct
- Armor Class: 30
- Hit Points: 50 (+ 2d4 for each level)
- Speed: 60 ft.
- Languages: Understands the languages of its creator but can't speak.
- Challenge: 3/4
- Str 18 (+2) Dex 13 (+1) Con 17 (+2) Int 2 (+0) Wis 13 (+0) Cha 6 (-4)
Note: You can’t have more than one Gearsmith Stallion at a time.