Engineer
Hit Points
Hit Dice: d6 per Engineer level
Hit Points at first Level: 6 + Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution Modifier per Engineer level after 1st
Proficiences
Armor: Light Armor
Weapons: All simple weapons
Tools: Tinker's Tools, Smith's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from History, Insight, Investigation, Medicine, Perception, Sleight of Hand
Class Features
Schematics Journal
As an aspiring gadgeteer you have a journal of schematics containing blueprints for simple mechanical designs and the first glimmerings of plans for things of a much more complex nature.
The schematics you add to your journal as you gain levels reflect the experimentation you conduct on your own as well as any intellectual breakthroughs. You might find other schematics during your adventures. You could discover a schematic recorded in the notes of a tinkerer, or in the organized library of an Engineer's Guild.
Copying a Schematic into the Journal
When you find a schematic of Simple Complexity or higher, you can add it to your journal, if it is of a complexity for which you are able to produce and if you can spare the time to decipher and copy it. Copying a schematic into your journal involves reproducing the basic framework of the blueprint, then deciphering the unique system of notation used by the tinkerer who wrote it. You must make personal notes and drawings until you understand the intricacies of the design.
For each complexity of the schematic, the process takes 4 hours and costs 100 gp. The cost represents material components you expend as you experiment with the schematic to understand it.
Replacing the Journal
You can copy a schematic from your own journal into another book. This is just like copying a new schematic into your journal, only faster and easier. You need only spend 2 hours and 20 gp for each complexity of the copied schematic.
If you lose your journal, you will be unable to create new gadgets or replace old ones. You must can use the same procedure to transcribe the schematics that you know into a new journal. However, since you are copying them from memory, it will take the same amount of time and resources as copying a new schematic.
The Journal's Appearance
Your journal is a unique compilation of schematics, with its own style and margin notes. It might be a plain, functional notebook with neatly organized blueprints, an oversized portfolio with incredibly detailed notes, or a loose collection of illegible designs scribbled onto whatever paper on hand at the time.
Gadget Schematics
You are skilled at building mechanical gadgets that perform various functions and incorporating them into your clothing, armor, weapons and other gear. Some gadgets provide a continuous benefit as long as the gadget is equipped (all unless noted by the DM). Other gadgets have an effect that requires you to take an action in order to activate it. Gadgets are built using schematics which show the design parameters and intended operation of the device. Each schematic has a level of complexity that is classified as
Trivial,
Simple,
Advanced, and Intricate.
Gadget Slots per Complexity Level
Level |
Schematics Known |
Trivial |
Simple |
Advanced |
Intricate |
1st |
2 |
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2nd |
3 |
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3rd |
6 |
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4th |
7 |
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5th |
9 |
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6th |
10 |
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7th |
11 |
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8th |
12 |
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9th |
14 |
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10th |
15 |
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11th |
16 |
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12th |
16 |
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13th |
17 |
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14th |
17 |
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15th |
18 |
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16th |
18 |
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17th |
19 |
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18th |
20 |
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19th |
21 |
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20th |
22 |
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At 1st level, you gain access to a limit of gadgets of your choice from the
List of Schematics. The
Schematics Known column of the above table shows when you learn additional gadget schematics. Any new gadget that you learn must be of a level which you are able to equip. A gadget lost or destroyed must be replaced entirely. Learning a schematic and turning the schematic into a working gadget costs an amount of money and time depending on the complexity. These costs include the parts and components needed to build the device as well the time spent prototyping, testing and troubleshooting the gadget to perfect its operation. The costs and time required for learning a new schematic are:
Complexity Level |
Cost |
Trivial |
10 gp/1 hr |
Simple |
40 gp/2 hrs |
Advanced |
250 gp/8 hrs |
Intricate |
1,250 gp/40 hrs |
Equipping Gadgets
It takes time and effort to build and maintain your gadgets in working order. Repairs and preventive maintenance must be performed: sprockets greased, springs wound, etc. For this reason, you can only maintain a limited number of equipped gadgets, as shown in the Engineer Table. As you level up, you become more skilled at building and maintaining these gadgets, able to keep more of them functional at any time. Because of the expertise required to operate these gadgets and amount of personal customizations that each engineer makes to their gadgets, only the engineer that built it can use a gadget and benefit from its effects.
• Gadgets are somewhat "worn" like physical items. Each equipped gadget is integrated into one of your items of clothing as specified in the description. Multiple gadgets using different schematics each can be integrated into the same piece of equipment. Each integrated gadget increases the weight of the equipment by 2 lbs.
• You can equip gadgets, up to the maximum number shown in the Table. In order to equip a gadget, you must have an available gadget slot of the same or higher level of complexity as the schematic for the gadget.
• Whenever you complete a long rest you can reconfigure your list of active gadgets, changing which gadgets you have equipped from among the schematics that you know.
Activating Gadgets
Some gadgets provide a continuous benefit as long as the gadget is equipped. Other gadgets have an effect that requires you to take an action in order to activate it. The type of action required to activate the effect will be listed in the description of the gadget.
Object Interactions
Most gadgets are easy to activate, requiring you only to flip a switch or twist a dial. A gadget with an effect of this type can be activated at the same time you either move or take another action (such as an attack action). Some gadgets which can be used as weapons may require you take both an object interaction and an attack action at the same time. You can activate a second gadget effect that requires an object interaction on your turn by taking the Use an Object action. (See PHB pages 190 and 193 for more information about what sorts of actions can be combined with other actions.)
Actions
A gadget effect with an activation time of 1 action requires that you focus your attention on the device in order to use it.
Reactions
Some gadget effects can be activated as reactions. These effects are activated in response to some event. If a gadget can be activated as a reaction, the schematic description will tell you exactly when you can use it.
Stacking Gadget Activations
You cannot activate two gadget effects that both require 1 action during the same turn. You can activate both a gadget that requires 1 action and another gadget that requires only an interaction by combining both activations into one action.
Gadget Attack Rolls and Saving Throws
Some gadgets can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the schematic for that particular gadget. Your Intelligence modifier sets the DC for saving throws against effects created by the use of your gadgets.
•
Gadget attack modifier = your Proficiency bonus + the ability score modifier listed in the gadget description
•
Gadget save DC = 8 + your proficiency bonus + your Intelligence modifier
Non-magical in Nature
Although some gadgets create effects which are similar to those created by certain spells and magic items, gadgets and their effects are inherently non-magical. A gadget, or the effect created by a gadget, cannot be detected or dispelled using abilities that work on magic. Spells such as
Detect Magic,
Dispel Magic,
Counterspell, or
Antimagic Field have no effect on the operation of a gadget.
Gadget Schematics can be found here...
Overcharge
At 2nd level, you gain the ability to overcharge your mechanical devices and gadgets, augmenting their effects. You have 2 Charges and you gain more as you reach higher levels, as shown in the Charges column of the Engineer table. You can never have more Charges than shown on the table for your level. Many engineer features utilize Charges , denoting costs in such abilities' descriptions. The more powerful the Engineer, the more Charges you can invest into your gadgets and thus the more effective they can become. You regain 1d6 Charges during a short rest and fully regain them during a long rest.
Engineer's Expertise
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Tinker’s Tools. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.
Engineer Specialization
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 Demolitionist
• Discipline of the Gadgeteer
• Discipline of the Kineticist
• Discipline of the Mechanist
• Discipline of the Technotheurge
(Each choice grants you different features at 7th, 10th, and 14th level.)
Junkyard Hero
Beginning at 3rd 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 5 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.
Ability Score Improvement
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.
Mechanical Magic
Starting at 6th level, attacks made using your gadgets, constructs, or ticker bombs count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Academic Literacy
At the 8th level, you choose two Intelligence-based skills, or 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.
Walking Encyclopedia
Starting at 11th level, you can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus.
Gadget Mastery
At 16th level, when you roll a 1 on a damage die for a gadget you control, you may reroll that die. You must use the result of the new roll.
In addition, when you use a gadget that affects an area, you can shield some creatures in the area from being affected by the gadget. Choose a number of creatures equal to your Intelligence modifier minus 2 (minimum of 1 creature). The creatures that you chose are unaffected by the gadget
Indomitable Mind
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.
Mechanical Mastery
At 20th level, you can draw Charges from your gadgets by rendering them temporarily inoperative. When you do so, you cannot use the chosen gadget or cannibalize it again and lose all of its benefits until the next time you take a long rest, and gain an amount of energy equal to its tier.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
• Any simple melee weapon
• A light crossbow and 20 bolts
• (a) Mechanic's Clothes or (b)Tool Belt
• (a) Scholar's Pack or (b) Explorer's Pack
• (a) Smith's Tools or (b) Tinker's Tools
• Schematics Journal
Mechanic’s Clothes - (Cost: 10 gp, Weight: 5 lbs.): These clothes protect the wearer from grease and grime while providing excellent comfort and utility. The basic outfit consists of a set of overalls or a heavy apron along with sturdy boots, heavy gloves, and a tool belt. Mechanic’s clothes often include other occupational safety equipment such as dark-tinted goggles and a face mask that can be pulled up to cover the mouth and nose.
Eye and Mouth Protection: Using an action, the goggles and face mask can be utilized to protect the wearer against heavy winds, smoke inhalation, and other effects. The mask does not filter out poison, and the wearer can still be affected by effects and spells similar to poison cloud.
Hand and Feet Protection: The heavy leather of the boots and gloves protect the wearer from extreme heat. The wearer gains resistance to all fire damage targeting the feet or hands.
Subclass Options
Discipline of the Battletech
Bonus Proficiencies
At 3rd level, you gain proficiency with all Martial Weapons, Shields and Heavy Armor.
Signature Device: Super Tenacious & Exemplary Amplifier Module (S.T.E.A.M.) Gauntlet
At 3rd 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. 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. Successful melee attacks with the S.T.E.A.M. Gauntlet deals 1d4 + Strength modifier + your level in Force damage.
- Rocket Grapple. 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 an attack dealing fire damage 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).
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.
Signature Device: Power Suit
At 7th level, you believe that the biological and the mechanical can both be upgraded. You build a steam-powered mechanical armor that you call a Power Suit, affixing the S.T.E.A.M. Gauntlet to one arm.
- 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. The suit provides this bonus, even when caught flat-footed.
Mechanical Advantage
At 7th level, in your pursuit of combat superiority, you use a combination of devices to augment your Power Suit even further. For 1d6 Charges, you deal bonus bludgeoning damage equal to your Intelligence modifier on melee attacks.
Volatile Evasion
Beginning at 10th 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 as a free action.
Combat Energetics
Starting at 110th 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 14th level, anytime you come under the effect of exhaustion, for 5 Charges 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 14th level, you can spend 1d10 Charges and charge at your base speed towards a target, knocking them 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, consuming an equal amount of Charges to the attack roll. The movement limitations of a charge also apply. If you don't possess enough Charges, you consume the remaining Charges you have and performs the attack as such.
Discipline of the Demolitionist
Discipline of the Gadgeteer
Discipline of the Kineticist
Bonus Proficiencies
At 3rd level, you gain proficiency with all crossbows and medium armor.
Signature Device: Specialized Crossbows
Starting at 3rd level, you know how to build and maintain specialized crossbows and ammunition using your Tinker’s Tools.
Engineer Crossbows (Ranged) Weapons
Hand-Crossbow. Cost: 150 gp, Damage: 1d8 piercing, Weight: 4 lbs., Properties: Ammunition (range 30/80), reload (1 shot), light. A small crossbow that is meant to be used in one-hand.
Scatter-Crossbow. Cost: 600 gp, Damage: 1d8 piercing, Weight: 8 lbs., Properties: Ammunition (range 20/40), reload (1 shot), scatter, loud. A short crossbow that fires 2 bolts at once to inflict maximum damage at close range. Consumes 2 ammo instead of one on use. The mechanism that allows for dual firing is quite loud.
Long-Crossbow. Cost: 300 gp, Damage: 1d10 piercing, Weight: 10 lbs., Properties: Ammunition (range 50/150), reload (2 shots), two-handed, loud. A crossbow with an elongated body for increased range and velocity. The mechanism that allows for increased range is quite loud.
Heavy-Crossbow. Cost: 500 gp, Damage: 1d12 piercing, Weight: 15 lbs., Properties: Ammunition (range 30/100), reload (2 shots), heavy, two-handed, loud. Smaller but weightier than the Long-Crossbow, this crossbow packs superior punch but has shorter range.
Weapon Properties
Reload. See page 267 of the Dungeon Master’s Guide.
Loud. This weapon makes a loud noise whenever it is used to attack. This noise can be heard over long distances and can give away the location of its wielder.
Scatter. This weapon deals an extra 1d8 piercing damage on a successful hit if the target is not at long range.
Bonus Gadgets
When you reach 3rd level you automatically gain access to your choice of either the schematic for the
Suppressor or the
Concealed Carry gadget if you don’t already know this schematic. Learning the schematic does not count against your normal number of schematics known. Once you gain access to this schematic, you always have it equipped and it does not count against your maximum number of equipped gadgets.
Again at 7th level you gain access to another bonus schematic of your choice. You may choose between either the
Ammunition Clip or
Targeting Scope gadgets. Learning the schematic does not count against your normal number of schematics known. Once you gain access to this schematic, you always have it equipped and it does not count against your maximum number of equipped gadgets.
Fighting Style: Archery
Starting at 7th level you gain a +2 bonus to attack rolls you make with ranged weapons.
Uncanny Dodge
Starting at 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Multiattack
At 14th level chose one of the following three features:
- Guns (Crossbows) Akimbo. When you take the Attack action and attack with a hand crossbow that you’re holding in one hand, you can use a bonus action to attack with a different hand crossbow that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
- Slugger. When you use the attack action to attack with a one-handed melee weapon, you can use a bonus action to attack with a loaded hand crossbow that you are holding in the other hand. Being within 5 feet of a hostile creature doesn’t impose disadvantage on the bonus attack as long as both attacks are made against the same target.
- Rapid Fire. When you use the attack action to attack with a crossbow that has the two-handed property, you can use a bonus action to make a second attack with the same crossbow. The second attack may be made against the same target as the first attack or against another target that is within 10 feet of the first target. The crossbow must be loaded with at least 2 pieces of ammunition since both the initial attack action and bonus action consume ammunition.
Discipline of the Mechanist
Discipline of the Technotheurge
Level | Proficiency Bonus | Charges | Features |
---|
1 | +2 | - | Gadget Schematics |
2 | +2 | 2 | Overcharge, Engineer's Expertise |
3 | +2 | 3 | Engineer Specialization, Junkyard Hero |
4 | +2 | 4 | Ability Score Improvement |
5 | +3 | 5 | - |
6 | +3 | 6 | Mechanical Magic |
7 | +3 | 7 | Academic Literacy |
8 | +3 | 8 | Ability Score Improvement |
9 | +4 | 9 | - |
10 | +4 | 10 | - |
11 | +4 | 11 | Walking Encyclopedia |
12 | +4 | 12 | Ability Score Improvement |
13 | +5 | 13 | - |
14 | +5 | 14 | - |
15 | +5 | 15 | Gadget Mastery |
16 | +5 | 16 | Ability Score Improvement |
17 | +6 | 17 | - |
18 | +6 | 18 | Indomitable Mind |
19 | +6 | 19 | Ability Score Improvement |
20 | +6 | 20 | Mechanical Mastery |