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Engineer

⬇ Archetypes ⬇

Armormech Engineer - Armstech Engineer - Biochem Engineer - Gadgeteer Engineer
Engineer is one of the Playable Classes in Starbies.  
 

BEHIND THE CURTAIN

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.  

UNFLAPPABLE

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.   While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?  
QUICK BUILD
You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the scientist background.  
THE ENGINEER
Level Proficiency Bonus Features Tech Powers Known Tech Points Max Power Level Potent Aptitude Modification Slots
1 +2 Techcasting, Potent Aptitude 6 2 1st d4 -
2 +2 Infuse Item (+1), Tool Expertise 7 4 1st d4 -
3 +2 Engineering Discipline 9 6 2nd d4 4
4 +2 Ability Score Improvement 10 8 2nd d4 4
5 +3 - 12 10 3rd d6 5
6 +3 Discipline feature 13 12 3rd d6 5
7 +3 - 15 14 4th d6 5
8 +3 Ability Score Improvement 16 16 4th d6 5
9 +4 - 18 18 5th d8 6
10 +4 Infuse Item (+2) 19 20 5th d8 6
11 +4 - 21 22 6th d8 7
12 +4 Ability Score Improvement 22 24 6th d8 7
13 +5 - 23 26 7th d10 8
14 +5 Discipline feature 24 28 7th d10 8
15 +5 Infuse Item (+3) 25 30 8th d10 8
16 +5 Ability Score Improvement 26 32 8th d10 8
17 +6 - 27 34 9th d12 9
18 +6 Discipline feature 28 36 9th d12 9
19 +6 Ability Score Improvement 29 38 9th d12 9
20 +6 Tech Mastery 30 40 9th d12 9

CLASS FEATURES

  As a Engineer, you gain the following class features.  
HIT POINTS
Hit Dice: 1d8 per Engineer level   Hit Points at 1st Level: 8 + your Constitution modifier   Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st  
PROFICIENCIES
Armor: Light armor   Weapons: Simple blasters, simple vibroweapons   Tools: Tinker's implements, one of your choice   Saving Throws: Constitution, Intelligence   Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology  
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
   
VARIANT: STARTING WEALTH
In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:  
Class Funds
6d4 x 100 cr  

TECHCASTING

Engineer: 1st level

During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.  
TECH POWERS KNOWN
You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.  
TECH POINTS
You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.  
MAX POWER LEVEL
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.   You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.  
TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.   Tech save DC = 8 + your proficiency bonus + your Intelligence modifier   Tech attack modifier = your proficiency bonus + your Intelligence modifier  
TECHCASTING FOCUS
You use a wristpad (found in chapter 5) or the tools in which you are granted proficiency by this class as a tech focus for your tech powers.  

POTENT APTITUDE

Engineer: 1st level

Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 12 meters of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Potent Aptitude die is rolled, it is lost.   A creature can have only one Potent Aptitude die at a time.   You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain any expended uses when you finish a short or long rest.  

INFUSE ITEM

Engineer: 2nd level

You gain the ability to temporarily enhance a weapon or armor set. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a shield or a +1 bonus to attack and damage rolls if it’s a weapon.   Once you’ve used this feature, you can’t use it again until you finish a long rest.   This bonus increases to +2 at 10th level and +3 at 15th level.  

TOOL EXPERTISE

Engineer: 2nd level

Instead of using the same modifier for trained skills and their associated tools or kits, you gain an additional +2 to any tool checks for trained skills.  

ENGINEERING DISCIPLINE

Engineer: 3rd, 6th, 14th, and 18th level

You begin to focus on a specific engineering discipline, which is detailed at the end of the class description.  

ABILITY SCORE IMPROVEMENT

Engineer: 4th, 8th, 12th, 16th, and 19th level

You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.    

TECH MASTERY

Engineer: 20th level

Your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.   Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

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