Class: Engineer

The Engineer

   
ClassName Description filled with SMRT Text
 

Engineer Mindset

 

Playing an Engineer

Anyone can follow a diagram or make a device, but you can take it far further. Others learn attune to fonts of magic or train their whole lives to learn to fight, but you bridge the gap and thensome with quick thinking and impossible inventions. Your experiments push the edge of possibility, and your machines tear down and rebuild what was thought possible. If you can dream it, if you can wield it, you can build it.  

Roleplay

During Social Encounters; you provide useful context when discussing how to solve problems. Practically.

While Exploring; you study the design and construction of the environments you explore ardently, making note of clever traps, ingenious mechanisms, or especially keen architecture you come across for late.

In Downtime; you brainstorm new designs, bringing them to fruition through careful crafting and meticulous attention to detail.

 
You Might...
  • Enjoy creating new things the world has never seen before.
  • Be willing to take a chance on a theory. If it works, it proves your hypothesis was accurate. If it doesn't, you can learn from the failure to gain success later.
  • Go on tagents using technical terms filled with technological babble and jargon, even when asked simple questions.
Others Probably...
  • Question how in the world(s) you are able to do what you do with so little and/or with such simple materials.
  • Believe you are a genius, or a mad fool. Or both.
  • Worry your inventions might backfire. Or Explode. Even when you assure them it won't. Especially when you assure them it won't.
 

Key Attribute(s):

  • Strength or Dexterity. Both are attributes used by Initiators and Warriors for Martial purposes, and an Engineer that likes to stay in the fray is no different. This also affects their Constructs, due to scaling like Companions in some cases.
  •  
  • Intelligence. Intelligence helps most of the skills an Engineer has to offer, while also allowing more ability-focused Engineers to still fight well.
  •  

    Key Terms

      BONUS/PENALTY DIE): Bonus and Penalty die are important to all characters. For the Engineer, your kit will give you bonus die on fear effects...   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Engineer, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...   Work on it  

    Engineer Class Table

     
    Class Level Class Features
    1
    • Initial Character Additions
      • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
    • Multiclass Additions
      • Class Hit Dice
      • Added Proficiencies
    • Class Features
      Class Features Here
    2 X (Subclass),
    3 Class Feature, Subclass Feature
    4 +Y: Y, 1st Class Mastery Choices
    5 Token Class Feature (PS, AA, etc), Class Features
    6 Subclass Feature
    7 +Y: Y, 2nd Class Mastery Choices
    8 Class Feature
    9 Subclass Feature
    10 +Y:Y, 3rd Class Mastery Choices
    11 Class Feature/td]
    12 Subclass Feature
    13 +Y: Y, 4th Class Mastery Choices
    14 Build on Class Feature
    15 Subclass Feature
    16 +Y: Y, 5th ClassMastery Choices
    17 Named Class Feature
    18 Subclass Feature
    19 +Y: Y, Last Class Mastery Choices
    20 Class Capstone
     

    Engineer Basics

     

    Initial Character Additions

      If the Engineer is your starting Class, you gain the following features and proficiencies:  

    Ancestry, Background, etc

    You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
     

    Attribute Boosts

    You gain two Attribute Boosts. One of which must be used on Strength or Dexterity, and the other must be used on Intelligence.  

    Health

      Starting / Leveled Health: 10 (6 or 1d10 )  

    Proficiencies and Gear

     
    Combat

    Armor: All Armors (Light Armors, Medium Armors, Heavy Armors) All Shields.

    Weapons: All Simple Weapons and Martial Weapons, Firearm Weapon Group

      Saving Throws: Fortitude (Con/Cha), Reflex (Str/Dex), or Will (Int/Wis)  
    Skills
    Choice of 3 primary skills from the following list:     Choice of 3 secondary skill from the following list:     Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed on the above list that is also given by your Ancestry or Background, you may use a skill choice to pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule  
    Starting Gear
      You gain either 5d6 times 10 sp (or 175 sp / 17 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Engineer Class, Inventors'  

    Multiclass Additions

      Minimum Requirements: STR or DEX +3 or more, INT +4 or more   If you are multiclassing into the Engineer, you gain the following proficiencies:
  • Armor Proficiency increases by 1 step (up to Medium)
  • Proficiency in your choice of Disable Device or Tinker (Dex/Int)
  •  

    Other Class Info

      Class Hit Die: D8   Class Group(s): Specialist   Favorite Class Bonus: WIP.

    Core Class Features

    As an Engineer you gain Class Features associated with your class at certain class levels.
    At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
      You gain the following class features:  

    (1st) Engineer’s Kits and Power Core

    At 1st level, you gain access to the Engineer’s primary crafting foci, and the very basis of this class. The Power Core, and the Engineering Kit Weapons.

    Power Core

    The Power Core is an item all Engineer’s start with, having created it in their journey to become the person they are today. Sometimes they’re made with a few scraps while sequestered in a cave, other times they’re simply an innately magical creature’s organ housed in a container to use as a battery. Whatever the make, a Power Core is a marvel of Engineering that allows the Engineer to do amazing things.

    You gain a Power Core, 1 made of base materials, or use one you already had. It is attached to your first Kit Weapon.

     

    Kit Weapons

    Kit Weapons, or just simply Kits, are unique weapons or apparati the Engineer can create that only other Engineers (and those with the right builds or features) can wield. A Kit can be held by the user like a weapon or placed into a weapon to enhance its function. Like any other weapon, they can be made of different material, enchanted, or disassembled like normal weapons. Due to their nature, they are all of negligible weight until said otherwise.

    All Engineers start by knowing the two basic Kits: Ballistics Kit and the Thunderhammer. They, and other recipes for Kits the Engineer comes across in their adventures, are stored in their Kit Book.

     

    Kit Book

    The Kit Book is like a Spell Book for a Wizard down to using the same base item for conversion and creation. The Kit book will be used to store the Engineer's complex formulas for their Kits and many of their other features and talents, much like a Spell Library.

     

    Adding things to the Kit Book

    As stated before, an Engineer may find multiple formulas across their adventures for Kits or similar. This could be the result of retrofitting plans found from an ancient super weapon, a rival Engineer’s notes, or from pure research. Whatever the case, these weapons can be transcribed into the Kit Book.   Transcribing plans into a Kit book takes 10 gp and 10 minutes / a Swift Rest per Item Power Level (and Magic Power level) of the weapon.  

    Applying a Kit Weapon

    A kit cannot be deconstructed once it is built, though they can be destroyed. Instead of such, though, a Kit can be applied to a similar enough weapon. Many Kits will share a Weapon Group with other base weapons (such as the Ballistics Kit being of the Crossbow and Firearms weapon groups). Over a Swift Rest, a Kit may be applied to or unapplied to the weapon, replacing the Kit’s base stats and other components of the old weapon’s. The old weapon becomes an Engineering Kit for all intents and purposes, and gains all the modes and functions of the Kit.   If the old weapon and the kit share an enchant or function, the new combined Kit Weapon will use the stronger of the two. The new combined weapon also retains the keywords of both weapons. A creature not proficient in Engineering Kit Weapons can still use the newly combined weapon as normal, but cannot use any of the special functions provided by a Kit.  

    Building or Replacing Kits

    Building new Kits takes the items listed in their recipes Some parts can be substituted, granting the kit special properties as per normal crafting rules.  

    Passives, Functions, and Modes

    Each kit has its own various functions, or special options that alter the way the weapon is used. Each kit has a passive function and several leveled functions the engineer unlocks at later levels automatically.
     

    (1st) Fighting Styles, Engineer

    As an Engineer, you take a practical approach to combat. You gain a Fighting style of your choice, from the Full List of Fighting Styles. This includes Arts as well, as said technical abilities can be mimicked with engineering knowhow and the right source of power.

    Additionally, you gain the Focus Point Pool, Full common feature to use with all your fighting styles.
     

    (2nd) Engineer Discipline (Subclass Choice)

    At class lvl 2, all Engineers choose a Craft Discipline, or a vocation that comes from several learned places for specified purposes. Some Engineers only build what’s necessary to solve problems, while others focus on machines of war. For you, whatever you choose, this is your subclass.

    Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).

     

    (2nd) Art Reactor

    At 2nd level, your Power Core not only fuels your maneuvers, but a limited set of abilities you have access to, if available.

    You can use your Focus Points on any ability (spell or maneuver) you get from your subclass or class features..

       

    (2nd) Upgrade Infusions (Talents)

    At 2nd level, you've learned the process of using Formulas found in the world to imbue your items and/or improve your craft. These Infusions take the form of unique Class Talents that modify how you play your class. You gain a number of these talents equal to your class level, adding new talents each time this number increases (this is retroactive). Every time you level up, you may swap one of your talents for another you qualify for, though you lose all the benefits from the previous one.   Somewhat uniquely, the Arcanist and the Engineer share Talents.   The full list of Infusions will be listed at the end of the Feature Summary.
     

    (3rd) Swift Reconstruction

    At 3rd class level, you have mastered the knowledge of using science (or gumption) to repair things. You learn the Mending cantrip, and the Quick Repair Skill Talent (or another you qualify for if you already have it).
     

    (3rd)Tool Expertise

    At 3rd class level, your proficiency bonus is now doubled for any Profession or Tinker. This is considered having Expertise in these skills.
     

    (3rd) Rigs

    Along with the Kit, the Engineer’s platform of invention is their Rig. If the Kit is the weapon(s) they wield, the Rig is the Armor they use to protect themselves. A Rig is an apparatus-like frame that can be worn on their torso or be integrated into armor or items that assist in movement, like vehicles or saddles. Rigs themselves are complicated in their design, meaning no matter what they're made of (Wood, metal, magic) only other Engineers, those with Lore: Engineering, and certain others can discern their use.  

    Building a Rig

    To make a Rig, you need suitable Armor. Any will do (Light, Medium, or Heavy) and a few supplies they have on hand. A Rig can be created or repaired during a Short Rest or at the end of a Long Rest. You do not need to wear the armor during the process and you and the Rig cannot wear the same item of armor (unless it is an Armor Rig).  

    Kinds of Rigs

      There are three kinds of Rigs, all named and used for this feature.   Armor Rig: A Rig that is primarily made to be worn, like a mechanical suit of armor, or a utility belt for the savvy Potionsmith. Armor Rigs convey the same stats (AC, Armor HP, etc) as their normal counterparts when worn. Enchanted Armor and/or armor made out of special material can be used for this Rig, though any damage done is transferred to its owner.   Mobile Rig: A Mobile Rig is made to move on it's own as an entity that is an extension of the Engineer. The Rig becomes a separate creature with a separate stat block. They gain the AC and Armor HP of the Armor used to make the Rig. The Rig can count as either a Companion or Familiar, though only you are in control of it.   Turret Rig: The Turret Rig is a Rig that does nothing but stand still and Attack as directed. It's full stats can be found on the Turret Rig page. It and can be used as Half-Cover, and it It can be attached to vehicles or similar, should a hardpoint or placement exist. A Turret Rig takes 1 action (◈) to pick up and place, though it will use it's own Actions when directed with a free action (◇) from you.   All Kits (or weapons combined with Kits) can be slotted into Rigs during a Swift Rest, or instantly if one spent a Swift Rest building the rig. This allows the Rig to use the Kit as if you had equipped it, using your proficiency and stats to attack or use maneuvers from. To this end, you always have the option of using at least 2 Kit weapons (one in your Rig, and one equipped to yourself).
     

    (3rd) Subclass Feature(s)

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: Y, Y

    Your X feature improves with your mastery. Being reworked.
      You also gain your choice of the following below.  
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
      These choices are also listed in the Engineer Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.  

    (5th) Additional Attack

    You gain the Additional Attack common feature if you don't already have it.
     

    (5th) Cross-Disciplinary Knowledge

    At 5th class level, you can expand on your knowledge across fields and kits. You can take the passive or 1st Function of any other Kit you've made and apply them onto another one of your Kits. They must share a weapon group (if the kit is attached to the weapon, they all must share the same Weapon Group).   You can only do this with one Kit at a time.
     

    (5th) Flash of Genius

    At 5th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes a check or a save and it results in a failure, you can use a reaction to add your Intelligence modifier to the roll. This is done as a ◇.   You can use this feature a number of times equal to your INT Mod + Half Proficiency (minimum of 1). You regain all expended uses when you finish a Long Rest.
     

    (7th) MF: X, Magic Item Adept

     
    Your x feature improves with your mastery.   You gain the Chameleon Attunement and Chameleon Crafting common features.   Additionally, you can attune to number of items equal to 1 + your proficiency bonus.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (8th) Core of Ideas

    You've developed ways to sustain your inventions, or yourself, just a bit more efficiently.   You gain a Power Point Pool. You can use these points on anything you can use your Focus Points on.
     

    (10th)MF: Cross-Disciplinary Knowledge, Full Implementation

     
    Your Cross-Discipline feature improves with your mastery.   Rather than just the passive and the first two modes of the kits, you can fully combine two Kits.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (11th)Advanced Studies

     
    At 11th level, your proficiency in the workings of technology has become great. You can cast Detect Magic and Identify, and can use them as if they didn't have the Magical trait. Additionally, you have advantage on all Intelligence checks to understand the workings of magical and engineering objects (includiong traps, effects, runes, etc).   Finally, you can slot two kits into your Rigs, gaining the benefit of both. This affects all your Rigs, if you have more than one.
     

    (13th) MF: Y, Y

    Your X feature improves with your mastery.   Builds on something, etc.
     
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Engine of Destruction

    You’ve become formidable in ways many have failed to account for. As a result, your kits and weapons are always ready to devastate. You gain the Bonus Action and Bonus Feat Choice common features. Additionally, you have a bonus dice (base d4) to hit with both your and your rig’s attacks. If you are wearing an Armor Rig, this becomes 2 stages of a bonus dice (base d6)..
     

    (16th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) Anything’s Possible

    You’ve stopped all pretense of letting others have fun, and decided to show the world what you can really do as the peerless inventor you happen to be.   You have an amount of temporary Hybrid Abilities, Maneuvers, or Talents equal to your Half Proficiency. These are temporary and last until you complete a Long Rest, and their requirements must be either below 5th rank or 10th class level. However, you may switch them out for ones you don’t have every Swift Rest
       

    (19th) MF: Y, Last Class Enhancement

    Your X feature improves with your mastery.   Something Big, and usually something that does something cool or pinnacle-like.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Class Capstones

      When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.  
    Capstone 1   X
     
    Capstone 2 / Class Group   X
     

    All Infusion Talents

     

    ClassName Mastery Array

     
    Class Level Feature Enhanced Choice A Choice B Choice C
    4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    Subclasses and Archetypes

    Subclasses

     

    Archetypes

    Sample Builds

      To come.

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