Engineer
When creating an engineer, think about his technical background – did he learn his trade from a prestigious university, an apprenticeship to a mad inventor, or through his own curious tinkering with pilfered and salvaged technology? What kinds of machines or devices does he specialize in, what kinds is he most familiar with, what kinds is he most interested in?
Although his gadgets can get him through most “classic adventuring” scenarios and challenges, and his skills with repairing firearms and the like make him indispensable in an adventuring party, an engineer really comes into his own in a campaign that heavily features technology as a part of the background. If the DM is planning such a campaign, work with him to determine what choices you can make during creation, to optimize your engineer's usefulness – both for the party, and for the DM's planned challenges and quests.
hit dice:
1d8
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
ld8 (or 5) + your Constitution modifier per engineer level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, sidearms, longarms, hand crossbows, longswords, rapiers, shortswords
tools:
Tinker's tools, one artisan's tools of your choice
saving throws:
Constitution, Intelligence
skills:
Choose three from Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Piloting, Sleight of Hand, Technology
class features:
Expertise
Expertise
1st-Level Engineer Feature
Choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with one artisan's
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies.
At 7th level, you can choose two more of your proficiencies
(in skills or with artisan's tools) to gain this benefit.
Tech Jargon
Jargon
1st-Level Engineer Feature
You know Jargon, the semi-secret language of mechanics and
technical experts throughout the world. You can speak
Jargon, and you can use it to write and decipher blueprints
and instruction manuals which are incomprehensible to
those who do not understand it. Jargon can communicate
intricate details of engineering and machinary in half the
time it would take to explain in normal conversation, but
takes four times as long to express any other concept.
Jargon conversation draws upon whatever languages the
speakers' have in common, but it is so laden with technical
vocabulary that it is sounds like jibberish to those who do not
know Jargon, even if they speak the languages on which it
draws, and Jargon itself can supercede other language
barriers.
Gadgets
Gadgets
1st-Level Engineer Feature
At 1st level, you begin to amass a collection of cuttingedge
technological devices called gadgets. You gain
one gadget of your choice for which you meet the
prerequisites.
You acquire additional gadgets as you gain levels in
this class, as shown on the Gadgeteer table. Additionally,
when you gain a level in this class, you can choose one of
the gadgets you have and replace it with another one that
you could gain at that level.
Your gadget options are detailed here.
Saving Throws. If one of your gadgets calls for a saving throw, its DC is calculated as follows:
Gadget save DC = 8 + your proficiency bonus + your Intelligence modifier
Improvised Tool Mastery
Improvised Tool Mastery
2nd-Level Engineer Feature
You can perform tasks (such as repairs) that
normally require tools -- without proper tools as long as you
are proficient in the necessary tools and have something
with which to substitute. However, you do not receive your
proficiency bonus to the roll.
Example: Automotive repair normally requires a mechanical
tool kit to even attempt, but as long as you are proficient in
a mechanical tool kit and can scrounge up a tire jack and
crowbar, you can get the job done.
Additionally, you are proficient in improvised weapons.
Kick into Overdrive
Kick into Overdrive
3rd-Level Engineer Feature
You can push any piece of technology to its limits, increasing its effect but risking its destruction.
Whenever you are in contact with a firearm, explosive, vehicle, or any other technological appliance that is not a gadget, you can use your bonus action to force it into overdrive.
When you force a device into overdrive with this feature, it gains the following benefits:
- Any range, radius, or area of effect of the technology increases by a number of feet equal to 5x your Intelligence modifier (a minimum of 5 feet).
- Any DC assosciated with the device increases by 2.
- Any damage the device deals increases by 1 die.
- Any speed the device has increases by 5x your Intelligence modifier feet (a minimum of 5 feet).
The DM may also choose to allow other properties of the device to increase.
The X value for such a device's overdrive is equal to 10 – your Intelligence modifier (a minimum of 1). When you roll an overdrive check and roll less than that score, the device breaks and ceases to function until it is properly repaired. For example, if you had an Intelligence score of 16 (+3) and rolled a 6 on your overdrive check, 6 is less than 7 (10 – 3), so the device would break.
The overdrive check occurs prior to the use of the device. If you fail an overdrive check when throwing an explosive, that explosive detonates with its overdrive effect on you.
Outside of combat, you can attempt to repair the device. This typically requires one or more successful Intelligence (Tinker's Tools) or Dexterity (Tinker's Tools) checks, resources worth half the total gp value of the device, and a number of hours equal to the full gp value of the device.
Jury Rig
Jury Rig
5th-Level Engineer Feature
You can coerce technology to function for just a little bit longer. As an action, you may spend one turn to force a destroyed, disabled, or scrambled machine to begin working again for another 1d6 rounds. This feature may be used without tools, but the even more haphazard repairs only keep the machine functioning for 1d4 rounds.
If used on a vehicle, you must select which one of its systems you are jury-rigging with each use.
Reconfigure
Reconfigure
6th-Level Engineer Feature
Starting at 6th level, you can quickly re-purpose a
mechanical device to accomplish a different but
related task. For instance, you could turn a steam
engine into a steam cannon, or a cuckoo clock into a
walking wind-up toy. Adding attacks or modes of
movement generally requires that you have parts to
support the addition – if you have a hand grenade, for
instance, you could build it into your cuckoo-clockwalker,
to create a harmless-looking but deadly
walking time bomb. The time it takes to re-purpose a
device is the same as it would normally take you to
repair a broken device of the same type as the new
device, with the benefits of the Quick Fix ability.
Overload
Overload
9th-Level Engineer Feature
You can use your familiarity with technology to forcefully overload a technological appliance. As an action, you can touch one firearm, explosive, gadget, or other technological device within your reach.
If the device is held by a creature, that creature must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, or if the target is not held by a creature, the targetted device is disabled until the end of your next turn.
Disabling a mechanical lock in this way does not cause it to open, but prevents anyone from opening it until the end of your next turn.
Steamborn, drones, robots, constructs, and other technological creatures, as well as technological devices with a size larger than yours, are immune to this effect.
Once a device has been successfully overloaded, a residual static charge prevents the device from being overloaded again for 1 minute.
Override
Override
13th-Level Engineer Feature
You can use your Overload feature to
target steamborn, drones, robots, constructs, and other
technological creatures. As an action, you touch one
technological creature. That creature must succeed on a
Wisdom saving throw (DC equal to 8 + your proficiency
bonus + your Intelligence modifier) or be stunned until the
end of your next turn.
If a creature targetted by this effect fails its saving throw by
10 or more, it is not stunned, and you can instead dictate that
creatures actions until the end of your next turn, although you
cannot force it to take any action which would cause harm to
itself.
Once a creature makes a saving throw against this feature,
you cannot target that creature again with this feature for 24
hours (whether or not it succeeds its saving throw).
Enhanced Performance
Enhance Performance
11th-Level Engineer Feature
you learn to use technological enhancement to improve the armor and weapons. You can use a bonus action to rig one nonmagical suit of armor or weapon you touch with technological enhancements and grant the following benefits.
Armor. The armor grants a +1 bonus to AC. This benefit lasts for 1 hour.
Weapon. The weapon gains a +1 bonus to attack and damage rolls. This benefit lasts for 1 hour.
Once you have used this feature, you can't do so again until you finish a short or long rest. When you reach 15th level, you can use this feature twice times between rests, and when you reach 17th level, you can use this feature three times between rests.
Critical Override
Critical Override
18th-Level Engineer Feature
Your control over devices subjected to
your Overload and Override features increases.
When a technological device is subjected to your Overload
feature, you can choose to trigger one of the device's
properties instead of disabling it. For example, you could
force a mechanic lock to open or an explosive to detonate.
When a technological creature fails its saving throw
against your Override feature, it is not stunned, and instead
you can dictate its actions until the end of your next turn. You
cannot dictate actions which would cause harm to the
creature itself.
When you target a creature with your Override feature, you
can attempt an Intelligence (Technology) check to override it
without locking yourself out. The DC of this check is 8 + the
CR of the creature (or half the level of the creature, if it
doesn't have a CR). On a success, the creature does not
become immune to your Override effect because of that use
of the feature.
You can attempt this check a number of times equal to your
Intelligence modifier (a minimum of once), and you regain
expended checks when you finish a long rest.
Master Engineer
Master Engineer
20th-Level Engineer Feature
Your familiarity with and control over
technology reaches maximal levels.
When you fail an overdrive check, you can choose to
succeed on that check instead. Alternatively, when you fail a
check to repair a gadget or technological device which is
broken, you can choose to succed on that check instead.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain
expended uses when you finish a short or long rest.
Level | Bonus | Class Features | Gadgets |
---|
1st | +2 | Gadgets, Expertise, Tech Jargon | 4 |
2nd | +2 | Quick Fix | 5 |
3rd | +2 | Engineering Specialty | 6 |
4th | +2 | Ability Score Improvement | 7 |
5th | +3 | Jury Rig | 8 |
6th | +3 | Expertise, Reconfigure | 8 |
7th | +3 | Engineering specialty upgrade | 9 |
8th | +3 | Ability Score Improvement | 9 |
9th | +4 | Overload | 10 |
10th | +4 | Engineering specialty upgrade | 12 |
11th | +4 | Kick into Overdrive | 12 |
12th | +4 | Ability Score Improvement | 13 |
13th | +5 | Enhanced Performance | 13 |
14th | +5 | Engineering specialty upgrade | 13 |
15th | +5 | Enhanced Performance X2 | 14 |
16th | +5 | Ability Score Improvement | 14 |
17th | +6 | Engineering specialty upgrade | 15 |
18th | +6 | - | 16 |
19th | +6 | Ability Score Improvement | 16 |
20th | +6 | Perfected Craft | 16 |