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Engineer


Hit Points

Hit Dice: d6 per Engineer level
Hit Points at first Level: 6+con
Hit Points at Higher Levels: d6+con

Proficiences

Armor: Light
Weapons: Simple
Tools: Artisans tools
Saving Throws: Dex, Int
Skills: Choose two from Arcana, History, Investigation, Medicine, Perception, Sleight of Hand

Overview & Creation

A tinkering class who toys with this worlds materials to create beings made of metal to assist in combat. (DMs I would recommend adding something like the wizards spell scrolls for creation blueprints). This is a class that is very strong if it prepares for a fight before battle but is much weaker in an ambush scenario.


Class Features

1st lvl

Tinker's preparation before combat prepare one cantrip you know this takes an action, you can cast this cantrip as a bonus action and it bypasses the spell cantrip rule and can only be cast once in this way  

2nd lvl

Choose your subclass between (a) herbalist (b) mechanic (c) elementalist (d) siege specialist(e) bio engineer or(f) witch doctor, Maximum amount of creations at one time equals your prof in total cr maximum(any creature lower than cr1 count as cr1 for the purpose of cr maximum(avatar of death is exempt and can not be created), You also gain one signature summon this summon costs noting to create other than time and it's max cr is equal to your engineer lvl (all creatures created are loyal until death and can not be charmed).  

3rd lvl

You gain a cantrip known as repair Repair casting time: 1 action Any creature or construct created or summoned by the caster can be targeted The target is healed for d6+int(mod)   This upgrades at lvls 5(2d6+int(mod)) 11(3d6+int(mod)) 16(4d6+int(mod))  

5th lvl

Subclass feature  

6th lvl

Arcane shield creations gain temp hit points equal to your int mod when entering combat and they regenerate after two rounds of not taking damage  

7th

recall if your creations are on the same plane as you and know your general location then you can use your action to teleport them to you

8th

ability score increase

9th

manual control you take complete control of your creation and use their senses as your own your body falls into a state of trance and any psychic dmg the creature takes your body takes as well, this is an action to use and is concentration as long as you wish

10th

subclass feature  

11th

Wonder garage You gain an extradimensional space where you can store your creations it is a 50x50x50ft space, flavor it as you want, requires a short or long rest to enter, creation in this garage do not count towards your max creation count

12th

ability score increase

13th

the spark your creations gain a minimum int of 10, This allows them to make small deviations in your orders to do them better in their eyes(or other relevant senses), from now on your may teach you creations a laguage even if they can't normally learn one though unless the statblock says otherwise they still cannot speak

14th

subclass feature  

15th

spell storage you can store one spell of third lvl or lower in your creations they can then cast this spell as an action

16th

subclass feature and ability score increase  

17th

Masterwork Your creations can add half of your int mod to their damage rolls

18th

subclass feature  

19th

minor spell immunity when creating something you can infuse it with a spell slot th creation is immune to all damage and effects from spells of that lvl or lower you will not gain this spell slot back until the creature dies  

20th

magic item integration you can infuse your creations with magic items at the time of their creation and they gain the passive effects of the item the item is consumed and drops on the creation's death if it is an active effect it can be used once per day


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: any simple weapon (a) a light crossbow and 20 bolts (b) a short bow and 20 arrows leather armor (a) dungeoneer’s pack (b) explorer's pack (c)scholar's pack Artisans tools


Spellcasting

lvl 1st 2nd 3rd 4th 5th cantrips known spells known = int(mod)+ half class lvl rounding down (from wizards spell list) You can change your spells each level
1 1 4
2 1 4
3 2 1 4
4 2 1 5
5 3 2 5
6 3 2 5
7 4 3 1 6
8 4 3 1 6
9 5 3 1 6
10 5 4 2 7
11 5 4 2 1 7
12 5 4 2 1 7
13 5 4 3 1 8
14 5 4 3 2 8
15 5 4 3 2 1 8
16 5 4 4 2 1 9
17 5 4 4 3 2 9
18 5 4 4 3 2 9
19 5 4 4 3 3 10
20 5 4 4 3 3 10

 


Subclass Options

Herbalist

2nd lvl

creation ritual uses herbalist kit or healers kit, 10 min ritual, 1st lv spell slot   Learns Cure wounds spell   You can summon any creature from the plant creature list as long as it meets the terms at lvl 2

5th lvl

gain the spells healing spirit Healing sap your creations can take an action if they are the plant creature type to damage itself and heal an ally at a ratio of 2:1  

10th lvl

gain the spells plant growth and mass healing word  

14th lvl

Alchemist's dream can create potions/poison of uncommon lvl or lower this takes a rest to do and requires no components except for a container

16th lvl

learn the spell spike growth

18th lvl

can cast 1st lvl cure wounds at will and permanently have the effects of speak with plants on yourself

Mechanic

2nd lvl

Materials a bar metal worth at least 20gp, 1 min ritual, 1st level spell slot   you can create any creature from the construct creature list as long as it meets the terms in the 2nd lvl description  

5th lvl

Can spend a long rest to add a permanent +1 to ac to one creation(this does not stack)  

10th lvl

Upgrades people Can give creations upgrades at time of creation from now on choose one from 1 add 20ft flying or climbing speed 2 add an extra 10ft of ground speed 3 add 10hp 4 add an extra 6d damage to each attack of the attacks main damage type 5 add a voice box that allows the creature to speak if it normally wouldn't be able to  

14th lvl

learn the spells arcane lock and heat metal  

16th lvl

learn the spell skill empowerment and gain resistance to one of the options below non magical piercing non magical bludgeoning non magical slashing force  

18th lvl

You can now give each creation two upgrades stated previously in the lvl 10 ability

Bio engineer

 

2nd lvl

Materials for creation ritual basic acid or poison worth 25gp, 10 min ritual, 1st lv spell slot.   You can create any creature from the ooze creature list as long as it meets the terms stated in the lvl 2 description

5th lvl

Reformation all oozes that split during combat reform after combat  

10th

gain resistance to poison and acid  

14th lvl

Gain amorphous body as a 2nd lvl spell duration 1min  

16th lvl

gain the spell hallucinatory terrain and major image  

18th lvl

gain the spell cloud kill and gain immunity to either poison or acid damage

Siege specialist

2nd lvl

Material components for creation ritual are wood or iron worth at least 50gp, 1 hour ritual, 1st lv spell slot Wrecker - double damage to structures and constructs   You can create any creature from the construct creation list that the DM determines as a siege machine or has the siege monster passive

5th lvl

gain the spell enlarge/reduce  

10th lvl

gain the knock and thaumaturgy spells  

14th lvl

On a long rest can give one creature the siege monster passive that lasts until they next rest and gain the spell melf's minute meteors  

16th lvl

gain the spell stoneskin and beacon of hope  

18th lvl

You can now create any creature in the construct creature list and they have the siege monster passive

Witch doctor

2nd lvl

Ritual spell 1st lvl components a piece of an undead   you can make any creature from the undead creature list as long as it meets the terms in the lvl 2 description

5th lvl

gain the spell hex  

10th lvl

gain resistance to necrotic damage and gain the spell life transference  

14th lvl

gain incorporeal movement and necrotic damage no longer reduces max health    

16th lvl

gain the spell blight and the undead fortitude passive  

18th lvl

gain the spell negative energy flood and you can cast false life at will at first level    

Elementalist

 

2nd lvl

ritual 1st lvl an elemental representation   you can create any creature from the elemental creature list as long as it meets the terms of the lvl 2 description  

5th lvl

learn the spells absorb elements and moonbeam  

10th lvl

gain the spell and elemental weapons learn ingan aquan auran terran  

14th lvl

You are now forever infused with the power of the elements. your weapon attacks(including weapons you aren't proficient in and improvised weapons) and unarmed strikes deal an extra d8 of the damage type chosen when you get this feature(this effect can never be dispelled even in an anti magic field) lightning fire force cold  

16th lvl

gain resistance to three of the following fire cold lightning non magical physical piercing slashing and bludgeoning  

18th lvl

you can use any of these creatures as your signature summon leviathan phoenix elder tempest zaratan


Created by

Caliscube.

Statblock Type

Class Features

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