Sym-Tech Engineer {Artificer} in Tria | World Anvil
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Sym-Tech Engineer {Artificer}

Although there are many fields or engineering, Sym-Tech Engineers rise above their more mundane colleagues as they are masters of integrating symbiotic gel into pieces of equipment and technology as a means of safely harnessing a Symbiote's reality-bending capabilities. These individuals understand the practical science of extradimensional powers and have the means and skill to program these complex instructions into their symbiotic-gel-integrated gear.  

Extradimensional Science

Although galactic society shuns individuals bonding with a Symbiote to personally gain access to powers (as it is said this inevitably corrupts the individual), most governments and corporations understand how useful and valuable these powers can be. As such, a scientific field has arisen that is devoted to the study and practical application of symbiotic powers sanitized through the medium of technology. This has allowed for much of the technological advancement seen throughout the Coalition worlds, the United Feln Federal Regions, and even some of the wealthier independent planets. Sym-Tech Engineers are in high demand as organizations continue to push the envelope of technological progress by incorporating more exotic powers into their devices.  

Seekers of New Insights

Nothing excites a Sym-Tech Engineer quite like uncovering a new type of symbiote biomass or a new technique for programming in a power. In engineering circles, new inventions and exotic discoveries create the most excitement. Sym-Tech Engineers who wish to make a mark in their professional world, rather than just make a living working for the corporations, must discover something fresh rather than re-invent someone else's wheel.   This drive for novelty can sometimes push these Engineers to become adventurers. Lesser known parts of the galaxy often seem to hide unique plants and animals that have adopted never before seen symbiotic abilities, ripe for study and re-implemented as technological powers. Such discoveries and reverse engineering can potentially launch a Sym-Tech Engineer's career to the next level.  

Creating a Sym-Tech Engineer

When creating a Sym-Tech Engineer character, think about your character's background and drive for adventure. Does the character have a rival? Did the character study engineering formally through a college, pick it up from a local tinkerer or possibly gain their experience though repairing things for people in the criminal underbelly of society? What is the character's relationship with the professor or other individuals who taught them the basics of Sym-Tech engineering? Talk to your GM about what sort of organizations and NPCs you might have ties to.  

Quick Build

You can make a Sym-Tech Engineer quickly by following these suggestions. First, put you highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.  

Sym-Tech Engineer Table

 

Features

Symbiotic Tinkering

At 1st level, you've learned how integrate small amounts of symbiotic gel into mundane objects to generate simple effects. To use this ability, you must have tinker's tools, thieves' tools or artisan's tools in hand. You then manipulate a Tiny non-symbiotic object (non-Sym-Tech) as an action and give it one of the following properties of your choice:
  • The object emits bright light in a 5-foot radius and dim light for an additional 5 feet
  • The object continously emits your choice of an odor or a nonverbal sound (e.g. wind, waves, chirping, etc). The chosen phenomenon is perceivable up to 10 feet away. If a sound is selected, you can program in a maximum of 60 seconds worth of audio which the object will then play on loop.
  • A static visual effect will appear on one of the object's surfaces. This can be a picture, the appearance of a different texture or scarring, up to 25 words of text, lines and shapes, or a mixture of these elements.
  The chosen property consumes one unit of symbiotic gel to create but lasts indefinitely. As an action, you can remotely terminate the gel and end the property early (as long as you are within the same universe).   You can create these simple symbiotic effects on multiple objects, manipulating one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the gel for the oldest object with a property created in this way is terminated and that effect immediately ends before the new object's property is created.  

Symbiotic Power Gels

You have studied the workings of symbiotic abilities and, although you are not bonded to a symbiote yourself, you know how to activate symbiotic powers by programming them into pieces of industrially purified symbiotic gel. While this does make power use more expensive than if you were directly bonded to a symbiote (as it consumes one unit of gel each time you use a power), you gain the social and personal safety benefits that come from not being linked with to a highly dangerous substance.   Tools Required
You produce power effects by programming them into pieces of symbiotic gel which requires a set of tinker's tools or an equivalent, engineering related set of artisan's tools. You need a set of these tools on hand to both prepare you symbiotic gels at the beginning of the day to activate at a specific power level as well as on hand to program in the final sequence of codes to activate powers in the gels once your ready to use them. You must be proficient with the tool to use it in this way. See the chapter in the Player's Handbook for detailed descriptions of these tools (or talk to your GM).   Cantrips
At 1st level, you know two cantrips of your choice that are listed in the Sym-Tech Engineer power list. At higher levels, you learn additional Sym-Tech Engineer cantrips of your choice, as shown in the Cantrips Known column of the Sym-Tech Engineer table.   When you gain a level in this class, you can replace one of the Sym-Tech Engineer cantrips you know with another cantrip from the Sym-Tech Engineer power list.   Cantrips are trivial to program and activate and do not consume a piece of symbiotic gel when used. Instead, any known cantrips are preconfigured in your equipment for use/activation at any time.   Preparing and Using Powers
The Sym-Tech Engineer table shows how many power slots you are able to program into units of symbiotic gel of 1st level and higher. To use a Sym-Tech Engineer power, you must expend a gel with a power slot that corresponds to that power’s level or higher. After a long rest, you are able to reset all of your all expended power slots into new pieces of symbiotic gel (if you have more available).   Power slots represent how much reality-bending power you can squeeze out of a piece of symbiotic gel. Higher level slots represent powers that are more difficult to program into the gel. As you become a higher level Sym-Tech Engineer, you can more efficiently code in powers to your symbiotic gel which allows you to use more powers per long rest and powers of even higher levels.   Symbiotic gel is configured differently depending on the type of power being used. For example, if you are using a piece of gel to activate a Cure Wounds or Disguise Self power, which has a range of Touch or Self respectively, the gel usually morphs into a small pellet that must be slapped/splattered onto the target to activate the effect. For powers that can be triggered at longer ranges, the gel usually morphs into a more grenade-like shape that can be easily thrown to any distance within that power's range, activating on impact. Of course, you are free to describe how your character molds their gel in their own ways.   Each day, you prepare a list of Sym-Tech Engineer powers that are available for you to use, choosing from the Sym-Tech Engineer power list. When you do so, choose a number of Sym-Tech Engineer powers equal to your Intelligence modifier + half your Sym-Tech Engineer level rounded down (minimum of one power). The powers must be of a level for which you have power slots.   For example, if you are a 5th-level Sym-Tech Engineer, you have symbiotic gels for four 1st-level and two 2nd-level power slots. With an Intelligence of 14, your list of prepared powers can include four powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power Cure Wounds, you can activate it by using a 1st-level or a 2nd-level gel. Using the power doesn't remove it from your list of prepared powers.   You can change your list of prepared powers when you finish a long rest. Preparing a new list of powers requires time spent tinkering with your gel and related tools to calibrate and configure them for use: at least 1 minute per power level for each power on your list.   Power Use Ability
Intelligence is your power use ability for your Sym-Tech Engineer powers due to your understanding of the theory and technology required for practical applications of symbiotic powers. You use your Intelligence whenever a power refers to your power use ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Sym-Tech Engineer power you use and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Intelligence modifier   Power attack modifier = your proficiency bonus + your Intelligence modifier   Manual Derivation
You can use an Sym-Tech Engineer power without consuming a piece of symbiotic gel so long as it has the Manual Derivation tag and you have the power prepared. It takes 10 minutes + the power's activation time to use the power if using it via manual derivation as you set up your equipment to harness the symbiote's abilities in a more laborious manner to avoid consuming a piece of gel.  

Integrate Item

At 2nd level, you've gained the ability to integrate mundane items with certain symbiotic effects or abilities which converts those objects into symbiotic items (sym-tech). As this is done on-the-fly in the field, you are required to perform some daily upkeep on these items to ensure they continue working properly (they aren't as permanent as sym-tech purchased from an established manufacturer).   Integrations Known
When you gain this feature, pick four Sym-Tech Engineer integrations to learn (listed further down in the Class Features). You learn additional integrations of your choice when you reach certain levels in this class, as shown in the Integrations Known column of the Sym-Tech Engineer table.   Whenever you gain a level in this class, you can replace one of the Sym-Tech Engineer integrations you learned with a new one.   Upgrading an Item
Whenever you finish a long rest, you can touch a non-symbiotic object and configure it with one of your Sym-Tech Engineer integrations, turning it into a symbiotic item (sym-tech) at some cost of symbiotic gel (listed with each type of integration). An integration works on only certain kinds of objects, as specified in the integration's description. If the item requires symbiotic maintenance (sometimes called attunement), you can instantly add this item to your list of maintained items as soon as you upgrade the item. If you decide to add this item to your maintained items later, you must do so using the normal process for maintaining an item (see the attunement rules in the Dungeon Master's Guide).   Your symbiotic integration remains in the item indefinitely so long as you are present to perform daily upkeep on the item. If you re-configure your tools to a set of integrations that does not match one existing in an item, you will no longer be able to upkeep that particular item and its effect will disappear the next day.   You can integrate more than one non-symbiotic object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Sym-Tech Engineer table. You must be present to tinker with each of the objects, and each of your integrations can be applied to only one object at a time. Moreover, no object can bear more than one of your integrations at a time. If you try to exceed your maximum number of integrations, the oldest integration ends, and then the new integration applies.   If an integration ends on an item that contains other things, like a dimensional pocket colloquially known as a "bag of holding", its contents harmlessly appear in and around its space.  

Engineering Specialty

When you reach 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level. See the specialty descriptions at the end of this class description for more details.  

The Right Tool for the Job

At 3rd level, you've learned how to produce exactly the tool you need: with tinker's tools or artisan's tools in hand, you have the skill to create one set of artisan's tools of your choice in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work and half the gp cost of the normal retail price for the tools to cover materials (assumed to be on hand or generated via symbiotic means), and the work may be done during a short or long rest.  

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. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

At 7th 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 an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll as you assist them with your advice.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Sym-Tech Adept

When you reach 10th level, you have achieved a profound understanding of how to use and construct symbiotic items (sym-tech).
  • You can now maintain (attune to) up to four sym-tech items at once.
  • If you construct a sym-tech item with a rarity of common or uncommon, it takes you a quarter of the normal time and it costs you half as much of the usual gp.
 

Power-Storing Item

At 11th level, you can configure one of your items to be able to store a symbiotic power for use later. Whenever you finish a long rest, you can augment one simple or martial weapon or one item that you wear on your person with some symbiotic gel and related tech, and you program one power into it, choosing a 1st- or 2nd-level power from the Sym-Tech Engineer power list that requires 1 action to use (you needn't have it prepared). A different power can programmed after each long rest. The first time you augment an item, it consumes one piece of symbiotic gel but reprogramming that item after future long rests does not consume any gel. If you choose to augment a different item, the process consumes another piece of gel. You can only have one item augmented in this way at a time.   While holding the item, a creature can take an action to activate the stored power's effect from it, using your power use ability modifier. If the power requires concentration, the creature must concentrate. The power stays programmed in the item until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to program a power in an object.  

Sym-Tech Savant

At 14th level, you skill with symbiotic items (sym-tech) deepens more.
  • You can now maintain (attune to) up to five sym-tech items at once.
  • You ignore all class, race, symbiotic power and level requirements on maintaining or using a piece of sym-tech.
 

Sym-Tech Master

At 18th level, you can maintain (attune to) up to six sym-tech items at once.  

One With The Machine

At 20th level, you have started to blur the line between yourself as an individual and the symbiotes powering your technological creations. While not bonded to a symbiote in a literal (and socially unacceptable) sense, some innate control over extradimensional effects has started to bleed over from the tech into yourself directly.
  • You gain a passive +1 bonus to all saving throws per sym-tech item that you are currently maintaining on your person (attuned to)
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to terminate the connection to one of your Sym-Tech Engineer Integrations and instead use that symbiotic energy to jump-startyour heart/other organs to drop to 1 hit point instead of 0.
 

Engineering Specialties

 

Armorer

A Sym-Tech Engineer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to unleash potent attacks and generate a formidable defense. The Sym-Tech Engineer bonds with this armor over time, becoming one with it even as they experiment and refine its symbiotic capabilities.  
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.  
Armorer Extended Power List
(to be updated further...) Starting at 3rd level, you always have certain powers prepared after you reach particular levels in this class as shown below. These count as Sym-Tech Engineer powers for you but they don't count against the number of Sym-Tech Engineer powers you prepare each day (i.e. they are always prepared).
  • 3rd Level: Lasers, Thunderwave
  • 5th Level: Quantum Uncertainty Field, Resonant Frequency
  • 9th Level: Hypnotic Pattern, Lightning Bolt
  • 13th Level: Thermal Shield, Greater Invisibility
  • 17th Level: Expand Space, Greater Force Field
 
Synergistic Armor
Beginning at 3rd level, your materials science pursuits have led to you fabricating an armor that doubles as a conduit to enhance your sym-tech. Over a long rest, you can turn a suit of armor you are wearing into Synergistic Armor, provided you have smith's tools in hand.   You gain the following benefits while wearing this armor:
  • If the armor normally has a Strength requirement, the Synergistic Armor lacks this requirement for you.
  • You can use the Synergistic Armor to prepare and activate symbiotic gels (instead of using another set of tools).
  • The armor attaches to you and can’t be removed against your will. Nanomaterials expand from the base armour to cover your entire body, although you can retract, remove or deploy the helmet as a bonus action. The armor replaces any missing limbs with symbiotically enhanced robotic appendages that function identically to the body parts they are replacing.
  The armor continues to be Synergistic Armor until you don another suit of armor or you die.  
Armor Model
Beginning at 3rd level, you can customize your Synergistic Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can reconfigure the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.   Guardian
You design your armor to be in the front line of conflict. It has the following features:
  • Thunder Gauntlets: Each of the armor's gloves/gauntlets counts as a simple melee weapon while you aren't holding anything in it and it deals a concussive blast for 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor uses its sym-tech to emit a distracting, psychic pulse when the creature attacks someone else.
  • Defensive Field: As a bonus action, you can gain a low-grade barrier force field around your armor that gives you temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. 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.
  Infiltrator
You customize your armor for subtle undertakings. It has the following features:
  • Lightning Launcher: A metal prong extends from one of your armored fists or from the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps: Your walking speed increases by 5 feet.
  • Dampening Field: You have advantage on Dexterity (Stealth) checks as the sym-tech of the suit muffles sound and helps you blend into your surroundings. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
 
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  
Armor Modifications
At 9th level, you learn how to use your Sym-Tech Engineer integrations to specially modify your Synergistic Armor. That armor now counts as separate items for the purposes of your Integrate Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your integrations, and the integrations transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can integrate at once increases by 2, but those extra items must be part of your Synergistic Armor.  
Perfected Armor
At 15th level, your Synergistic Armor gains additional benefits based on its model, as shown below.   Guardian: When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to symbiotically generate a gravity well to force the creature to make a Strength saving throw against your power save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.   Infiltrator: Any creature that takes lightning damage from your Lightning Launcher becomes electrically charged and continues to have tiny arcs of lightning emit from parts of its body until the start of your next turn. These arcs of lightning on the creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the arcs of lightning jolt it more severely if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.    

Artificial Intelligence

What are the best ways to analyze vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time and with the introduction of humanity some cultures and organizations have started to digitize their databanks. And yet, it is still so difficult to pull together, parse, and analyze the galaxy's collective knowledge in an efficient manner. However, there are scientists and engineers who have discovered that the Symbiotes themselves seem to hold vast repositories of data somewhere deep within their extradimensional beings, possibly even more than what has been collected by the sapient species of the galaxy. Artificial Intelligence engineers pursue the development of technology to create an artificial mind that can tap into these hidden stores of symbiotic data. What library could match a symbiotic archive capable of accessing information in seconds? As they work towards this goal, these engineers have become masters of storing and analyzing knowledge, the principles of how a mind works, and creating artificial intelligences powered by symbiotic means. These techniques have yet to be perfected and institutionalized and, of all the Sym-Tech Engineers, those in the Artificial Intelligence specialty are on the cutting edge of symbiotic science.  
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.   Proficiencies
You gain proficiency with Software Tools and the Electronics Kit [calligrapher’s supplies and the forgery kit], assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.   Crafting
If you craft a symbiotic item (sym-tech) in the Single Use Item [GM note: see scroll] category, it takes you a quarter of the normal time, and it costs you half as much of the usual gp.  
Artificial Intelligence Extended Power List
Starting at 3rd level, you always have certain powers prepared after you reach particular levels in this class as shown below. These count as Sym-Tech Engineer powers for you but they don't count against the number of Sym-Tech Engineer powers you prepare each day (i.e. they are always prepared).
  • 3rd Level: Comprehend Languages, Dissonant Whispers
  • 5th Level: Detect Thoughts, Locate Object
  • 9th Level: Hypnotic Pattern, Tongues
  • 13th Level: Extradimensional Pocket, Phantasmal Killer
  • 17th Level: Probe Symbiote Data, Modify Memory
 
Artificial Mind
At 3rd level, you discover how to program a synthetic mind (i.e. artificial intelligence or AI) inside an object infused with symbiotic gel. Whenever you finish a long rest and your software tools and electronics kit are with you, you can activate an AI within a conglomerate of 3 pieces of symbiotic gel that are applied to a Tiny, non-symbiotic object. The object becomes a piece of sym-tech while the AI exists in it. If you already have an artificial mind from this feature, the first one immediately deactivates.   The symbiotic item has the following properties:   Telepathic Advisor:
The AI telepathically supplies you with advice and information about certain topics. While the item is on your person, you have proficiency in two skills of your choice. You can configure the item in different ways which alters whcih skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the mind’s configuration affects which knowledge it can access from within the symbiote.   Holoprojection:
As a bonus action while the item is on your person, you can cause the AI to project a Tiny 3D holographic image, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the AI's configuration. While projected in this form, the artificial mind also gains some sensory inputs and can hear and see, and it has darkvision with a range of 60 feet. As an action, you plug into the sym-tech and can hear and see using the AI's senses, instead of your own, until your concentration ends (as if concentrating on a power).   As a bonus action, you can cause the projected AI to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The AI stops projecting its holographic image if the image is ever more than 300 feet away from its sym-tech item or if you dismiss it as a bonus action.   Information Overload:
As an action while the item is on your person, you can try to symbiotically overload the thoughts of one creature you or the projected AI can see that is within 5 feet of the artificial mind, channeling a jumble of information from the depths of the symbiote's data stores. Unless the target succeeds on an Intelligence saving throw against your power save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level(3d8), and 17th level (4d8) in this class. Whenever you deal damage with this feature, you can expend a power slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level power slot, plus 1d8 for each power level higher than first.
 
Mind Network
At 5th level, you’ve learned how to use your integrations to access minds, both to communicate and to harm.   Symbiotic Telephony
While you have your Artificial Mind sym-tech item on your person, you can communicate telepathically with anyone carrying an item bearing one of your Sym-Tech Engineer integrations, as the synthetic AI links the devices and transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross universal boundaries.   Psychic Damage
When you make a psychic damage roll for a Sym-Tech Engineer power or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier(minimum bonus of +1)  
Autocomplete
Starting at 9th level, your AI can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared Sym-Tech Engineer power with any other power from the Sym-Tech Engineer power list, which then counts as a prepared power for you.   Once you use this feature, you can’t use it again until you finish a short or a long rest.  
Pure Information
At 15th level, your Artificial Mind is able to access and transmit more information than ever before.   AI Overload
When you expend a power slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your power save DC or be stunned until the end of your next turn.   Infoportation
As an action while your Artificial Mind sym-tech item is on your person, you cause the AI to digitize your molecular structure and transmit you as pure information, teleporting you to the unoccupied space nearest to the projected AI or to an item bearing one of your Sym-Tech Engineer integrations, where you are physically reconstructed.   You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a power slot of 2nd level or higher.  

Chemical Engineer

With an intimate knowledge of the inner workings of the periodic table, you can combine elements using symbiotic enhancement to produce incredible chemical-based effects.  
Tool Proficiency
When you adopt this specialty at 3rd level, you gain proficiency with chemist's supplies (aka alchemist's supplies). If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  
Chemist Extended Power List
(to be updated further...)
Starting at 3rd level, you always have certain powers prepared after you reach particular levels in this class as shown below. These count as Sym-Tech Engineer powers for you but they don't count against the number of Sym-Tech Engineer powers you prepare each day (i.e. they are always prepared).
  • 3rd Level: Healing Orb, Infect/Poison
  • 5th Level: Flaming Sphere, Acid Rain
  • 9th Level: Metabolic Stimulant Darts, TBD
  • 13th Level: Blight, Symbiotic Defibrillator
  • 17th Level: Chemical Warfare, TBD
 
Experimental Compounds
Beginning at 3rd level, whenever you finish a long rest, you can take 10 minutes to produce an experimental solution of compounds in an empty flask. Roll on the Experimental Compounds table for the solution's effect, which is triggered when someone drinks the solution. As an action, a creature can drink the solution or administer it to an incapacitated creature.   You can create additional experimental compounds by expending a power slot of 1st level or higher for each one. When you do so you must consume one piece of symbiotic gel to speed up and better control the process, you take one action to create the solution in an empty flask and you choose the solution's effect from the Experimental Compounds table.   Creating an experimental compound requires you to have chemist supplies on your person, and any solution you create with this feature lasts until it is drunk or until the end of your next long rest.   When you reach certain levels in this class, you can make more solutions at the end of a long rest: two at 6th level and three at 15th level. Roll for each solution's effect separately. Each solution requires its own flask.   Experimental Compounds Table
Roll a d6
  1. Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
  2. Swiftness: The drinker's walking speed increases by 10 feet for 1 hour.
  3. Resilience: The drinker gains a +1 bonus to AC for 10 minutes.
  4. Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
  5. Regeneration: The drinker regains 1d4 hit points each turn for the next minute.
  6. Tuned Senses: The drinker gains advantage on Perception, Investigation and Insight checks for 10 minutes.
 
Chemical Savant
At 5th level, you've developed masterful command of symbiotically enhancing chemical reactions, enhancing the healing and damage you create through them. Whenever you activate a power gel, you gain a bonus to one roll of that power. That roll must either restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).  
Restorative Reagents
Starting at 9th level, you can incorporate restorative reagents into some of your works:
  • Whenever a creature drinks an solution of experimental compounds you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can use Minor Restoration without expending a power slot or piece of symbiotic gel. The effect is preconfigured in your equipment and you can use it a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
 
Chemical Mastery
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • You can use Greater Restoration and Heal without expending a power slot or a piece of symbiotic gel and without preparing the power as it is now preconfigured in your equipment. Once you use either power with this feature, you can't use that power with it again until you finish a long rest.
 

Roboticist

You are fascinated with creating artificial lifeforms and have constructed a metallic companion to help you on your adventures. To protect your robotic pet/associate (and all of the long hours and effort you have sunk into developing it), you have also learned a number of symbiotic techniques that are especially suited for supporting both biological and synthetic constructs in dangerous situations. Adventuring life isn't easy and some combat training comes in handy, especially when protecting more than just yourself.  
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  
Roboticist Extended Power List
Starting at 3rd level, you always have certain powers prepared after you reach particular levels in this class as shown below. These count as Sym-Tech Engineer powers for you but they don't count against the number of Sym-Tech Engineer powers you prepare each day (i.e. they are always prepared).
  • 3rd Level: Heroism, Vortex Shield
  • 5th Level: Electromagnetic Pulse Weapon/Ammunition, Entangled Reflexes
  • 9th Level: Spores of Vitality, Timeline Barrage
  • 13th Level: Field of Optimal Immune Response, Thermal Shield
  • 17th Level: Interdimensional Punch, Mass Cure Wounds
 
Combat Ready
When you reach 3rd level, your combat training and your experiments with symbiotes have paid off in two ways:
  • You gain proficiency with martial weapons.
  • When you attack with a sym-tech weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
 
Steel Defender
By 3rd level, your tinkering has borne you a faithful robotic companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.   If the Mending power is used on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a power slot of 1st level or higher and a piece of symbiotic gel. The steel defender returns to a functional state after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, you reconfigure the first one instead. The defender requires regular maintenance to continue operating and will cease to function one day after you die/abandon it.  
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  
Extradimensional Jolt
At 9th level, you've learn new ways to channel extradimensional energy through your symbiotic gel to harm or heal. When either you hit a target with a sym-tech weapon attack or your steel defender hits a target, you can overcharge the attack with extradimensional energy to create one of the following effects:
  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Redirect some of the warping reality to stimulate healing in the chosen recipient, restoring 2d6 hit points to it.
  You can use this feature a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.  
Improved Defender
At 15th level, your Extradimensional Jolt and steel defender become more powerful:
  • The extra damage and the healing of your Extradimensional Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
   

Integrations

Sym-Tech Engineer integrations are custom augmentations that turn a mundane object into a symbiotic item (sym-tech). The description of each of the following integrations details the type of object that can receive it, along with whether the resulting sym-tech item requires continued maintenance (a.k.a. attunement).   Some integrations specify a minimum Sym-Tech Engineer level. You can't learn such an integration until you are at least that level.   Unless an integration's description says otherwise, you can't learn an integration more than once.  
Enhanced Defense
Item: A suit of armor or a shield   A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.   The bonus increases to +2 when you reach 10th level in this class.  
Enhanced Weapon
Item: A simple or martial weapon   This sym-tech weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 10th level in this class.  
Extradimensional Amplifier
Item: Any handheld item (requires maintenance/attunement)   While holding this item, a creature gains +1 bonus to power attack rolls. In addition, the creature ignores half cover when making a power attack.   The bonus increases to +2 when you reach 10th level in this class.  
Integrated Tools
Item: A suit of armor   As an action, a creature wearing this armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.  
Mental Focuser
Item: A helmet or other piece of headgear   The upgraded headgear can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a power, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.  
Propulsion Armor
Prerequisite: 14th-level Sym-Tech Engineer Item: A suit of armor (requires maintenance/attunement)   The wearer of this armor gains these benefits:
  • The wearer's walking speed increases by 5 feet.
  • The armor includes jet-accelerated gauntlets, each of which is a sym-tech melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and is propelled towards the attack's target, then immediately returns to the wearer and reattaches.
  • The armor self-locks can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor is configured to replace those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
 
Radiant Weapon
Prerequisite: 6th-level Sym-Tech Engineer Item: A simple or martial weapon (requires maintenance/attunement)   This sym-tech weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to activate a built-in lamp to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your power save DC. The weapon regains 1d4 expended charges daily at dawn.  
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires maintenance/attunement)   This sym-tech weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.   If you load no ammunition in the weapon, it is capable of producing its own, symbiotically creating one piece of ammunition by pulling in material from some extradimensional location when you make a ranged attack with it. The ammunition created by the weapon dissolves away the instant after it hits or misses a target.  
Replicate Sym-Tech
Using this integration, you reverse-engineer and replicate a particular sym-tech item. You can learn this integration multiple times; each time you do so, choose a sym-tech item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the sym-tech item from among the common sym-tech items in the game, not including potions or scrolls.   In the tables, an item's entry tells you whether the item requires maintenance/attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.   Replicable Items: 2nd-level Sym-Tech Engineer
Sym-Tech Item Maintenance/Attunement
Artificial Gills No
Extradimensional Satchel No
Molecular Fabricator No
Night Vision Goggles No
Smart Rope No
Sym-Biomass Scanner No
Trap Scanner No
Universal Walkie Talkies No
  Replicable Items: 6th-level Sym-Tech Engineer
Sym-Tech Item Maintenance/Attunement
Boots of Sneaking No
Boots of Water Walking No
Cloak of Light Bending Yes
Hypnotic Lenses Yes
Locksmith's Bane No
Pulse Lantern No
Subsonic Pipes No
Superior Wetsuit No
  Replicable Items: 10th-level Sym-Tech Engineer
Sym-Tech Item Maintenance/Attunement
Adaptable Gloves Yes
Auto-Stabilizing Bracers Yes
Cybernetic Enhancement: Minor Telepathy Yes
Cybernetic Enhancement: Perma-mind Yes
Cybernetic Enhancement: Subdermal Stimpak Yes
Cybernetic Enhancement: Superior Lungs Yes
Cybernetic Enhancement: Telepathy Yes
Cybernetic Enhancement: Tracheal Filter Yes
Cybernetic Headband Yes
Fanny Pack of Concealment Yes
Graphene Laced Cloak Yes
Hydraulic Power Gloves Yes
Jetpack Yes
Minor Moon Boots Yes
Missile Snaring Field Generator Yes
Moon Boots Yes
Prismatic Force Field Generator Yes
Spider Shoes Yes
Swarm Whistle Yes
Tundra Boots Yes
Zoom-Enhance Lenses Yes
  Replicable Items: 14th-level Sym-Tech Engineer
Sym-Tech Item Maintenance/Attunement
Anti-Grav Boots Yes
Bio-Augmentation: Strength Yes
Dimensional Shackles No
Full Spectrum Goggles Yes
Hard-light Gauntlets Yes
Hard-light Shield Bracers Yes
Jet Boots Yes
Personal Defense Matrix Yes
Propulsion Arm Yes
Rings of Marrow Stimulation Yes
Sonic Disruptor No
   
Repulsion Shield
Prerequisite: 6th-level Sym-Tech Engineer Item: A shield (requires maintenance/attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.  
Resistant Armor
Prerequisite: 6th-level Sym-Tech Engineer Item: A suit of armor (requires maintenance/attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you integrate the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.  
Returning Weapon
Item: A simple or martial weapon with the thrown property   This sym-tech weapon grants a +1 bonus to attack and damage rolls made with it, and it contains autonomous thrusters such that it returns to the wielder’s hand immediately after it is used to make a ranged attack.  
Robotic Servant
Item: Parts worth at least 100 gp   You learn to fabricate a specialized robotic companion that serves you. You determine the robot's appearance.   The robot is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Robotic Servant stat block, which uses your proficiency bonus (PB) in several places.   In combat, the robot shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the robot can take any action of its choice, not just Dodge.   The robot regains 2d6 hit points if the mending power is used on it. If you die, the robot ceases to function after 1 day without maintenance. If the robot dies, its parts can be salvaged to create a new robot.  
Strengthened Exoskeleton
Item: A suit of armor (requires maintenance/attunement)   This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.  
Sym-Biomass Reserve Pod
Prerequisite: 6th-level Sym-Tech Engineer Item: A pod/capsule that can be clipped on belt (requires maintenance/attunement)   While wearing this pod, the creature can recover one expended power slot as an action. The recovered slot can be of 3rd level or lower. Once used, the pod can't be used again until the next dawn.  
Tactical HUD
Prerequisite: 10th-level Sym-Tech Engineer Item: A helmet or other piece of headgear (requires maintenance/attunement)   While wearing this sensor-equipped piece of headgear, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.  
Warp Boots
Prerequisite: 6th-level Sym-Tech Engineer Item: A pair of boots (requires maintenance/attunement)   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

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