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A small, round object falls down through the cavern from a ledge above and lands at the feet of the orc chieftain. The orc barely has time to wonder what the object is when it erupts, spewing black smoke around him. Through the smoke the orc can almost make out a shadowy form gliding down from the ledge above. The shadow lands, pulls a small metallic object from her belt and flicks 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. He turns back toward the sandy behemoth, punches another button on his wrist, and a bright green ray of energy fires from an emitter on his fingertips. The worm roars in pain as the beam strikes. A dusty half-elf touches the handle of the pistol hanging on his belt as he ducks down an alley in an attempt to evade the group of bandits that are in pursuit of him. The cold metal gives him comfort, but he knowns that in addition to superior firepower, he literally has some tricks up his sleeve. 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.  

Applied Sciences

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

Few engineers come from uncivilized lands, but that doesn’t mean that they are comfortable in social situations. In fact, most 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.  

Creating an Engineer

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 an engineer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the guild artisan background. Choose Fire Extinguisher, Grappling Gun, Headlamp, Retractable Stilts, and Rearview Mirror as your trivial complexity gadget schematics and Parachute Cloak, Steam Spray, and Taser Gloves as your simple complexity schematics.  

The Engineer

Hit Points

Hit Dice: d6 per The Engineer level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per engineer level after 1st


Armor: Light armor
Weapons: Simple weapons
Tools: Tinker’s tools.
Saving Throws: Dexterity, Intelligence
Skills: Choose four from History, Insight, Investigation, Medicine, Perception or Sleight of Hand

Class Features

Gadget Use

You are skilled at building mechanical gadgets that perform various functions and incorporating them into your clothing, armor, weapons and other gear.  

Gadget Schematics

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 or intricate. You know 5 trivial schematics and 3 simple schematics of your choice from the list of gadget schematics presented in Part 2 of this supplement. The Schematics Known column of the engineer table shows when you learn additional schematics. Additionally, when you gain a level in the engineer class, you can choose one of the schematics that you know and replace it with a different schematic from the schematic list. Any new schematic that you learn must be of a level of complexity which you are able to equip. Learning a schematic and turning the schematic into a working gadget costs an amount of money and time depending on the level of 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 in the table below.  

Equipped 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, coolant refilled, capacitors recharged, etc. For this reason, you can only maintain a limited number of equipped gadgets at any one time, as shown on the engineer table. As you level up, you become more skilled at building and maintaining these gadgets and are able to keep more of them functional at any one time. Each equipped gadget is integrated into one of your items of clothing or equipment as specified in the schematic description. Multiple gadgets using different schematics can each be integrated into the same piece of equipment. Each equipped gadget increases the weight of the item it is integrated into by 2 pounds. You prepare your list of equipped gadgets from the list of schematics that you know, up to the maximum number shown on the engineer 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. 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. 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. You can also remove a gadget from a single piece of equipment and install it onto a different piece of equipment whenever you reconfigure your gadgets. You must have access to your tinker’s tools in order to reconfigure your equipped gadgets.

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.)


A gadget effect with an activation time of 1 action requires that you focus your attention on the device in order to use it.


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 object interaction by combining both activations into one action or by using the bonus action granted by your Fast Activation feature.

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.

Gadget attack modifier = your proficiency bonus + the ability score modifier listed in the gadget description

Your Intelligence modifier sets the DC for saving throws against effects created by the use of your gadgets.

Gadget save DC = 8 + your proficiency bonus + your Intelligence modifier

Nonmagical 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.  

Mechanically Inclined

Your skill with mechanical devices allows you to use your tinker’s tools to attempt to open mechanical locks and disarm mechanical traps.  


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.  

Making Gadgets Feel Unique

The list of engineer schematics and a full explanation of their effects can be found in Part 2 of this supplement. While the descriptions explain what the gadgets do, exactly how the gadgets achieve these effects has been left up to you. You should work with your DM to describe exactly how each of your gadgets operate, tailoring the descriptions to best fit your character and campaign world. For example, a Headlamp might be powered by a chemical battery or could harness the power of a rare type of crystal only found deep underground. Describing your gadgets can help to make your character unique and memorable, since no two engineers will necessarily do things the same way.

Master Crafter

You are a master crafter, capable of producing excellent work under budget and on time. Starting at 2nd level, when you craft an item using artisan’s tools that you have proficiency with, you must only expend raw materials worth one-third of the item’s total market value. You make progress every day you spend crafting in increments equal to 5 plus your engineer level in gp until you reach the market value of the item.  

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 might 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 plus your engineer 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 a clockwork companion, or as raw materials for crafting with artisans tools with which you have proficiency.  


Choose a sub-discipline, which describes your technological area of expertise. Three sub-disciplines are described here: demolitions, kinetics, and technomancy, all of which are detailed later in this class description. Your sub-discipline choice grants you additional features when you choose it at 3rd level and then again at 7th, 10th, and 14th level.  

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, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.  

Fast Activation

Starting at 5th level you can use a bonus action on each of your turns in combat to take the Use an Object action, or to use your tinker’s tools to attempt to disarm a trap or open a lock.    

Mana-Powered Attacks

Starting at 6th level, attacks made using your gadgets, firearms or ticker bombs count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Rapid Reconfiguration

Starting at 9th level whenever you complete a short rest, you may reconfigure up to 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 5 and it increases again to 7 gadgets at 17th level.  

Academic Literacy

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.  

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.  

Machine Mastery

When you reach 20th level, you gain complete mastery over two of your gadgets. Choose two simple complexity gadget schematics that you know. You always have these gadgets equipped and they do not count against your maximum number of equipped gadgets. If either 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. You can do this once for each gadget but must finish a long rest before you can use this feature on the same gadget again. You can exchange one or both of the gadgets you chose for different gadgets of the same complexity by spending 8 hours modifying the gadgets using your tinkers tools


Engineers with the technomancy sub-discipline who have the Spellcasting class feature or Pact Magic class feature from another class can use the spell slots they gain from any of their classes to cast spells they know or have prepared from any of their other classes.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • Leather armor and a set of mechanic’s clothes
  • any simple melee weapon
  • (a) an explorer’s pack or (b) a scholar’s pack
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • tinker’s tools
  Alternatively, you can chose 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.

Subclasse options


  Engineers specialize in various fields of science and technology, called sub-disciplines. Three different sub-disciplines are presented here: demolitions, kinetics and technomancy.    


You are a student of the art of making things go boom. Your knowledge stretches from the mechanical (timers and detonators) to the alchemical (volatile compounds and chemical chain reactions). This knowledge allows you to craft and use small but powerful explosive devices which you can lob at your enemies on the battlefield.  

Bonus Proficiencies

At 3rd level, you gain proficiency with alchemist’s supplies and medium armor if you do not already have such proficiency. You also treat improvised weapons as simple weapons for purpose of proficiency.  

Bomb Maker

Starting at 3rd level, your superior skill with explosive compounds allows you to create alchemical bombs known as tickers. A ticker is a small mechanical orb filled with volatile chemicals. When you attack with a ticker, it explodes, dealing damage to any creature around the detonation point. Because the chemicals used to create tickers are unstable, you can carry only a limited number of them with you. You can carry a number of assembled ticker bombs with you equal to your Intelligence modifier plus half of your engineer level. During a long rest you can create a number of tickers up to the maximum number you are able to carry. You must have access to your tinker’s tools and alchemist’s tools in order to create tickers. You must also have one vial of alchemical catalysts for each ticker that you wish to create. Tickers are normally inert, but are activated by using an object interaction in combination with your attack action when you throw the ticker. Once activated, the ticker will explode on impact when it lands. Tickers are treated as improvised ranged weapons for purposes of proficiency. They have the thrown trait and a range of 20/60. You can add either your Strength or Dexterity modifier to the attack roll when attacking with a ticker. Each ticker weighs 1 pound. If a ticker attack misses, the ticker will land 1d4 x 5 feet away from its intended target, exploding where it lands. Roll 1d8 to determine the direction of the miss: see bottom The amount of damage done by a ticker you create depends on your engineer level as shown in the table below. Tickers deal their full damage dice to any creature within 5 feet of the device when it explodes if they fail on a saving throw or half as much damage if they succeed. Targets 5-10 feet away from the explosion take residual splash damage which is reduced by one damage die. The splash damage is further reduced by half if the affected creature succeeds on a saving throw. The type of savingthrow rolled against ticker damage is determined by the damage type of the ticker. The DC of a saving throw against your ticker damage is equal to your gadget save DC. For example, a ticker rated for 3d4 damage deals 3d4 (8) damage to any target within 5 feet of its detonation. The explosion also deals 2d4 (5) splash damage to targets 6-10 feet away from the blast. Both the regular and splash damage are halved if the affected targets succeed on their saving throw. You chose the type of damage that the ticker will deal when you create it. At 3rd level you know how to create both gas (poison damage) and incendiary (fire) tickers. At 7th level you also gain the ability to create frag (piercing) and frost (cold) tickers. When you reach 10th level you learn how to create concussion (thunder) tickers. Finally, at 14th level you gain the ability to build corrosive (acid) and thermal tickers (which deal radiant damage).  

Countdown Timer

At 3rd level and higher, you gain the ability to rig a ticker so that it explodes on a timer instead of on impact. As an action, you can activate the timer of a ticker in your possession, choosing a number of rounds between 1 and 10. Once programmed, the ticker will detonate at the end of your turn after the chosen number of rounds has elapsed. A ticker on a timer can be disarmed by a successful disarm traps check with a DC equal to your gadget save DC.  

Bonus Gadget

When you reach 7th level you automatically gain access to the schematic for the Grenade Launcher gadget. 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.  

Good Command

When you reach 7th level you have become so skilled at placing your ticker attacks that you gain some control over where a missed attack will land. If you miss on an attack with a ticker, roll to determine the direction and distance of the miss as normal. You can choose to reroll one of these results. If you do so, you must use the result of the second roll.  


Beginning at 10th level, you can nimbly dodge out of the way of certain area effects. 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.  

Violatile Overload

When you reach 14th level you gain the capability to overload your tickers. An overloaded ticker has its damage and splash damage both reduced by one die, but has an additional effect based on the type of damage that the ticker deals. You chose to overload a ticker before you make an attack with or activate a countdown timer for that ticker. Once you have overloaded a ticker you cannot overload another until you finish a short or a long rest.   Gas. Any target damaged by the ticker that fails their saving throw is poisoned. At the end of each of its turns, a creature poisoned by the ticker can make another saving throw. The condition ends if the saving throw succeeds.   Incendiary. Thick, black smoke fills a 20 foot sphere around the point where the ticker detonates. The smoke blocks line-of- sight and anything inside of this area is heavily obscured. This smoke lasts for 1d4 rounds unless dispersed by a moderate or greater speed wind.   Frag. Any target damaged by the ticker that fails their saving throw is deafened. At the end of each of its turns, a creature deafened by the ticker can make another saving throw. The condition ends if the saving throw succeeds.   Frost. Any target damaged by the ticker that fails their saving throw has their movement speed reduced by half until the beginning of your next turn.   Concussion. Any target damaged by the ticker that fails their saving throw is stunned until the start of your next turn.   Corrosive. Any target damaged by the ticker that fails their saving throw takes additional 1d8 acid damage at the start of each of its turns. A creature can end this damage by using its action to wash the acid off of themselves using a vial water or another suitable liquid.   Thermal. Any target damaged by the ticker that fails their saving throw is blinded until the start of your next turn.  


Kinetic engineers study the science of motion and the release of energy and apply this knowledge using specialized weapons called firearms. These exotic ranged weapons use a small, controlled explosive charge to propel metal projectiles (known as slugs) toward their target at a very high rate of speed, unleashing a devastating amount of kinetic energy.  

Bonus Proficiencies

At 3rd level, you gain proficiency with firearms weapons and medium armor.  


Starting at 3rd level, you know how to build and maintain firearms and ammunition using your tinker’s tools.  

Bonus Gadgets

When you reach 3rd level you automatically gain access to your choice of either the schematic for the Gunshot 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.  


At 14th level chose one of the following three features:   Guns Akimbo. When you take the Attack action and attack with a firearm that you’re holding in one hand, you can use a bonus action to attack with a different firearm 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 firearm with the light property that you are holding in the other hand. Being within 5 feet of a hostile creature doesn’t impose disadvantage on the bonus attack aslong as both attacks are made against the same target.   Rapid Fire. When you use the attack action to attack with a firearm that has the two-handed property, you can use a bonus action to make a second attack with the same firearm. 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 firearm must be loaded with at least 2 pieces of ammunition since both the initial attack action and bonus action consume ammunition.    


A technomancer understands that magic is merely a form of science that has not yet been completely understood. Technomancers commit themselves to the study of both magic and technology and seek to integrate the two into a potent whole.  

Bonus Proficiencies

Beginning at 3rd level, you gain proficiency in the arcana skill if you do not already have such proficiency  

Bonus Schematics Known

When you reach 3rd level you learn 2 extra Schematics Known in addition to the number shown on the engineer table. You may choose an additional two bonus Schematics Known when you reach 7th level (+4 Schematics Known), 10th level (+6 Schematics Known) and again at 14th level (+8 Schematics Known). These schematics must be of a level that you can equip.  

Techno Magic

When you reach 3rd level, you augment your technological expertise with the ability to cast wizard spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list. Technomancers focus their magical study on two different schools of magic: Divination and Transmutation. Divination spells allow the technomancer to find objects and information through arcane means in addition to using more conventional methods of study; while transmutation spells allow them to change the state and nature of materials. Technomancers learn a relatively small number of spells, which they commit to memory rather than writing them down in a spell book.   Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.   Spell slots. The technomancer spellcasting 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 wizard spells of 1st level or higher, you must expend a spell slot. You regain all your expended technomancer spell slots when you finish a short or long rest. For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell Identify, you must spend one of those slots, and you cast it as a 2nd-level spell. Spells Known of 1st-Level and Higher. At 3rd level, you know two 1st-level wizard spells of your choice, one of which you must choose from either the divination and transmutation spells on the wizard spell list. The other can come from any schoool of magic. The Spells Known column of the technomancer spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level no higher than what is shown in the table’s Slot Level column for your level. For instance, when you reach 8th level as a technomancer, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level as an engineer, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level no higher than what is shown in the table’s Slot Level column for your level, and it must be a divination or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.   Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Mana Battery

At 3rd level you gain the ability to channel your magic directly into your devices, expending one of your spell slots to recover the use of an activated effect of a gadget that would normally require a short or long rest to recharge. The level of the spell slot expended determines the complexity of the gadget that you can recharge. A 1st level spell can recharge a trivial complexity gadget, a 2nd level slot can recharge a simple or lower complexity gadget, a 3rd level spell slot can recharge a gadget of advanced or lower complexity, and a 4th level or higher spell slot can recharge the activated effect on a gadget of any complexity level. If you have another class with the Spellcasting or Pact Magic features, you can expend a spell slot from any of your classes to recharge a gadget, not just spell slots gained from your technomancer sub-discipline.  

Clockwork Companion

When you reach 7th level you gain the ability to build a mechanical clockwork companion. Creating the clockwork requires 4 hours of time and costs 150 gp in raw materials. You must choose one of the two features listed below, which determine the form and function of the clockwork. The clockwork has the statistics of the chosen form, though it has the creature type construct instead of its normal type. Additionally, if the beast your clockwork emulates has an Intelligence score of 5 or less, its Intelligence becomes 6 instead, and it gains the ability to understand one language of your choice that you speak. The clockwork doesn’t require air to breathe, food, drink, or sleep and is immune to the effects of both poison and disease. While your clockwork companion is within one mile of you, you can issue commands to it via a wireless communications link. Activating this link requires you to use an object interaction. If the clockwork drops to 0 hit points it ceases to function. However, it can be repaired. Repairing a broken clockwork companion takes 2 hours and costs 50 gp in raw material.   Clockwork Familiar. Your clockwork takes the form of a small animal that acts as your familiar. The clockwork can be in the form of any small beast such as a bat, cat, crab, frog, hawk, lizard, owl, rat, raven, snake, spider, or weasel. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. The clockwork familiar can’t attack, but it can take other actions as normal. Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. When you activate the wireless link to communicate with your familiar, if you are within 100 feet of your familiar, you can chose to see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. While perceiving through your clockwork familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. You can end this link early by taking a bonus action on your own turn. When you cast a spell that has a range of touch, your clockwork familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. You can use an object interaction to temporarily power off your clockwork familiar. The clockwork folds up into a 6 inch cube which weighs 1 pound, allowing it to be easily carried with you. The clockwork familiar can be reactivated by using another object interaction. You can only have one clockwork familiar at a time, but you can dismantle your existing clockwork and rebuild it in a different form. Rebuilding a clockwork familiar takes 1 hour.   Clockwork Steed. Your clockwork takes the form of a riding horse, pony, camel, elk, mastiff or other 4-legged riding beast. Your steed serves you as a mount, both in combat and out. As an intelligent mount, your clockwork can either act independently of you or be controlled by you during combat. However, your steed always obeys your commands, even when acting independently of you. While mounted on your clockwork steed, any gadget effect that you control which would normally only affect you also affects your steed as well. You can’t have more than one clockwork steed at a time, but you can dismantle your existing steed and rebuild it in a different form. Rebuilding a clockwork steed takes 2 hours.  

Clockwork Enhancement

Starting at 10th level you can forgo your action to have your clockwork companion cast one of the following spells, which vary depending on whether you chose the Clockwork Familiar or Clockwork Steed option at 7th level. If you chose the Clockwork Familiar option your clockwork can cast Fireball, Hypnotic Pattern, or Major Image. If you chose the Clockwork Steed option, your clockwork can cast Fear, Fly, or Haste. These spells are cast as 3rd-level spells. For purposes of range and sight, the spell is treated as if it had been cast by your clockwork. However, any saving throw DC is determined as though you had cast the spell yourself. If the spell requires concentration, you must maintain concentration as though you had cast the spell yourself. Once used, this ability cannot be used again until you have completed a long rest. You cannot recover the use of this ability by using your mana battery class feature.  

Use Magic Device

By 14th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Complexity LevelCost to LearnTime to Learn
Trivial10 gp1hour
Simple50 gp2hours
Advanced250 gp8hours
Intricate1250 gp40 hours
Ticker Miss Direction
d8Direction of Miss
2North East
4South East
6South West
8North West
Ticker Saving Throw/Damage Types
Ticker TypeDamage TypeSaving Throw
Demolitions Engineer Ticker Damage
Engineer LevelDamage (Splash Damage)Ticker Type(s) Known
3rd2d4 (1d4)Gas, Incendiary
4th2d4 (1d4)
5th2d6 (1d6)
6th2d6 (1d6)
7th2d6 (1d6)Frag, Frost
8th2d8 (1d8)
9th2d8 (1d8)
10th2d8 (1d8)Concussion
11th3d6 (2d6)
12th3d6 (2d6)
13th3d6 (2d6)
14th3d8 (2d8)Corrosive, Thermal
15th3d8 (2d8)
16th3d8 (2d8)
17th3d10 (2d10)
18th3d10 (2d10)
19th3d10 (2d10)
20th4d10 (3d10)

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Class by: J.K. Colyer


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