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 |
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4 |
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2 |
1 |
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4 |
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3 |
2 |
1 |
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4 |
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4 |
2 |
1 |
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5 |
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5 |
3 |
2 |
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5 |
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6 |
3 |
2 |
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5 |
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7 |
4 |
3 |
1 |
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6 |
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8 |
4 |
3 |
1 |
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6 |
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9 |
5 |
3 |
1 |
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6 |
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10 |
5 |
4 |
2 |
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7 |
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11 |
5 |
4 |
2 |
1 |
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7 |
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12 |
5 |
4 |
2 |
1 |
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7 |
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13 |
5 |
4 |
3 |
1 |
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8 |
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14 |
5 |
4 |
3 |
2 |
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8 |
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15 |
5 |
4 |
3 |
2 |
1 |
8 |
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16 |
5 |
4 |
4 |
2 |
1 |
9 |
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17 |
5 |
4 |
4 |
3 |
2 |
9 |
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18 |
5 |
4 |
4 |
3 |
2 |
9 |
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19 |
5 |
4 |
4 |
3 |
3 |
10 |
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20 |
5 |
4 |
4 |
3 |
3 |
10 |
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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