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Engineer

Brushing her fingers along the rig’s control panel, a fervent rush of energy courses through the human’s body, pulsing in sync with the harmonious hum of her solorium implant.   With a weave of his fingers, a dwarf sends a small army of attack drones to blanket the field with laser fire, laying waste to the approaching raiders.   A human soldier transmits silent commands to an army of nanomachines designed to seal the wounds of his fellow officers.   Engineers are starborns who make use of modern day inventions, robotics, computers, and chemistry. Combined with the use of solorium, their technical skills are open to an infinite realm of possibilities. Their personalized rig translates their thoughts into streams of data that weave into system commands. No matter their path, they constantly improve by focusing on their training, tools, and technical know-how to defy the odds.  

MASTERS OF SCIENCE

Engineers devote themselves to a particular path of study, often viewing the universe and the living creatures within it in a very technical sense. Their awakened intuition allows them to see the structural patterns and connections between all things, almost as if the universe were written in a code only they can read.   The rise of many cosmic threats, both organic and inorganic, has led many engineers down the path of a defender of worlds. Viral plagues, rogue mechanical beasts, and nefarious cybercriminals are just a few examples of what they stand against.   Engineers tend to keep in contact with others of their field of study, forming scientific local or online groups  
 

 
 

INSTITUTION

Most engineers start their lives in service of an institution or perhaps as part of a team as maintenance workers later realizing that they have potential well beyond their peers and become an engineer. To prepare for this new duty, candidates typically receive instruction from their institution, or a specialized school devoted to a specific field of technology.   Some institutions are secret and remain cut off from the world where they work on black operation projects that are sometimes necessary but otherwise illegal. Other institutions can be open, and some of them dedicated to medical science. What is noteworthy about the institution you studied at?  

INSTITUTION TABLE

D6INSTITUTION
1Your organization is said to be the most advanced program in the galaxy.
2Students of several specialties all receive instruction together at your institution.
3You come from an institution famed for a weak curriculum and some wonder just how good you are?
4Your institution is a renowned military and a proving ground that trains combat-engineers.
5Your institution is a peaceful, humble university, with a sweeping beautiful campus.
6Your institution is a mighty mega corporation and a proving ground for the most cutting edge of technology.
   

PERSONAL ITEM

Many engineers have items among their personal gear that are not important or sophisticated but useful as components for other unfinished projects.  

PERSONAL ITEM

D6ITEM
1Old screwdriver or wrench that you improvise with often.
2Design schematics that explain how to assemble a Solorium device.
3A sample of rare element isotope.
4Advanced blueprints to Enhanced equipment prototype.
5A Core Forge schematic that is incomplete.
6A Solorium power stone that glows.
 
 

SECRETS OF UNIVERSE

Engineers must grapple with limitations of technology and how it all fits together in the great span of the galaxy. Even as advanced as the galaxy is not everything has been explained and many thinkers are often left wondering about how the intergalactic civilizations have shaped the universe and what are the secrets behind their advanced technology.   If you haven't considered this aspect of your character yet, see the table enterprises for some possibilities, or use them for inspiration. Your deep thirst for the secrets of advanced technology might involve something you did (or are doing), or it could be rooted in the way you feel about the galaxy and your role in it.  

SECRET TABLE

1D6SECRET
1A neatherat offers you counsel. You try to ignore the creature, but sometimes its advice is helpful.
2You believe that, in the final analysis, ancient technology left behind by past civilizations is dangerous.
3You acknowledge the power of solorium, but you think it's essential for civilization to remaster this lost technology in order to prosper once more.
4Even though you can work as an arcane engineer through forging, you have never truly felt passionate about your field.
5You are plagued by nightmares from past wars and you struggle to keep it together in your role as an engineer in your institution.
6In times of despair, you are skeptical of most other engineers' work, and you are extra critical of all products that you haven't designed yourself.
 

FUSION OF FORCES

Engineers have access to a vast array of materials, all forged or powered by solorium, the mysterious energy harvested from the Crucibles what’s a crucible. An internal solorium implant, most often placed near the brain, grants them both a physical and neural link to their arsenal of tools.   Through the use of a form of arcane power known as Forging, an engineer is able to manipulate these resources, instantly crafting nanobots, assault and medical drones, and plasma weapons. These techniques can also directly alter or deconstruct matter and provide bio enhancements to themselves or their allies.  

CREATING AN ENGINEER

When you create your Engineer, think about what sort of scientific profession your character would follow. Would they study biology or chemistry? Or perhaps their study focuses more on physical mechanics. How or why did you choose to delve into this field? Is it connected to your character’s history or personality?  

ABILITY SCORE

It is recommended you make Wisdom your highest ability score, followed by Constitution. Intelligence is also useful for many of your skills.
 
 

ENGINEER TABLE

LEVELPROFICIENCY BONUSFEATURESPRIME TALENTS1ST2ND3RD4TH5TH6TH7TH8TH9TH
1st2Call Rig, Forging, Technical Specialty32--------
2nd2Technician Specialty feature, Rig Expansion (1/rest), Rig Expansion: Harness Power33--------
3rd2-342-------
4th2Ability Score Improvement, Prime Technique Versatility443-------
5th3Mechanical Devastation (CR 1/2)4432------
6th3Technician Specialty feature, Rig Expansion (2/rest)4433------
7th3-44331-----
8th3Ability Score Improvement, Mechanical Devastation (CR 1), Technician Specialty Feature44332-----
9th4-443331----
10th4The Jury Rig543332----
11th4Mechanical Devastation (CR 2)5433321---
12th4Ability Score Improvement5433321---
13th5-54333211--
14th5Ability Score Improvement54333211--
15th5-543332111-
16th5Ability Score Improvement543332111-
17th6Mechanical Devastation (CR 4), Technician Specialty feature5433321111
18th6Rig Expansion (3/rest)5433331111
19th6Ability Score Improvement5433332111
20th6Jury Rig improvements5433332211
 

CLASS FEATURES

As an 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 Saving Throws: Constitution, Wisdom
    Skills: Choose two from Astrophysics, Computers, Insight, Lore, Mechanics, Medicine, Persuasion, and Xenobiology

PROFICIENCIES

    Armor: Light armor, medium armor
    Weapons: Simple weapons
    Tools: One artisan tool or Vehicle Proficiency (you choose)
    Saving Throws: Constitution, Wisdom
    Skills: Choose two from Astrophysics, Computers, Insight, Lore, Mechanics, Medicine, Persuasion, and Xenobiology.
 

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:
    (a) a short blade or (b) wrist blades, or (c) an energy staff
    (a) light trooper armor, (b) medium trooper armor, or (c) heavy trooper armor (if proficient)
    (a) a light pistol and 15 shots of ammunition, or (b) any Simple weapon
    (a) a scientist’s pack or (b) an explorer’s pack
 

FORGING

Your tools and training allow you to perform various techniques to produce astonishing effects.  

PRIME TALENTS

At 1st level, you know three prime techniques of your choice from the engineer’s techniques list. You learn additional talents at higher levels as shown in the Prime Techniques column of the Engineer table.  

FORGING AND THE RIG

Each engineer has a set of tools and materials they use to employ their special powers. Often referred to as a “rig”, it comes in various forms but is almost always the size of a small pack or box. Every engineer is fitted with an implant that allows them to communicate directly with their rig. Aside from tools, there are two features that are universal amongst all rigs.   Raw solorium. Each rig has a small supply of raw solorium, which not only supplies power to several of the rig’s operations, it also allows the engineer to craft arcane and mechanical materials on the fly to serve as the components required for their more powerful techniques. It is in limited supply, but much like weapons powered by solorium cores, the raw material regenerates after a period of time.   Micro-Drones. Each rig has a set of coin-sized, spherical drones that the engineer controls directly. Though not always used, the drone is an invaluable tool that can multitask with the engineer and produce effects at a distance. Crafted from pure solorium, they can take on whichever color or texture the engineer chooses. They are hard to hit and destroy, but are easily replaceable if such a situation arises.  

FORGING PREPARATION

The Engineer table shows how many tech slots you have to use your techniques of Rank 1 and higher. To use one of these techniques, you must expend a slot of the technique’s level or higher. The tech slots represent the supply of raw solorium and equipment available to power your techniques. You regain all expended tech slots when you finish a long rest.   You prepare a list of engineer techniques that are available for you to use, choosing from the engineer powers list. When you do so, choose a number of engineer techniques equal to your Wisdom modifier + your engineer level (minimum of one technique). The techniques must be of a level for which you have tech slots.   For example, if you are a 3rd-level engineer, you have four Rank 1 and two Rank 2 tech slots. With a Wisdom of 16, your list of prepared techniques can include six techniques of Ranks 1 and 2, in any combination. If you prepare the Rank 1 mend technique, you can use it by expending a Rank 1 or Rank 2 slot. Using this technique doesn’t remove it from your list of prepared techniques.   You can change your list of prepared techniques when you finish a long rest. Preparing a new list of techniques requires time spent in building and allocating resources. This should take at least 1 minute per technique rank for each technique on your list.  

FORGING ABILITY

Wisdom is your forging ability for your engineer techniques. A tool is useless without the proper judgment on where to use it. An engineer’s forte is not just based on knowledge, but on being able to use that knowledge effectively, timely, and in a reserved manner. You use your Wisdom whenever a technique refers to your forging ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a technique you use and when making an attack roll with one.  
Forging Save DC = 8 + your proficiency bonus + your Wisdom modifier
 
Forging attack modifier = your proficiency bonus + your Wisdom modifier
 

CONVENTIONAL FORGING

You can use a technique conventionally if the technique has the conventional tag and you have the technique prepared.  

TECHNICAL SPECIALTY

Choose one specialty with which you focus your skills as an engineer. Each specialty is detailed at the end of the class description. Your choice grants you specific abilities when you choose it at 1st level, as well as additional abilities 2nd, 6th, and 8th, and 17th level.  

SPECIALITY TECHNIQUES

Each specialty also comes with associated techniques that you gain at the levels noted in the specialty description. Once you gain a specialty technique, you always have it prepared and it doesn’t count against the number of techniques you can prepare each day.  

CALL RIG

At 1st level, you can use your implant to remain in contact with your rig at all times. With your reaction, you can sense the general location of your rig as long as it is within 500 miles of you. You can sense the direction and can confirm the exact distance once you’re within 1000 feet.   Regardless of distance, you can use your bonus action and expend a tech slot to call upon your rig to phase shift instantly into your hand. Once you reach 5th level, summoning your rig no longer requires you to expend a tech slot.   If your rig is permanently lost or destroyed, you can forge a new one by spending 8 hours of time and 500 cu in materials. This can be performed during a long rest. Once a new rig is forged, your previous rig ceases to function and becomes a set of mechanic’s tools.  

RIG EXPANSION

At 2nd level, you gain the ability to use the raw energy in your rig to fuel additional effects. You start with two such effects: Electromagnetic Pulse and an effect that is defined by your specialty. Depending on your specialty, you may gain additional effects as you gain in level.   When you use your Rig Expansion, you choose which effect to create. You must then finish a short or long rest to use your Rig Expansion again.   Some Rig Expansion effects require saving throws. When you use such an effect from this class, the DC equals your technician Forging save DC.   Beginning at 6th level, you can use your Rig Expansion twice between rests.  

RIG EXPANSION: ELECTROMAGNETIC PULSE

As an action, you use your rig to send an explosive wave of electromagnetic energy that debilitates and disorients robots, drones, and any creature with the automaton or construct creature type. Each of these targets within 30 feet of you and with less than three-quarters cover must make an Intelligence saving throw. If the target fails its saving throw, it is impaired until the end of your next turn or until it takes any damage. This ability also affects mechanical creatures controlled by a live operator. An impaired target cannot take any reactions and its movement is reduced to 0. The only action available to the target is the dodge action.   In addition, any unshielded computer panel or electronic device not worn by another  

RIG EXPANSION: HARNESS POWER

You can expend a use of your Rig to fuel your techniques. As a bonus action you regain one expended tech slot, the rank of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.  

ABILITY SCORE IMPROVEMENTS

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. As normal, you can’t increase an ability score above 20 using this feature.  

PRIME TECHNIQUE VERSATILITY

Whenever you reach a level in this class which grants the Ability Score Improvement feature, you can replace one prime technique you have learned from the Engineer technique list with another prime technique from the Engineer technique list.  

MECHANICAL DEVASTATION

At 5th level, when an automaton or construct fails its saving throw against your Electromagnetic Pulse feature, it is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the following table.  
Engineer LevelDestroys Targets of CR
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower
 

THE JURY RIG

Beginning at 10th level, you can instinctively commune with your rig to devise some form of aid in a dire situation when you’re in desperate need of one. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your engineer level, you instinctively come up with an on the fly effect to assist you.   The GM chooses the nature of this benefit; often in the form of an effect generated by an engineer technique or specialty power.   If your roll is successful, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your rig provides you with assistance automatically, no roll required.
 
 

TECHNICAL SPECIALTIES

Engineers come in all types, each devoted to a particular field of study in which they specialize. These specialty fields provide the engineer with additional abilities that correspond with their chosen path. Where Engineer is a broad term, your specialty is what defines how others view your expertise as well as your title. Your choice of specialty may also be considered your career if you so choose. Engineers are considered a necessity for many of the different societies scattered throughout the galaxy. Some even establish trade centers from which to offer goods and services.  
 

ANALYST

Knowledge is power to those who know how to wield it and Analysts are experts in gathering, organizing and weaponizing their knowledge. They are the self-proclaimed historians and analysts of the universe, some seeking to recover lost history and data while others seek to reinvent or challenge it.  

ANALYST TECHNIQUES TABLE

Engineer LevelTechniques
1stCommand, Esper Sense
3rdDetect Truth, Suggestion
5thNondetection, Universal Translator
7thVeiled Observer, Haze of Chaos
9thInstant Recall, Extended Perception
 

TRUST THE EXPERTS

At 1st level, you learn two languages of your choice. You also gain expertise in your choice of two of the following skills: Astrophysics, Lore, Xenobiology, or Computers.   Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  

RIG EXPANSION: QUICK DOWNLOAD

Starting at 2nd level, As an action, you access temporary data through your rig and gain proficiency in one skill or tool of your choice for 10 minutes.  

RIG EXPANSION: CROOKED ALGORITHM

At 6th level, as an action, your rig enables you to read and influence the mind of one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw and if the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.   During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  

HARMFUL DATA

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any engineer prime talent.  

MIND PALACE

Starting at 17th level, your rig optimizes your analytical skills and you are able to make seemingly impossible deductions related to an object you hold, or your immediate surroundings. To reach accurate conclusions, you must spend at least 1 minute calculating and rationalizing in your mind palace. You can focus in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were forging a technique.  
    Object Analysis. Holding an object as you concentrate, you can visualize the object's previous owner. After concentrating for 1 minute, you deduce how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Environmental Analysis. As you concentrate, you visualize recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you concentrate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.   Once you use this feature, you can't use it again until you finish a short or long rest.
 

ARCANIST

Arcanum engineers are forgers who are dedicated to understanding and utilizing the esoteric science of the mysterious Arcanum structures. This understanding allows them to forge powers that are usually exclusive to channelers.  

ARCANIST TECHNIQUES TABLE

Engineer LevelTechniques
1stEsper Sense, Laser Blast
3rdEnhance Weapon, Energy Sink
5thUnravel Effect, Nondetection
7thVeiled Observer, Dimensional Container
9thControl Matrix, Cosmic Ward
 

BONUS PRIME TALENTS

At 1st level, you gain two prime talents of your choice from the mage spell list. For you, these prime talents count as engineer forging techniques.  

BONUS PROFICIENCY

At 1st level, you gain proficiency in Astrophysics.  

RIG EXPANSION: SOLORIUM DOSSIER

Starting at 2nd level, your research into the Arcanums has revealed compromising data about other life forms.   As an action, your rig deploys a micro-drone that generates aggressive audiovisual stimuli towards one cyborg, primordial, protean, or netherant of your choice that can see or hear you and is within 30 feet of you. The target must make a Wisdom saving throw, if the creature fails its saving throw, it is frightened for 1 minute or until it takes any damage.   A frightened creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.   After you reach 5th level, when a creature fails its saving throw against your Solorium Dossier feature, the creature is trapped in a pocket dimension for 1 minute (as in the banishment spell, no concentration required) if it isn't in its realm of origin, and its challenge rating is at or beneath a certain threshold, as shown below.  

BANISHMENT TABLE

Engineer LevelBanishes Targets of CR
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower
 

MITIGATION

Starting at 6th level, when you restore hit points to an ally with a technique that is rank 1 or higher, you can also end one effect of your choice on that creature. The level of the effect you end must be equal to or lower than the level of the tech slot you expend to forge the healing technique.  

APPLIED SCIENCE

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any engineer prime technique.  

INSIDER TRADING

At 17th level, you choose four talents from the mage talent list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of Arcanum techniques. Like your other forging techniques, they are always prepared and count as engineer techniques for you.[/container]|ARCANIST[/spoiler]  

CIVIL ENGINEER

Civil Engineers are concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a Civil Engineer, a balanced industrial economy is sacred, and the gravest enemies of the city are those who seek to unbalance the productivity of its citizens.  

CIVIL TECHNIQUES TABLE

Engineer LevelTechniques
1stDecipher Languages, Remote Connection
3rdBlur, Molecular Agitation
5thFlame Blast, Forge Vehicle
7thPower Drain, Secure Zone
9thControl Matrix, Extended Perception
 

BONUS PRIME TALENT

When you choose this specialty at 1st level, you gain the Trigger Device prime talent in addition to your chosen prime talents.  

BONUS PROFICIENCIE

S Also starting at 1st level, you gain proficiency with martial weapons and proficiency with vehicles (land).  

CITY SLICKER

From 1st level, you seem to have a natural camaraderie with urbanites. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.  

RIG EXPANSION: QUICK DOWNLOAD

Starting at 2nd level, your rig enables you to command any city utility within 30 feet of you to either work perfectly or shut down entirely for 1 minute (your choice).   Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.   This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.  

BLOCK WATCH

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.  

UNION REP

At 8th level, your rig weaponizes the disgruntlement of the working class. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.  

EXPRESS TRANSIT

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had forged a teleportation technique whose destination is a permanent location you know. Once you use this feature, you must finish a short or long rest before using it again.  

HEAVY ARMS

A starborn engineer is often no stranger to battle. Some are forced into it while others rush fearlessly into its uncertain dangers. Regardless of their path, those drawn into the horrors of war discover another part of themselves. A heavy arms specialist excels in battle, using their technical skills to construct devices of war, both for the destruction of their foes and support of their fellow combatants.  

HEAVY ARMS TECHNIQUES

Engineer LevelDestroys Targets of CR
1stBarrier, Voltaic Charge
3rdAssault Drone, Enhance Weapon
5thAbsorption, Tactical Support Zone
7thSuperior Aegis, Unfetter
9thIncinerate, Steel Barricade
 

BONUS PROFICIENCIES

When you choose this specialty at 1st level, you gain proficiency with heavy armor and martial weapons.  

COMBAT EXPERTISE

At 1st level, when you make a weapon attack, you can make one additional weapon attack using your bonus action.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest  

RIG EXPANSION: TARGETING SCANNER

Starting at 2nd level, you can use your Rig Expansion feature to create an enhanced digital heads up display with a targeting tracker. Whenever you miss on an attack roll, you can use this feature to reroll the attack and add a +10 bonus to the roll. You must accept the new result of the attack even if it misses.  

HEAVY WEAPON EXPERT

At 6th level, you wield large weapons almost as if an extension of yourself. You receive the following benefits.  
  • When determining attack roll penalties from weapons with the recoil property, you can use your Wisdom modifier instead of your Strength modifier.
  • You receive a +1 bonus to your AC when wielding a two-handed melee weapon.
  • Deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
 

DREADNOUGHT

At 17th level, when you’re wearing medium or heavy armor, you gain resistance to fire, bludgeoning, piercing, and slashing damage.  

MACHINIST

Machinists are engineers that pour their skills and resources into forging enhancements, controlling machines, and using drones to assist them in combat.

MACHINIST TECHNIQUES TABLE

Engineer LevelDestroys Targets of CR
1stLaser Blast, Sensory Boost
3rdAssault Drone, Spoof Command
5thAttack Pattern, Quick Construct
7thPlasma Orb, Stealth Sentry
9thControl Matrix, Towering Guardian
 

BONUS PROFICIENCIES

At 1st level, you gain proficiency with martial weapons and shields.  

COORDINATED ATTACK

At 1st level, you can call upon a drone to assist you in combat. Whenever you use the Attack action, you can also attack the same target with your drone by spending a bonus action. You add your Forging attack modifier to your roll. On a hit, the target takes 1d6 radiant damage + your Wisdom modifier.   You can use this feature once plus a number of times equal to your Wisdom modifier. You regain all uses of this feature when you complete a long rest.  

RIG EXPANSION: FIRE BLOSSOM

Starting at 2nd level, you can use your Rig Expansion feature to forge wrist controlled flame throwers. As an action, you may target any number of creatures within 30 feet of you. Those targets must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your engineer level on a failed saving throw, and half as much on a successful save. A creature that has total cover cannot be targeted with this feature.  

SYNCHRONIZED ATTACK

At 6th level, when you use your Coordinated Attack feature, the damage increases to 2d6 + your Wisdom modifier. In addition, the target must make a Constitution save versus your forging save DC. On a failed save, the target cannot take any reactions until the end of their next turn.  

REPULSOR

At 8th level, you may expend a bonus action to release an energy pulse from your off-hand. Make a ranged forging attack at any target within 10 feet that you can see. On a hit, the target takes 1d8 force damage. In addition, if the target is a size category of large or smaller, they must make a Constitution saving throw or be knocked prone. When you reach 14th level, the damage increases to 2d8. You must have at least one free hand to use this feature.  

JETPACK

At 17th level, you can convert your rig into a modular attachment, granting you a flying and swim speed equal to your walking speed. You can’t gain flying speed with this feature if you are inside of an area with a ceiling height of less than 15 feet.  

MEDIC

A medic focuses on preserving life, promoting good; they are also adept at crafting temporary medicines that provide both physical and psychological benefits. They are an invaluable ally both in and out of a dangerous conflict.   Though primarily healers, medics are still a force to be reckoned with. The ability to preserve life also comes with the aptitude to perform the opposite when the need arises.  

MEDIC SPECIALTY TECHNIQUES TABLE

Engineer LevelTechniques
1stMend, Trauma
3rdBolster, Minor Remedy
5thOptimizer, Resuscitate
7thEnergy Susceptibility, Micro Stabilizer
9thMass Mend, Revive
 

BONUS PROFICIENCY

When you choose this specialty at 1st level, you gain proficiency in shields.  

MEDICAL DOCTOR

Also starting at 1st level, your healing techniques are more effective. Whenever you use technique of Rank 1 or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the technique’s rank  

RIG EXPANSION: REJUVENATION

Starting at 2nd level, you can use your Rig Expansion feature to heal the badly injured   As an action, you use your rig to forge a regenerative poultice that can restore a number of hit points equal to five times your engineer level. It can be divided and delivered via micro-drone to targets of your choice.   Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an automaton or construct.  

HEALING SAVANT

Beginning at 6th level, the healing techniques you use on others heal you as well. When you use a technique of Rank 1 or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the technique’s level.  

CHARGED ATTACK

At 8th level, you gain the ability to infuse your weapon strikes with a form of cellular degradation. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

MASTER MEDIC

Starting at 17th level, when you would normally roll one or more dice to restore hit points with an arcane power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.  

PHREAKER

These mad engineers seem to be the natural outcome of wisdom and intellect, pushed beyond its threshold of sanity by tyrannical levels of order. Thus, Phreakers operate on the premise that tyranny is only prevented when order is balanced with chaos and they develop their skills in service to that philosophy. There is nothing more frightening to tyrants than unpredictable genius.  

PHREAKER TECHNIQUES TABLE

Engineer LevelTechniques
1stBeguile, Alter Appearance
3rdClone Pack, Phase Shift
5thNondetection, Unravel Effect
7thPortal, Transmute Form
9thDomination, Modify Memory
 

ENABLER

At 1st level, your rig manufactures a stimulant that you can apply by touch to one willing creature other than yourself. This compound grants advantage on Dexterity (Stealth) checks for one hour or until you use this feature again.  

RIG EXPANSION: SYCOPHANT

At 2nd level, as an action, your rig generates a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a technique). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can forge techniques as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  

RIG EXPANSION: SUBVERSION

At 6th level, as an action, your rig obfuscates you until the end of your next turn. You become visible if you attack or cast a spell.  

TOXIC BEHAVIOR

At 8th level, your rig can infuse your weapon strikes with poison. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

ECHO CHAMBER

At 17th level, your rig can generate up to four duplicates of yourself, instead of one, when you use the Sycophant feature. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.   These engineers specialize in dismantling social structures and standards. They sow deception, skew certainty and paint inaccurate depictions of themselves and others.  

STRATEGIST

This engineer specializes in supporting their units as a whole, They prevent, correct and counter problems as they arise.  

STRATEGIST TECHNIQUES TABLE

Engineer LevelTechniques
1stEnhance Targeting, Daze
3rdLight Beam, Stealth Scan
5thMedical Unit, Emergency Camp
7thDecontamination Zone, Superior Obfuscate
9thCosmic Ward, Trick Double
 

BONUS PROFICIENCY

At 1st level, you gain proficiency with martial weapons and heavy armor.  

SHARED STRATEGY

Starting at 1st level, Your rig has greatly enhanced your eyes. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, your rig can temporarily enhance the darkvision of a number of willing creatures equal to your Wisdom modifier (minimum of one creature) that you can see within 10 feet of you. The shared darkvision lasts for 1 hour. Once you use this feature,, you can't do so again until you finish a long rest, unless you expend a tech slot of any rank to activate it again.  

ANTICIPATION

At 1st level, As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.  

TACTICAL COVER

At 2nd level, celestial technology that was created to cast an oppressive shadow, has been remade to generate a serene veil. At 1st level, as an action, your rig produces a 30 foot radius sphere of support. The sphere is centered on you and filled with soft light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
  • You grant it temporary hit points equal to 1d6 plus your engineer level.
  • You end one effect on it causing it to be charmed or frightened.
 

ADAPTIVE

Starting at 6th level, rig improves your movement in zero gravity space. As a bonus action, your rig can be activated to grant you a flying speed equal to your walking speed in zero-G for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

AFTERGLOW

At 8th level, your rig infuses your weapon strikes with radiant energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.  

EXTENDED COVERAGE

At 17th level, the sphere of support produced by your rig offers extra coverage: you and your allies have half cover while in the sphere created by your Tactical Cover feature.  

TINKER

Often referred to as “gearheads”, a tinker specializes in making quick modifications of gear, weapons, and armor. Unlike the lengthy crafting process of mundane smiths; tinkers use their intuition and materials to create minor enhancements and upgrades to their squad’s equipment or temporarily sabotage an enemy’s gear. Though temporary, these enhancements or impairments can mean the difference between survival and death. To a tinker every little bit counts.  

TINKER SPECIALTY TECHNIQUES TABLE

 

BONUS PROFICIENCY

When you choose this specialty at 1st level, you gain proficiency with heavy armor and Vehicles (Planetary).  

GEAR ENHANCEMENT

At 1st level, you gain the ability to perform minor upgrade modifications to a suit of armor or a Simple or martial weapon. The item must be unmodified and cannot have any forged enhancements attached to them.   Once per long rest, you may modify a suit of armor to receive a +1 armor class bonus, or modify a weapon to receive a +1 bonus to attack rolls and damage. The bonus from the modification lasts for 12 hours.   You may use this feature either at the end of your long rest or if you receive one uninterrupted hour with the item being modified. You may not benefit from a short rest during this hour.  

RIG EXPANSION: SABOTAGE

Starting at 2nd level, you can use your action to launch micro-drones to sabotage an enemy’s weapon or armor that you can see. Choose one target within 30 feet that you can see. The target must succeed on Intelligence saving throw or suffer one of the following penalties of your choice.
  • The target suffers a disadvantage to their next attack roll. The target must be using a Simple or martial weapon for this feature to be effective.
  •  
  • The next creature to attack the target gains advantage on their attack roll. This feature has no effect on targets wearing no armor or protective gear that provides an AC bonus.
  •  
  • The target loses any resistances to slashing, piercing, or bludgeoning damage types provided by their armor or equipment. This effect lasts until the target suffers damage of one of those damage types. There is no effect from this feature if the target does not have any resistances to those damage types.
The effects of this feature last until the end of the target’s next turn.  

DEFENSE UPGRADE

At 6th level, your rig generates an armor attachment which provides you with additional defenses.
  • You receive a +1 bonus to AC when you are wearing medium or heavy armor.
  • You receive resistance to one damage type of your choice between the fire, cold, lightning, or force damage types. You may change this damage type once per long rest.
 

AMPLIFIED PULSE

At 8th level, whenever you use your Electromagnetic Pulse feature, you also deal lightning damage equal to 2d10 + your engineer level to all constructs and automatons within the area of effect. This damage may not be reduced by any resistances.  

EXPERT SABOTEUR

At 17th level, you can target up to five creatures within 30 feet of you when you use your Sabotage Equipment feature. The effect you choose applies to every creature you target when you use this feature.

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