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Battle engineer

Battle engineers, also known gadgeteers use technological trinkets that they have made on their own for the battle. Traps, bombs, robots, etc.

D&D details

  Masters of invention and construction Engineers use ingenuity and their crafting skills to turn mundane objects and materials into extraordinary machines. They see world as a bountiful source of things to discover, explore and then harness in their inventions and gadgets. You can find everything you need to play one of these inventors in the next few sections. Engineers delve into a variety of types of technology to channel their mind. To craft the fruit of their imagination, an engineer might use gears to create a potent clockwork robot, steam engine to make himself a new arm that better than the original, or magical crystals to craft a cannon of formidable force. The craft of engineers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an engineer.   Battle engineers differ from the normal one by the fact that they bring their inventions out in the battle field.  
Level Proficiency Bonus Improvements known Cantrips Known Features
1st +2 - 1 Tech Tree, Tinkering, Mobile Tinkering Platform, Spellcasting
2nd +2 3 1 Improve item
3rd +2 3 1 Engineering Specialist
4th +2 4 1 Ability Score Improvement
5th +3 4 1
6th +3 5 1 Tinkering
7th +3 5 1
8th +3 6 1 Ability Score Improvement, Mobile Tinkering Platform
9th +4 6 2
10th +4 7 2 Tinkering
11th +4 7 2
12th +4 8 2 Ability score improvement, Mobile Tinkering Platform
13th +5 8 2
14th +5 9 2 Tinkering
15th +5 9 3
16th +5 10 3 Ability score improvement, Mobile Tinkering Platform
17th +6 10 3
18th +6 11 3
19th +6 11 3 Ability score improvement
20th +6 12 4
 

Class Features

As a Battle engineer, you gain the following class features.  

Hit Points

Hit Dice: 1d8 per Battle Engineer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Battle engineer level after 1st  

Proficiencies

Armor: Light armor
Weapons: Proficient only in weapons crafted by oneself.
Tools: Tinkerers tools, two types of artisan’s tools of your choice
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Sleight Of Hand,.  

Equipment

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

Tech tree

At 1st level, choose the type of technology that you specialize in. Depending on the tech you will use different materials and energy sources. Each tech also has its own particularities.

Tinkering

At 1st level, you've learned how to invest a spark of imagination into mundane objects and materials assembling them into simple gadgets. To use this ability, you must have tinkerers tools at hand. You then spend 5 minutes with objects/materials and construct a small device with one of the following properties of your choice:
  • The device sheds bright light in a 5-foot radius and dim light for an additional 5 feet. (requires a source of energy)
  • Whenever tapped by a creature, the device emits a recorded message that can be heard up to 10 feet away. You utter the message when you finish constructing the device, and the recording can be no more than 6 seconds long. (needs components capable of emitting sound)
  • The device continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. (needs the source of odor or components capable of emitting sound)
  • Whenever tapped by a creature, a static visual effect appears on one of the device's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. (requires components capable of displaying an image)
  • Other simple devices can be crafted with the approval of DM.
The chosen property lasts indefinitely.
You can craft multiple devices, though a single device can only bear one property at a time. The maximum number of devices you can craft with this feature at one time is dependent only on the amount of materials in your possession.
At level 6 you can craft a device with 2 of the proprieties. At level 10 a device with 3 properties. And at level 14 you can craft a device with 4 properties.  

Mobile Tinkering Platform

At level 1 you possess a Mobile Tinkering Platform that can be used both as a worktable and as storage space. It is mounted on wheels and has to be dragged around however and it makes quite a bit of noise. While dragging it around you substract 10 from all stealth checks.
As you level up you improve your tinkering platform. When you reach level 4 you increase the carrying capacity of the platform by 250 lb. At level 8 you finally succeed to silence it down a little which removes the sneak penalty. At level 12 the storage capacity is increased by another 250 lb. Finally at level 16 you learn a magical enchantment that you apply to your tinkering platform effectively transforming it into a dimensional storage space to store your creations, materials and tools. You can store all of your devices, materials and tools in this pocket dimension and retrieve them at will. Storing or retrieving takes an action. The storage space is limitless and has no weight.  

Spellcasting

You haven't put much effort in studying spellcasting as engineering is your passion. Still you have learned a couple of magical tricks in your life. You produce your spell effects through your tools. You must have tinkerer's tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way.   At 1st level, you know one cantrip of your choice from the Engineer spell list. At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of the engineer table.
When you gain a level in this class, you can replace one of the cantrips you know with another cantrip from the engineer spell list.   Intelligence is your spellcasting ability for your spells; You use your Intelligence whenever an spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC
= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier
= your proficiency bonus + your Intelligence modifier  

Improve item

At 2nd level, you've gained the ability to improve mundane items with certain mechanical additions, turning those objects into useful gadgets.  

Improvements known

When you gain this feature, pick two improvements to learn. You learn additional improvements of your choice when you reach certain levels in this class, as shown in the improvements Known column of the Battle engineer table.
Whenever you gain a level in this class, you can replace one of the improvements you learned with a new one.  

Improving an item

Improving an item requires you to spend a 5 hours focused on only that item while being in physical contact with it. This focus takes the form of using your tools and materials while working on the object. If the improving process is interrupted, the improvement attempt doesn't fail. It can be continued with remining time + 30 minutes later on. Otherwise at the end of the spent time you have turned the item into a gadget.
Your improvement remains in an item indefinitely. If broken it can be repaired by spending 2 hours tinkering with it, as long as you still know the improvement that was used.   You can improve more than one nonmagical object; the maximum number of objects being limited by available materials. You must work on each of the objects separately. Moreover, no object can bear more than one of your improvements at a time.  

Engineering Specialist

At 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.   Specialty
  • Exoskeleton fighter (creates and uses exoskeletons)
  • Gadgeteer (creates various gadgets)
  • Robotnik (Creates robots/artificial life)
  • Custom Gunner (creates guns)
  • Dreadnaught (creates vehicles)

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