Warlock Engineer (5e Class)
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Warlock Engineer[edit]
A dwarf clad in strange armor that pulses and whirs enters an orc camp and is spotted instantly by one of the guards who raise the alarm. She is unfazed and calmly walks towards the oncoming orc horde.
A human mechanic tinkers with the sights of his musket before starting work on improving the rifling in the barrel, refining its accuracy by precious fractions of a degree. He knows that a well placed shot can make the difference between life and death.
Warlock engineers rely on their minds and the devices they create with them as well as the arcane magic they harness to defend themselves, their property, and their friends.
Mechanical Affinity[edit]
Warlock engineers are perhaps one of the most ingenious minds within the Empire, insane and diabolical scientists that combine arcane sorcery with mad science and engineering in a boundless pursuit to create some of the the greatest technological marvels of destruction and mayhem the world has ever seen.
Insane Inventors[edit]
When the Empire goes to war, the Warlock Engineers are often among their numbers, either tending to the armies machinery or taking part in the action themselves. These sorcerer-inventors often go to war carrying a large arsenal of weaponry, from muskets or spells of devastating potency, to blades powered by crackling Weave energies and other assorted instruments of destruction. Individually, each Warlock-Engineer is capable of decimating entire enemy columns with their own sorcery or the assortment of weapons they have on hand. So long as their technological components function normally, they bring terror and death to any battle or skirmish in which they participate in.
Creating a Warlock Engineer[edit]
When creating an engineer, think about how your character learned the skills needed to work with machines. Did they teach themselves? Or were they trained by a guild or society of engineers? Perhaps they come from a culture like that of dwarves and gnomes where such skills are common. Or perhaps they just figured it out for themselves through experimentation.
- Quick Build
You can make a warlock engineer quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on ranged (or finesse) weapons. followed by Constitution, or Intelligence. Second, choose the guild artisan background.
Class Features
As a Warlock Engineer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Warlock Engineer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warlock Engineer level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, glaives, halberds, longswords, pikes, and tridents
Tools: Tinkers tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and a shield or (b) a martial weapon
- (a) ring mail, or (b) hide armor, or (c) padded armor
- (a) a light crossbow and 20 bolts or (b) a simple weapon
- An Arcane Siphon
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Spell Level | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +2 | Engineering Field, Spellcasting | 2 | 2 | 1st | — | — | — | — | — |
2nd | +2 | Fighting Style, Rapid Siphon | 2 | 2 | 1st | 2 | — | — | — | — |
3rd | +2 | Engineering Field Feature, Invention | 2 | 2 | 1st | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 2 | 1st | 3 | — | — | — | — |
5th | +3 | Arcane-Infused Strikes | 2 | 3 | 2nd | 4 | 2 | — | — | — |
6th | +3 | Engineering Field Feature | 2 | 3 | 2nd | 4 | 2 | — | — | — |
7th | +3 | Absorption, Empowered Cantrips | 3 | 4 | 2nd | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Special Ammunition Upgrade | 3 | 4 | 2nd | 4 | 3 | — | — | — |
9th | +4 | ─ | 3 | 5 | 3rd | 4 | 3 | 2 | — | — |
10th | +4 | Engineer's Expertise, Emergency Protocol | 3 | 5 | 3rd | 4 | 3 | 2 | — | — |
11th | +4 | Engineering Field Feature | 3 | 6 | 3rd | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 6 | 3rd | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 3 | 7 | 4th | 4 | 3 | 3 | 1 | — |
14th | +5 | Engineering Field Feature | 3 | 7 | 4th | 4 | 3 | 3 | 1 | — |
15th | +5 | Magical Turbulence, War Magic | 4 | 8 | 4th | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 8 | 4th | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 4 | 9 | 5th | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Indomitable Mind | 4 | 9 | 5th | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 10 | 5th | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Engineering Field Feature | 5 | 10 | 5th | 4 | 3 | 3 | 3 | 2 |
Spellcasting[edit]
Using an Arcane Siphon of your own design you have tapped into the fabric of magic to power your weapons, armor, and spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. If you take half your max Hit Points in damage in one attack, roll a d20 on a 1 your Arcane Siphon explodes dealing 5d6 force damage on a failed save and half that on a successful one in a 20' sphere. On a 20 lightning shoots from the device and deals 5d6 lightning damage and 2d6 thunder damage to the creature that attacked you with in 60'. Uses all of your spell slots. If you roll a 1 or a 20 you will need to spend 1 long rest fixing it with a DC of 15. If you roll a 2-19 nothing happens. Should you lose the Arcane Siphon you will need to make a new one over the coarse of one week and at a cost of 500 gp.
- Cantrips
At 1st level, you know two cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the warlock engineer table.
- Spell Slots
The warlock engineer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Warlock engineer table shows when you learn more sorcerer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your warlock engineer spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a sorcerer 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.
- Spellcasting Focus
your arcane focus is built in to your armor on either hand, and may only be used if that hand is free, just like the reloading property
Engineering Field[edit]
You may chose to specialize in one field. At 1st level pick either Iron Engineer, or Gunmeister. You gain more features at 3rd, 6th, 11th, 14th, and 20th level.
Fighting Style[edit]
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property and must have the light property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to im pose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
hen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Rapid Siphon[edit]
At 2nd level, you have found a way to temporarily increase the efficiency of your Arcane Siphon. you may use an action to overclock your Arcane Siphon and restore all used spell slots. When this feature is used, you may not regain spell slots on your next short rest as the device needs to cool down. When activating this ability you are subject to opportunity attacks. Once you use this feature you need to complete a long rest before you can do so again.
Invention[edit]
At 3rd level, you gain the use of an item that you have crafted. thist item can only be used by you. Crafting an item is a difficult task. When you gain an item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design. Unlike normal magical item crafting, you develop the formula as you work on the item, and the cost of creation is covered by your normal living expenses. Upon completion you are considered to know the formula for crafting the chosen item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level.
- 3rd Level
cap of water breathing, goggles of night, sending stones
- 5th Level
helm of comprehending languages, lantern of revealing, ring of swimming, rope of climbing,
- 10th Level
eyes of minute seeing, folding boat, Heward’s handy haversack
- 15th Level
boots of striding and springing, bracers of archery, brooch of shielding, hat of disguise, slippers of spider climbing
- 20th Level
eyes of the eagle, gem of brightness, gloves of swimming and climbing, ring of mind shielding, wings of flying
Ability Score Increase[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, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Arcane-Infused Strikes[edit]
After some tinkering you have managed to imbue your weapons with magical energy, starting at 5th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Absorption[edit]
Beginning at 7th level, certain area effects, such as a red dragon’s fiery breath or an ice storm spell are partly absorbed by your Arcane Siphon. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Empowered Cantrips[edit]
Starting at 7th level, you add your Intelligence modifier to the damage you deal with any cantrip.
Engineer's Expertise[edit]
By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Additionally, you can also stow and draw a weapon or object as a bonus action.
Emergency Protocol[edit]
Additionally at the 10th level, whenever the warlock engineer is reduced to 0 hit points or lower, the he can immediately spend all remaining spell slots to instead be reduced to 1 hit point. This cannot be used if you were at 1 hit point before you took the damage.
Magical Turbulence[edit]
The Arcane Siphon can disrupt the normal magical flow. At 15th level no hostile arcane spells can be cast within 5' of you. This increases to 10' at 20th level.
War Magic[edit]
At 15th level, when using an action to cast a cantrip, you can make a weapon attack as a bonus action.
Indomitable Mind[edit]
Beginning at 18th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.
Iron Engineer[edit]
As an Iron Engineer you focus on improving your survivabilty, defensive abilities, and your armor above all else. Those in this field typically fight on the front lines. By infusing their armor with power from the Arcane Siphon they gain much improved durability.
Melee Proficiency[edit]
At 1st level, you gain proficiency in heavy armor, martial melee weapons, and shields.
Magical Armor[edit]
Finally at 1st level, You make a suit of Magical Armor by hardwiring your Arcane Siphon to the armor. This armor retains all the properties it had before you converted it. If you lose the armor you will need to make a new set. Doing so requires metal armor, plus 8 hours of work which can be done during a long rest. While wearing this armor, bludgeoning, piercing, and slashing damage from non-magical weapons is reduced by 1.
Shield Wall[edit]
Beginning at 3rd level, you use can now place temporary waist high shields. As a bonus action granting up to 3 creatures with in 5 feet. 1/2 cover until the start of your next turn, or you may place one down as a reaction when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage, and you succeed on the saving throw. This can affect up to 3 creatures at once including yourself. You can use this a number of times equal to your proficiency bonus -1, and regain all expended uses of this feature when you finish a long rest.
Improved Magical Armor[edit]
At 6th level, you have modified your armor to improve your strength. You may now ignore the two-handed tag on melee weapons at the cost of reducing the damage by one dice level, you now also take 3 less bludgeoning, piercing, and slashing damage from non-magical weapons, and may attack twice when you take the attack action on your turn
Invigorating Emergency Protocol[edit]
Upon Reaching 11th level, using the Emergency Protocol feature you regain 2d8 hit points for each spell slot used. This can still be used no matter your previous hit point total.
Advanced Magical Armor[edit]
As you reach 14th level, you have upgraded your magical armor again. You now take 5 points less bludgeoning, piercing, and slashing damage from non-magical weapons, can ignore the restriction on one-handing weapons, and gain +1 AC
Ultimate Magical Armor[edit]
As you reach 20th level, you learn how to make the best armor you can. You now take 7 points less bludgeoning, piercing, and slashing damage from any weapon, all melee weapons deal one dice level higher apart from the greataxe which deals an additional 1d4 and the lance which can now attack with out disadvantage, and gain +2 AC
Gunmeister[edit]
As a Gunmeister, you focus on improving your mobility, offensive abilities, and your weapon. Those in this field typically fight in the rear. By tinkering with their weapons, and the Arcane Siphon they gain much improved combat prowess.
Engineer's Rifle[edit]
At 1st level, you forge a deadly firearm using your knowledge of engineering and metallurgy. This firearm is called an Engineer's Rifle. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.You are proficient with the Engineer's Rifle. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. Firing the Engineer's Rifle while prone does not incur disadvantage. Once fired, it must be reloaded as a bonus action. If you lose your Engineer's Rifle , you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
Ranged Proficiency[edit]
At 1st level, you gain proficiency in medium armor, and martial weapons, additionally you may now select spells form the ranger spell list provided that the spell in question does not involve plants or animals.(e.g. Animal Friendship, Goodberry, Speak with Animals, Plant Growth)
Ammunition Synthesizer[edit]
Congratulations on your new invention! You now have an Ammo Synthesizer. Beginning at 1st level, at the end of each long rest, you can produce 40 rounds of ammunition with this item. After each short rest, you can produce 10 rounds. You may only produce an ammunition type if you have at least one piece of it on you, or if you have previously made the ammunition you are trying to make. If you lose your Ammo Synthesizer, you can create a new one as part of a long rest, using 25 gp of metal and other raw materials.
Aimed Shot[edit]
At 3rd level, you learn to aim for the weak points in enemy defenses with your Engineer's Rifle. As an action, you can make a special attack with your Engineer's Rifle that deals an extra 2d6 piercing damage on a hit.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).
You also modify your armor to be lighter giving you 10' extra movement but 1 less AC.
Weapon Tinkering[edit]
At 6th level, you modify your Engineer's Rifle by upgrading its capabilities. Choose one of the following upgrades to apply to the weapon. You select an additional upgrade at 11th level, and again at 14th level.
- Farsight Scope
The maximum weapon range of your Engineer's Rifle increases by 100 feet.
- Extended Barrel
The normal weapon range of your Engineer's Rifle increases by 100 feet.
- Integrated Magazine
Your Engineer's Rifle holds 2 rounds at a time, allowing you to attack twice before a bonus action reload is required.
- Extended Magazine
Requires Integrated Magazine, your Engineer's Rifle holds 4 rounds at a time, allowing you to attack 4 times before a bonus action reload is required.
- Extendable Stand
On your turn, by spending no movement, and firing while prone, you have advantage on attacks with your Engineer's Rifle.
Powder Charge[edit]
At 11th level, as an action, you can make a special attack with your Engineer's Rifle. Rather than making an attack roll, you use a powder charge to create a shockwave in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d8 force damage and is pushed 10 feet away from you.
This damage increases by 1d8 when you reach certain levels in this class: 14th level (3d8) and 20th level (5d8).
Your armor now gives 20' extra movement, and the AC penlty is removed.
Piercing Round[edit]
Starting at 14th level, you can shoot a piercing round from your Engineer's Rifle. As an action, you can make a special attack with it. Rather than making an attack roll, you load, and fire a specialized priercing round from your rifle, creating a 5-foot wide and 30-feet long line. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 piercing damage. This damage increases to 6d6 when you reach 19th level in this class.
Explosive Round[edit]
Starting at 20th level, you learn how to make explosive ammunition. At the end of each long rest you may choose either Stable Explosives, or High Explosives.
If you choose Stable Explosives you may as an action, make a special attack with your gun. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes (half your Intelligence modifier rounded down)d12 fire damage, and (half your Dexterity modifier rounded down)d10 force damage.
If you choose High Explosives you place a massive amount of explosive material within a single round, which flies through the air and strikes down at a point you can see inside of 1 mile, causing a powerful explosion on impact. Once you begin using this feature, moving or taking any other actions or reactions before the round is fired interrupts the use. Make a single ranged attack roll, and use this roll to attack every creature within a 75-foot-radius sphere centered on the point you targeted, ignoring advantage/disadvantage. Every creature that is hit takes (3 x your Intelligence modifier)d12 fire damage, as well as (3 x your Dexterity modifier)d10 force damage. On a miss, targets takes half damage. The sphere spreads around corners, damages objects in the area, and ignites flammable objects that aren't being worn or carried.
Firing this makes a very loud noise and releases noxious fumes into the air. Make a CON save against your own spell save DC. On a fail, you fall prone, and are paralyzed for 1d6 turns. You can repeat the saving throw at the beginning of each of your turns to recover early (the DC decreases by 1 for every failure, including the initial one). Once you use this you may not do so until the end of a long rest. This can only be used after spending 1 full turn setting up, and another bracing yourself.
Your armor now gives you 30' extra movement, and you are under the effects of the spider climb spell when wearing your armor.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Warlock Engineer class, you must meet these prerequisites: 13 Dexterity, and 13 Intelligence
Proficiencies. When you multiclass into the Warlock Engineer class, you gain the following proficiencies: one skill, light armor, and the Arcane Siphon
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