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Engineer


Hit Points

Hit Dice: d4 per Engineer level
Hit Points at first Level: 15
Hit Points at Higher Levels: 15 X character level

Proficiences

Armor: Light, medium, hard light generators
Weapons: Simple Weapons, Small arms
Tools: Hacking tools, Tinker's tools
Saving Throws: Intelligence, Charisma
Skills: Pick 2 from Arcana, History, insight, medicine, investigation, perception

Overview & Creation

Hacker, repairman, robotics, we've got it all


Class Features

At 1st level

  • Omni-computer toolkit: Your knowledge and experience with the standard omnicomputer allows you to access it's expanded features. You can use it to create a 40 foot cone of bright light, record and send messages (and receive messages from those you send it to), to access a large sound library as well as up to 100TB of audio/visual recordings, start small fires, and limited informational scanning abilities.
  • At this level you also choose a subclass that grants features at 2nd, 6th, 8th, and 17th levels
  • At this level you gain access to spellcasting, refer to the chart for spell slots for your level
  • You learn the Energy drain cantrip, it does not count against your number of engineer cantrips known
at 2nd level
  • Power charge: You have a power charge per short or long rest that can fuel your engineer abilities, those granted by your subclass and Shield overload. You can regain a use of your power charge by expending a first level spell slot as a bonus action
  • Recharge: By draining an enemy shield to 0 with your Energy Drain Cantrip, you may regain an expended spell slot of 1st level
  • Shield overload: you can focus electrical energy on an area in a 30 foot diameter sphere. You have a number of points equal to 5 times your level in this class, which is divided evenly among all Shielded creatures in the area. Allied creatures regain points, while enemy creature's shields are damaged. You regain these points at the end of a long rest.
at 3rd level
  • You can use an action to create a holographic facsimile of any tool handheld tool. This holographic tool disappears after taking or dealing any damage, or after one minute. Skill checks using this tool are granted advantage.
  • You gain expertise in hacking tools, and can attempt to hack as an action on your turn.
at 4th level
  • Ability score improvement
at 5th level
  • You can now switch one of your engineer spells for another of the same spell level during a short rest
  • Destroying an enemy shield with shield overload effect causes them to make a constitution saving throw or be stunned. Stunned creatures repeat the save at the beginning of each of their turns, ending the effect on a success
at 6th level
  • You now have 2 power charges per short rest
  • Subclass feature
at 7th level
  • when you or another creature you see within 30 feet you can see makes an ability check or saving throw, you can use your reaction to add your intelligence modifier to the result. you can do this a number of times per day equal to your intelligence modifier.
at 8th level
  • ability score improvement
  • Subclass feature
at 9th level
  • You can use a power charge to empower and ally, this requires concentration. The empowered ally regains shield points equal to your intelligence modifier plus your level in this class at the start of each of their turns and gains advantage on their first attack roll each turn. this lasts up to one minute.
at 10th level
  • You can now attune to 4 items, and gain a 10% discount at most automated stores
at 11th level
  • At the end of your long rest, you can store a 1st or 2nd level spell in your omnicomputer, a spell stored in this way can be cast 2 times your intelligence modifer, and can be used by anyone holding the tool. If a spell requires concentration then the creature activating the tool must concentrate.
at 12th level
  • Ability score improvement
at 13th level
    nothin but a new spell level
at 14th level
  • you can attune to 5 items, and ignore all class/race/alignment restrictions on attunement. Your discount deepens to 20%
at 15th level
  • When you expend a power charge to empower an ally, you can now empower a number of allies equal to your intelligence modifier, and they gain a bonus to damage equal to your intelligence modifier on their first attack each turn
at 16th level
  • Ability score improvement
at 17th level
  • Subclass feature
at 18th level
  • you can now attune to six items
  • You now have 3 power charges
at 19th level
  • Ability score improvement
at 20th level
  • You have a plus 1 to all saving throws per attuned item
  • When your shield would break, you can use your reaction and expend a power charge to regain a full shield.

 


Starting Equipment


 


Spellcasting

Intelligence is your spell casting stat, you prepare a number of spells from the engineer spell list per long rest. The number of spells you can prepare is equal to your intelligence modifier+ half your engineer level, rounded down. You can cast spells as a ritual. You may also change out your cantrips on a long rest. Spells are not arcane effects, but the result of the advanced technology of your wrist-mounted omni-computer

  Engineer spell list


Subclass Options

Robotics savant

    When you choose this subclass at first level
  • you create a companion droid that shares your initiative, taking its turn immediately after yours. Your companion droid's appearance is purely up to your discretion, but they all share the same stats. Your droid may use it's reaction and your action to act as the originator of your on touch spells
  • If you do not use your bonus action to command it, it takes the dodge action on its turn. You may use your bonus action to command it to attack a creature Or bolster an Ally’s shield. The droid may attack a creature within 5 feet, using your proficiency and intelligence for the attack roll for 1d8+ your intelligence modifier lightning damage to shielded targets, or 1d4+ int mod lightning damage to unshielded enemies. To bolster, it can add 1d4 points to yours or an ally's shield, as long as it is within 10 feet.
  • You can cast the mending cantrip to repair your droid for 2d6
  • You can repair a destroyed droid over a short rest
  • You learn and always have prepared spells according to your level in this class, these spells do not account against your prepared spell
  1. You learn Shield and shield of faith
  2. At level 5 You learn warding bond and barkskin
  3. at level 9 you learn Aura of vitality and dispel magic
  4. at level 13 you learn arcane eye and guardian of faith
  5. at level 17 you learn circle of power and Mass Cure wounds
    At Second level: You gain 2 additional features fueled by your Power Charges
  • Hostile takeover: You expend your power charge and force a hostile automaton to make a special saving throw against your engineer spell save dc. Hostile automatons controlled by a creature make a save using their intelligence modifier (and proficiency, if relevant) , uncontrolled or fully automated machines have a bonus to their save equal to their CR (minimum +1). machines that fail their saving throw are "charmed" by you and you can issue a simple command to all of them as a bonus action, more complex commands require your action . Machines that succeed this save are immune to this feature for 24 hours
  • Overdrive: You expend your power charge to cause your companion droid to enter an advanced state for one minute or until destroyed, picking one of the following options. Your Droid only has the capability to become one shape, you may change it's readied state during a long rest.
  1. Stationary Turret: In this form, your droid sets down roots, generating its own personal shield equal to your level in this class x 5. During its turn it takes the attack action, targeting a creature you command it or the nearest hostile creature if uncommanded. It's attack has a range of 60 feet, and its attack rolls have a to hit bonus equal to your intelligence+ your proficiency bonus. It deals 2d8 piercing damage on a successful hit
  2. Shield recharge station: In this form, your droid lowers itself into a defensive position, providing 3/4 cover to creatures hiding behind it, and is considered prone. It can take no actions, but generates a field in a 10 foot sphere around it, causing all creatures ending their turn their to regain 2d8 points to their personal shielding.
  At 6th level:  
  • Both forms of overdrive use 3d8, rather than 2d8.
  • you can display an audiovisual feed of any hacked automaton on your omnicomputer
    At 8th level:
  • You can add your intelligence modifier to the damage of cantrips
At 17th level
  • You can expend a power charge to cause all automatons charmed or hacked by you to self destruct, dealing 8d6 fire damage and 6d4 piercing damage to creatures within a 20 foot radius sphere that fail a dexterity saving throw,taking half damage on a success
  Demolition Expert When you choose this subclass at 1st level,
  • you gain proficiency in explosive weapons. You can use a spell slot as an action to create a plasma grenade that does 2d8 fire damage plus 2d4 thunder damage in a 15 foot sphere centered on a point of your choice within 30 feet The damage increases by an extra 2d8 and 2d4 for each spell level above 1. These grenades are volatile and will explode if not thrown after 1 minute, and can be thrown as an action or using the same action that created them.
  • Damage you do to structures is doubled
  • Your shield has resistance to nonmagical bludgeoning and thunder damage.
  • You learn and always have prepared spells according to your level in this class. these spells do not count against your prepared spells
  1. you learn thunderwave and sleep
  2. At level 5 you learn Shatter and knock
  3. at level 9 you learn fireball and stinking cloud
  4. at level 13 you learn vitrolic sphere and wall of fire
  5. At level 17 you learn cloudkill and flame strike
  At second level: You gain two features fueled by your power charge    
  • Big Boom: You can use a bonus action on your turn to expend a power charge to cause your next explosive weapon or plasma grenade attack to do maximum possible damage.
  • Emergency blast: You can expend a power charge as a reaction when you are hit by a melee attack to cast thunderwave at a first level, the attacking creature has disadvantage on this save. as part of this reaction immediately following the explosion you can move up to half your movement away from the triggering creature.
  At 6th level:  
  • you can reroll damage die equal to your intelligence modifier on an area of effect spell or plasma grenade you cast, but must use the new results.
  • You can stabilize a plasma grenade, allowing you to keep one on hand rather than need to use it immediately.
At 8th level:
  • you add an extra 1d8 thunder damage to your explosive weapon attacks against one target.
    At level 17:    
  • You can cast Either delayed blast fireball Or sunburst once per long rest using this feature.

 


Created by

Caelian413.

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