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Engineer

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.    

BEHIND THE CURTAIN

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

UNFLAPPABLE

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.   While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?  

QUICK BUILD

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the scientist background.   THE ENGINEER  
Level Proficiency Bonus Features Tech Powers Known Tech Points Max Power Level Potent Aptitude Modification Slots
1 +2 Techcasting, Potent Aptitude 3 2 1 d4 -
2 +2 Infuse Item (+1), Tool Expertise 4 2 1 d4 -
3 +2 Engineering Discipline 5 3 2 d4 4
4 +2 Ability Score Improvement 5 4 2 d4 4
5 +3 6 5 3 d6 5
6 +3 Discipline feature 7 6 3 d6 5
7 +3 8 7 4 d6 5
8 +3 Ability Score Improvement 8 8 4 d6 5
9 +4 9 9 5 d8 6
10 +4 Infuse Item (+2) 10 10 5 d8 6
11 +4 11 11 6 d8 7
12 +4 Ability Score Improvement 11 12 6 d8 7
13 +5 12 13 7 d10 8
14 +5 Discipline feature 13 14 7 d10 8
15 +5 Infuse Item (+3) 14 15 8 d10 8
16 +5 Ability Score Improvement 15 16 8 d10 8
17 +6 16 17 9 d12 9
18 +6 Discipline feature 17 18 9 d12 9
19 +6 Ability Score Improvement 18 19 9 d12 9
20 +6 Tech Mastery 20 20 9 d12 9
 

CLASS FEATURES

As a Engineer, you gain the following class features.  

HIT POINTS

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

PROFICIENCIES

  Armor: Light armor   Weapons: Simple blasters, simple vibroweapons   Tools: Tinker's implements, one of your choice   Saving Throws: Constitution, Intelligence   Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology  

EQUIPMENT

  You start with the following equipment, in addition to the equipment granted by your background   (a) a simple vibroweapon or (b) a simple blaster and two power cells   (a) a dungeoneer’s pack or (b) an explorer’s pack   A combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad   VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:   Class Funds Engineer   6d4 x 100 cr  

TECHCASTING

Engineer: 1st level During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.   Tech powers:    

TECH POWERS KNOWN

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.  

TECH POINTS

You have a number of tech points equal to your engineer level , as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.  

MAX POWER LEVEL

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.   You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.  

TECHCASTING ABILITY

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.   Tech save DC = 8 + your proficiency bonus + your Intelligence modifier   Tech attack modifier = your proficiency bonus + your Intelligence modifier  

TECHCASTING FOCUS

You use a wristpad (found in chapter 5) or the tools in which you are granted proficiency by this class as a tech focus for your tech powers.  

POTENT APTITUDE

Engineer: 1st level Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Potent Aptitude die is rolled, it is lost.   A creature can have only one Potent Aptitude die at a time.   You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain any expended uses when you finish a short or long rest.  

INFUSE ITEM

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

TOOL EXPERTISE

Engineer: 2nd level You gain expertise in any tool proficiencies you gain from this class.  

ENGINEERING DISCIPLINE

Engineer: 3rd, 6th, 14th, and 18th level You begin to focus on a specific engineering discipline, which is detailed at the end of the class description.  

ABILITY SCORE IMPROVEMENT

Engineer: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.  

TECH MASTERY

Engineer: 20th level Your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.   Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

Career

Career Progression

Archetypes:

 

ARMORMECH ENGINEERING

  Those engineers who choose the Armormech Engineering discipline focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.  

BONUS PROFICIENCIES

Armormech Engineering: 3rd level You gain proficiency in armormech’s implements, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech’s implements, the rate at which you craft doubles.  

MODIFIED ARMOR

Armormech Engineering: 3rd level You learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can modify one suit of armor or a shield. You must have the armor or shield and armormech’s implements in order to perform this modification.   Your modified armor or shield is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).   Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.   At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer table.  

DAMAGE ABSORPTION

Armormech Engineering: 3rd level When you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of +1). You must be wearing your modified armor or wielding your modified shield to gain this benefit.  

EXTRA ATTACK

Armormech Engineering: 6th level You can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.  

ARMORMECH’S CELERITY

Armormech Engineering: 14th and 17th level When you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.   You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you complete a long rest.  

SUIT RELIABILITY

Armormech Engineering: 18th level Your suit is like a second skin. Ability checks and saving throws you make that use Strength, Dexterity, or Constitution gain a minimum roll threshold, discussed in chapter 7. You must be wearing your modified armor or wielding your modified shield to gain this benefit.  

ARMORMECH MODIFICATIONS

The modifications are presented in alphabetical order.  
ABSORPTION SHIELD
  Prerequisite: Physical Shield You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.   You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain any expended uses when you finish a long rest.  

ACCELERATED MOVEMENT

Prerequisite: Armor You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.  

ADAPTABLE ARMOR

Prerequisite: Armor You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.  

ADVANCED POWER FIST

Prerequisite: 11th level, Prototype Power Fist You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 kinetic damage. Additionally, your critical hit range with your unarmed strikes increases by 1.  

ARTIFICIALLY INTELLIGENT

Prerequisite: 9th level, Armor You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor’s artificial intelligence can take the Help action.   You can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest.  

BONDED PLATES

Prerequisite: 5th level You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.  

COLLAPSIBLE SUIT

Prerequisite: 5th level, Armor Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs one-   third its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.  

DARKVISION VISOR

Prerequisite: Armor While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.  

ENHANCED ENDURANCE

Prerequisite: Armor When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.  

ELECTROSHOCK SHIELD

Prerequisite: Shield Generator You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.  

FLIGHT

Prerequisite: 9th level, Armor You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.  

GRAPPLING HARPOON

Prerequisite: Armor Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.   A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.   While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).   Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.  

HEAVY SUIT

Prerequisite: 5th level, Armor You enhance your suit, making it difficult to move. As a bonus action, you can anchor or deanchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.  

INFILTRATION SUIT

Prerequisite: Armor You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.   The cloaking device regains all expended charges after a long rest.  

MAGNETIZED SHIELD

Prerequisite: Physical Shield You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature’s weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.  

OVERLOAD SHIELD

Prerequisite: Shield Generator You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice). On a failed save, they are pushed back 5 feet and knocked prone.   You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain any expended uses when you finish a long rest.  

POWER FIST

Prerequisite: Armor You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 kinetic damage.   Additionally, when you take the Attack action and make an unarmed strike, you can make an additional unarmed strike as a bonus action.  

PROTOTYPE POWER FIST

Prerequisite: 5th level, Power Fist You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 kinetic damage and has the following property.   If you or your target move at least 10 feet in a straight line immediately before making an unarmed strike, the first unarmed strike you make deals additional damage equal to your Intelligence modifier.  

REINFORCED UNDERLAY

Prerequisite: 5th level You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.  

RESISTANCE

Prerequisite: Armor You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.   You can select this modification multiple times. Each time you do so, you must choose a different damage type.  

SEALED SUIT

Prerequisite: 5th level, Armor As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.   Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master’s Guide.  

SENTIENT ARMOR

Prerequisite: 13th level, Artificially Intelligent Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.   While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.  

SHIELD AMPLIFIER

Prerequisite: Shield Generator You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield’s bonus.   You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain any expended uses when you finish a long rest.  

SHIELD ANCHOR

Prerequisite: Physical Shield You modify your shield to be used as a portable source of cover. As an action, you can anchor or deanchor the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a heavy shield provides three-quarters cover.  

TECH BLAST

Prerequisite: Armor You modify your modified armor gauntlet with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8 energy damage on a hit. It has a normal range of 30 feet and a long range of 120 feet.  

WEAPON INTEGRATION ARMORING

Prerequisite: Armor You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.    

ARMSTECH ENGINEERING

Those engineers who choose the Armstech Engineeering discipline focus on the skill of constructing and modifying blasters and vibroweapons.  

BONUS PROFICIENCIES

Armstech Engineering: 3rd level You gain proficiency in armstech’s implements, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech’s implements, the rate at which you craft doubles.  

MODIFIED WEAPONRY

Armstech Engineering: 3rd level You learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can modify the weapon. You must have the weapon and armstech’s implements in order to perform this modification.   Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).   Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.   At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer table.  

CLOSE CALL

  Armstech Engineering: 3rd level When you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.  

ARMSTECH’S STRIKE

  Armstech Engineering: 6th level Once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage.   The damage increases to 2d6 at 11th level and 3d6 at 17th level.  

TARGETING MATRIX

Armstech Engineering: 14th and 17th level When you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.   You can use this feature five times. You gain an additional use at 17th level. You regain any expended uses when you finish a long rest.  

ARMSTECH’S SALVO

Armstech Engineering: 18th level When you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.  

ARMSTECH MODIFICATIONS

The modifications are presented in alphabetical order.  

ACCURACY FOCUS

Prerequisite: 5th level, Blaster You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.  

AMPLIFYING BARREL

Prerequisite: 5th level, Blaster You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.  

BAYONET

Prerequisite: Blaster You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a vibroweapon weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.  

BURST CORE

Prerequisite: Blaster Your weapon gains the burst property, with a burst number equal to its reload number.  

BOOMING STRIKES

Prerequisite: 5th level You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.  

CELERITY OSCILLATOR

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.  

COLLAPSIBLE FRAME

Prerequisite: Vibroweapon You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.  

COMPENSATION OSCILLATOR

Prerequisite: Vibroweapon with the dexterity property You install a compensation oscillator in your modified vibroweapon, removing the dexterity property from it.  

CONTOURED GRIP

Prerequisite: 5th level, Vibroweapon You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.  

EXPANDED MAGAZINE

Prerequisite: Blaster Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can’t use this feature again until you reload the weapon with an action.  

FLASHLIGHT

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.  

HARPOON REEL

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.   A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.   While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).   Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action.  

IMBUE WEAPON

Prerequisite: 9th level You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power’s normal effects.  

IMPROVED BURST CORE

Prerequisite: 9th level, Burst Core Your weapon’s burst number is reduced to half its reload number.  

INTEGRATED MAGAZINE

Prerequisite: Expanded Magazine Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can’t use this feature again until you reload the weapon with an action.  

JAGGED OSCILLATOR

Prerequisite: Vibroweapon When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.  

KEEN OSCILLATOR

Prerequisite: 5th level, Jagged Oscillator Your weapon’s critical hit range increases by 1.  

NEUTRONIUM EDGE

Prerequisite: 5th level, Vibroweapon You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.  

OVERCHARGE WEAPON

Prerequisite: 11th level, Booming Strikes You gain the ability to channel your tech power to enhance your weapon’s damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.  

POWER LOOP

Prerequisite: 9th level When you hit with the weapon, you can choose to channel the energy generated, gaining temporary hit points equal to half the damage dealt.   Once you’ve used this feature, you must complete a long rest before you can use it again.  

RECOIL DAMPENER

Prerequisite: Blaster with the strength property You install a recoil dampener in your modified blaster, removing the strength property from it.  

RETURNING WEAPON GUARD

Prerequisite: Vibroweapon You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.  

SCREENING WEAPON

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.  

SHOCK ABSORBER

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power’s extra damage applies to both melee and ranged weapon attacks.  

SIEGE WEAPON

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.  

SHOCKING HARPOON

Prerequisite: 9th level, Harpoon Reel After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power   requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.   Once you’ve used this feature, you can’t use it again until you recover the harpoon.  

SHOCKING OSCILLATOR

Prerequisite: 9th level, Vibroweapon When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw, taking 1d8 lightning damage on a failed save or half as much on a successful one.   Once you’ve used this feature, you must complete a long rest before you can use it again.  

SNAP FIRE

Prerequisite: 9th level, Blaster You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.  

STAGGERING OSCILLATOR

Prerequisite: Vibroweapon When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.   Once you’ve used this feature, you must complete a short or long rest before you can use it again.  

TRACKER

Prerequisite: 5th level You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As a bonus action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.   The tracker regains all expended charges after a long rest.  

TRUELIGHT

Prerequisite: 11th level, Flashlight You modify your flashlight with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your flashlight. When toggled on, for the next minute your flashlight now automatically dispel illusions and can detect invisibility, as with truesight.   Once you’ve used this feature, you must complete a short or long rest before you can use it again.  

VENOMOUS OSCILLATOR

Prerequisite: 9th level, Vibroweapon As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.   Once you’ve used this feature, you must complete a long rest before you can use it again.

GADGETEER ENGINEERING

Those engineers who choose the Gadgeteer discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.  

BONUS PROFICIENCIES

Gadgeteer Engineering: 3rd level You gain proficiency in gadgeteer’s implements. Additionally, when you engage in crafting with gadgeteer’s implements, the rate at which you craft doubles.  

GADGETEER HARNESS

Gadgeteer Engineering: 3rd level You learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification.   Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).   Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.  

PROJECTED BARRIER

Gadgeteer Engineering: 3rd level As a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.  

ENVIRONMENTAL BARRIER

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.  

PHYSICAL BARRIER

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level. Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.  

VERSATILE DIRECTION

Gadgeteer Engineering: 6th, 9th, 13th, and 17th level You can take a second bonus action on each of your turns. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.  

REINFORCED BARRIERS

Gadgeteer Engineering: 14th level When you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power’s level, or 1 hit point for an at-will power. This can’t increase a barrier’s hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.  

ADAPTIVE BARRIER

Gadgeteer Engineering: 18th level When a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier’s chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.  

GADGETEER MODIFICATIONS

  The modifications are presented in alphabetical order.  

ADVANCED GROUNDING SYSTEM

Prerequisite: 13th level, Prototype Grounding System While wearing your gadgeteer harness you have immunity to lightning damage.  

AUTO-INJECTION REGENERATOR

Prerequisite: 5th level You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.  

AUTOTHRUSTERS

Prerequisite: Jet Pack You can take the Dash and Disengage actions as a bonus action while your jet pack is active.  

CLIMBING GLOVES

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.  

DARKVISION GOGGLES

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.  

EXTENDED TANK

Prerequisite: 5th level, Jet Pack Your jet pack now lasts up to 10 minutes when activated.  

FLAME VENTS

Prerequisite: 9th level, Jet Pack You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.   Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.  

FRAILCASTING INHIBITOR

Prerequisite: 5th level You gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.  

GROUNDING SYSTEM

While wearing your gadgeteer harness you are immune to the shocked condition.  

INTEGRATED AMPLIFIER

Prerequisite: 5th level You gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.  

INTEGRATED RANGEFINDER

Prerequisite: 5th level You gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.  

INTELLIGENCE CORE OVERRIDE

Prerequisite: 9th level You can cast the override interface tech power at 5th level without spending tech points.   Once you’ve used this feature, you must complete a long rest before you can use it again.  

JET PACK

You integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.   The jet pack last for 1 minute before deactivating. Once the jets have been activated, they can’t be activated again until you finish a short or long rest.   Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.  

MECHANICAL ARM

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.   You can choose this modification twice.  

MIMICKER

Prerequisite: 9th level You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.  

MINIATURIZED HYDRAULICS

Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.  

OIL SPILL

As an action, you can cast the oil slick tech power without expending tech points. When you cast the power in this way, the oil will remain in place for the full duration of the power.   Once you’ve used this feature, you must complete a short or long rest before you can use it again.  

POWERED GRAPPLING HOOK

Prerequisite: 9th level, Wrist-Mounted Grappling Hook While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.  

PROTOTYPE GROUNDING SYSTEM

Prerequisite: 9th level, Grounding System While wearing your gadgeteer harness you have resistance to lightning damage.  

RENDCASTING INHIBITOR

Prerequisite: 5th level You gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.  

QUICK START ENGINE

Prerequisite: 5th level, Jet Pack You can now activate your Jet Pack as an object interaction rather than as a bonus action.  

RECYCLED ADRENALS

You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a long rest.  

RECYCLED EXPLOSIVES

You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you’ve used this explosive, you can’t use it again until you finish a long rest.  

RECYCLED STIMPACS

You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a long rest.  

SENTRY TURRET

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.   The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.  

SHOCKING HOOK

Prerequisite: 9th level, Wrist-Mounted Grappling Hook After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.   Once you’ve used this feature, you can’t use it again until you recover the hook.  

STEALTH FIELD GENERATOR

Prerequisite: 9th level You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.   Once the belt has been activated, it can’t be activated again until you finish a short or long rest.  

SHOCKING BARRIER

Prerequisite: 5th level You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.  

TRUESIGHT GOGGLES

Prerequisite: 11th level, Darkvision Goggles You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.   Once you’ve used this feature, you must complete a short or long rest before you can use it again.  

WEAPON INTEGRATION

You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.  

WITHERCASTING INHIBITOR

Prerequisite: 5th level You gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.  

WRIST-MOUNTED GRAPPLING HOOK

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.   A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.   While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).   Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.    

UNSTABLE ENGINEERING

Those engineers who choose the Unstable Engineering discipline create and use untested combinations, resulting in powerful�and often unpredictable�effects.  

BONUS PROFICIENCIES

Unstable Engineering: 3rd level You gain proficiency in your choice of artisan’s implements. Additionally, when you engage in crafting with tinker’s implements, the rate at which you craft doubles.  

MODIFIED TINKERCANNON

Unstable Engineering: 3rd, 9th, and 17th level You learn to enhance your tinker’s implements with unstable science, modifying them into a harness with a cannon. Over the course of a long rest, you can modify your tinker’s implements to create a tinkercannon. You must have tinker’s implements in order to perform this modification.   Whenever you cast a tech power of 1st level or higher while wielding your tinkercannon, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Unstable Engineering Surge table to create a random effect.   Additionally, your tinkercannon come equipped with four overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer table. Each time you trigger an Unstable Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and each time you do so in excess of your proficiency bonus (resetting on a long rest) your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.  

UNSTABLE VOLLEY

Unstable Engineering: 3rd, 9th, and 17th level While wielding your tinkercannon, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located within 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on a following turn, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dexterity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successfu one.   The range at which you can launch your volley increases to 60 feet at 9th level, and 120 feet at 17th level.   This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.  

CREATIVE DESTRUCTION

Unstable Engineering: 6th level You can add your governing ability modifier (minimum of +1) to any damage you deal with tech powers and class features that don’t already include that modifier. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.   If you choose to deal this additional damage, your GM can have you roll on the Unstable Engineering Surge table.  

EXPERIMENTAL OVERRIDES

Unstable Engineering: 14th level You gain a modicum of control over your surges. Whenever you roll on the Unstable Engineering Surge table and use one of your overrides, you can choose either total.  

ENGINEERING BOMBARDMENT

Unstable Engineering: 18th level The harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.  

Unstable Engineering Surge

d100 Result   01-02 Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.   03-04 For the next minute, you can see any invisible creature if you have line of sight to it.   05-06 A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.   07-08 You cast explosion at 3rd-level centered on yourself without expending tech points.   09-10 You cast homing rockets at 5th-level without expending tech points.   11-12 Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.   13-14 You fall asleep standing for 1 minute or until you take damage.   15-16 For the next minute, you regain 5 hit points at the start of each of your turns   17-18 You grow a long beard made of feathers that remains until you sneeze.   19-20 You cast oil slick centered on yourself without expending tech points.   21-22 Creatures have disadvantage on the first saving throw they make against you in the next minute.   23-24 Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.   25-26 You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.   27-28 For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.   29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.   31-32 You take 2d10 lightning damage and are shocked for 1 minute.   33-34 Maximize the damage of the next damaging tech power you cast within the next minute.   35-36 Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.   37-38 You start running uncontrollably for 1 minute, moving your entire speed each turn.   39-40 You regain 2d10 hit points.   41-42 Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.   43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.   45-46 You are blinded and deafened for 1 minute.   47-48 You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.   49-50 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.   51-52 A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.   53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.   55-56 Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.   57-58 For 1 minute, any flammable object not worn or carried you touch bursts into flame.   59-60 You regain tech points equal to your Intelligence modifier (minimum of one).   61-62 For the next minute, you shout whenever you speak.   63-64 You cast smoke cloud centered on yourself without expending tech points.   65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.   67-68 You are frightened by the nearest creature until the end of your next turn.   69-70 Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.   71-72 You gain resistance to all damage for the next minute.   73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.   75-76 You emit bright light in a 30-foot radius for 1 minute.   77-78 Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.   79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.   81-82 You can take one additional action immediately.   83-84 Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.   85-86 You cast mirror image without expending tech points.   87-88 You are frozen in carbonite and paralyzed for 1 minute or until you take damage.   89-90 You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.   91-92 If you die within the next minute, you immediately come back to life as if by the defibrillate power.   93-94 Your size increases by one size category for the next minute.   95-96 You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.   97-98 You are surrounded by faint, ethereal music for the next minute.   99-100 You regain half your expended tech points.

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