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Engineer

A
small candle burns low in its holder, a large
wooden desk is covered in old tomes and a
stack of empty plates. A young woman
feverishly works, nose an inch above the paper,
copying notes and drawings onto a blueprint.
She brings the finished blueprint over to her
work bench, and begins to build, metal is
welded together, small runes are etched, gears are being fitter,
her brow furled in concentration as sweat drips down her
nose. As the first glow of dawn approaches, she finally rests,
in front of her, her first contraption sits, ready for testing.
Building a Better World Field Testing Required
Engineers eschew the tradition and teachings of the arcane While many engineers may choose to stay safe in a large city,
to instead focus on more material techniques. They are the the need for extensive testing calls some to the life of
elite craftsman, taking pride in their unique contraptions, and adventure. Those that venture into the field discover not only
the skill it takes to make them. Pushing the boundaries of danger, but also new, rare materials, and ways to build your
their craft as they hone their skill. The study of an engineer is contraptions to produce stronger and stranger effects.
never truly done, there are always many new research to be Necessity is the mother of all invention. As you adventure
done and new discoveries to be made. more, you see many ways that things can be improved that
others might have missed.
The Engineer
Level Proficiency Bonus Features Spell Level Contraptions Built
1st +2 Tricks Up My Sleeve, Tool Box 1st 1
2nd +2 How They Built It 1st 2
3rd +2 Specialization 2nd 2
4th +2 Ability Score Improvement 2nd 2
5th +3 I Can Fix It!, Specialization Feature 3rd 3
6th +3 Tool Expertise, Adaptive Armor 3rd 3
7th +3 Work Smarter Not Harder, Give Me a Week 4th 3
8th +3 Ability Score Improvement 4th 3
9th +4 Wait For It 5th 4
10th +4 Specialization Feature 5th 4
11th +4 Quick Repair, Not Quite a Trick 5th 4
12th +4 Ability Score Improvement 5th 4
13th +5 Better Adaptations 5th 5
14th +5 Specialization Feature 5th 5
15th +5 Smarter Than Your Average Bear 5th 5
16th +5 Ability Score Improvement 5th 5
17th +6 Go Big or Go Home 5th 5
18th +6 Re-Primed 5th 5
19th +6 Ability Score Improvement 5th 5
20th +6 Specialization Feature 5th 5

Quick Build
You can make an engineer quickly by following these Class Features
suggestions. First, make intelligence your highest ability
score, followed by strength or constitution. Second, choose Hit Points
the guild artisan background. 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 for engineer level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, mauls, warhammers, hand
crossbows, light crossbows.
Tools: Choose 3 artisans tools
Saving Throws: Intelligence, Charisma
Skills: Choose 3 from History, Religion, Medicine, Athletics,
Insight, Investigation, Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) any simple weapon or (b) a war hammer
(a) a Crossbow, hand or (b) a Crossbow, light
20 crossbow bolts
(a) a Dungeoneer's Pack, (b) Explorer's Pack
Leather armor and a multi-tool
Tool Box Work Smarter Not harder
The tool box is the most fundamental piece of an engineer’s When you reach 7th level, you may substitute your
kit. It contains the tools needed to create their contraptions, intelligence modifier for your dexterity or strength modifier
as well as has enough tools to be used as any artisan’s tools for tool checks using tools you are proficient in.
you have proficiency with.
Give Me a Week
Tricks Up My Sleeve At 7th level, when you use a tool that you are proficient in on
Sometimes magic isn’t magic, but very clever tinkering. When a check over more than 8 hours, you may double your
you complete a long rest build a number of contraptions proficiency bonus on that check.
containing the effect of any Abjuration or Evocation spell on
the Wizards spell list. The contraptions known column of the Wait for It
Engineer table shows the number of contraptions you can When you reach 9th level you add a timer to your gadgets,
build. The spell effect stays active in the contraption until it is triggering them to activate at a specified time. The time must
used or you complete another long rest. be under an hour, and the gadget must still be above 0hp to
The spell must be less than or equal to the spell level shown function.
on the spell level column of the Engineering table. Use your
intelligence modifier when setting the saving throw DC for an Not Quite a Trick
Engineer spell you cast and when making an attack roll with On reaching 11th level, what you are building can no longer
one. Spell save DC = 8 + your proficiency bonus + your be contained in simple contraptions. You may build one large
Intelligence modifier Spell attack modifier = your contraption per long rest. This contraption can contain a
proficiency bonus + your Intelligence modifier spell up to the 6th level.
The gadgets have an AC of 10 and 5 + your intelligence At 15th level, you can build two large contraptions, and at
modifier health. 20th level, you can build 3.
How They Built It At higher levels you can store even more powerful effects. You
When you reach 2nd level, you can apply your tool proficiency can contain a 7th level spell at 13th level, an 8th level spell at
bonus when attempting to gain knowledge about an object or the 15th level, or a 9th level spell at 17th level.
construct made with tools you are proficient in. You also gain
a bonus to attack and damage rolls against inanimate objects Quick Repair
equal to your intelligence modifier. At 11th level, once per long rest, you may rebuild a
contraption you used today when you take a short rest.
Specialization
At 3rd level pick a specialization representing your field of Better Adaptation
study as an engineer. Combat Engineer, Patient Planner, or Beginning at 13th level, when you select a damage resistance
Tinkerer, which are detailed at the end of the class. These for your adaptive armor, you may instead choose acid, poison,
specializations grant you features at 3rd, 5th, 10th, 14th, and or thunder damage, gaining resistance to damage of the
17th levels. selected type.
I Can Fix It! Smarter than your average bear
Beginning at 5th level, when you attempt to build something When you reach 15th level, your capacity for growth expands
using tools you are proficient in, you may halve the time it beyond that of others, your intelligence score maximum is
takes, the item you created will also last half as long. You may increased by 2. This does not affect your current score.
do this once per short rest.
Go Big or Go Home
Adaptive Armor At 17th level, you can contain even the most powerful effects
Starting at 6th level, by spending an hour preparing your in a contraption. Over a long rest, you can build an epic
armor, you add special elemental buffers to it. You gain contraption. This contraption can contain a spell of the 9th
resistance to fire, lightning, or cold damage. level.
Tool Expertise Re-Primed
At 6th level choose any tool you are proficient with. Your Upon reaching 19th level, once per long rest, you can rebuild
proficiency bonus is doubled on any check that you make that contraptions equal to your intelligence modifier. You cannot
uses that tools proficiencies. At 11th level, you can choose change the effect held in the contraption, and you cannot
another tool to gain this benefit with. exceed your maximum number of contraptions.
Engineering Specialization Patient Planner
No one can know everything, so engineers must focus their Never rushing, the patient planner is a vigilant observer,
study. Many work with other engineers to further their preferring to wait until the perfect moment to spring their
understanding, or set out on their own to gather ideas from trap rather than take an unnecessary risk. They take
the world around them. advantage of their comrades’ skills to form a strong battle
plan.
Combat Engineer Pressure plate
Always ready for a fight, the combat engineer thrives in the When you reach 3rd level, you have spent enough time
harshest environments. They combine their contraptions with building to develop a pressure release plate. As an action
advanced combat tactics to control the battle. place a contraption with a cast time of 1 action in an
unoccupied space within 5 feet of you. Beginning at the start
Bonus Proficiencies of your next turn, if a creature enters the square, the pressure
When you select this specialization at 3rd level you gain plate is triggered, and the contraption is activated. If the spell
proficiency in heavy armor and shields effect targets a point, the point must be the directly above the
pressure plate.
Armor mk.I
You spend time tailoring armor to your specific needs. You You can carry 2 pressure plates with you at a time. This
can spend 8 hours working to improve your armor, making it number increases at later levels, increasing to 3 traps at 10th
into a masterwork armor, increasing the AC by 1. To do this, level, and 4 at 17th level.
you need proficiency in the tools used to make the armor,
weaver’s for cloth, leatherworker’s for light, and blacksmith’s Deploy Cover
for medium or heavy armor. At 3th level, as an action, you may place portable cover,
granting yourself half cover. The cover is made up of two 5-
Extra Attack foot panels, which must be contiguous. You can collapse the
Beginning at 5th level, you can attack twice, instead of once, cover as an action as well.
whenever you take the Attack action on your turn. If the cover is not recovered, you build a new one over your
Contingency Plan
next long rest.
At 10th level, when you take a short rest, you may expend a Draw a bead
contraption with a casting time of 1 action, but the At 5th level you take your time to calculate every variable, and
contraption does not come into effect. Instead, when a precisely plan your action. As an action choose a creature you
circumstance occurs, the contraption is activated. You can see. At the start of your next turn, if the creature has not
describe that circumstance when you expend the contraption. moved, you gain advantage on all attacks against the creature
The contingency plan takes effect immediately after the and deal an extra 2d8 damage of the same type if you deal
circumstance is met for the first time, whether you want it to damage to that creature.
or not. This ability’s damage increases when you reach higher
At 15th level, when you take a short rest, you can choose two engineering levels. The damage roll increases by 1d8 at 5th
contraptions, each with separate circumstances. level, 11th level and 17th level.
Extra Adaptations Plans With Friends
When you reach the 10th level, you add another layer of Starting at 10th level, when you attack a creature, you work to
protection to your armor. When you finish a long rest, you help your allies execute their plans as well. When you hit a
may spend 30 minutes specifically protecting against creature with a weapon attack, choose an ally, they add your
piercing, slashing, or bludgeoning damage. You can intelligence modifier to their next attack against the creature.
resistance to the chosen type of damage.
Better cover
Combo Beginning at 10th level, when you deploy cover, the cover can
Starting at 14th level, when you use a contraption, you can be up to a four 5-foot panels.
make one weapon attack as a bonus action.
Fully Prepared
Armor mk.II When you reach 14th level, when you select a damage
At level 20, you create an exoskeleton suit for yourself to resistance for your adaptive armor, any ally behind your
amplify your strengths. It takes 30 minutes to don and doff deployable cover is also granted the resistance.
this suit. While wear this suit, your size increases by 1 step,
medium becomes large, and small becoming medium, etc. R.A.C. (Remote Activated Contraption)
Your strength and maximum strength increases by 2. Beginning at 20th level, an action or bonus action, you can
activate any pressure plate as though a creature had stepped
on it.
Tinkerer
The curse of the tinkerer is to always be filled with wonder.
Can it be done? How would it happen? What if? Always
testing and pushing, tinkerers constantly adjust their
contraptions to create more powerful and strange
contraptions. They constantly learn, improving their mind as
well as their skills.
Reload and repeat
You gain 2 extra cantrips. These contraptions can only
contain a cantrip spell effect, but do not lose the effect when
used, allowing them to be used as many times as you want.
Try everything
When you become a tinkerer at level 3, you can add half your
proficiency bonus, rounded down, to any tool check you
make that doesn’t already include your proficiency
bonus.
More contraptions less problems
When you reach 5th level, the number of gadgets you can
build is increased by your intelligence modifier.
Expanded Tool Box
Starting at 5th level, your tool box overflows with tools. You
have enough tools in your tool box, that it can be used as any
artisan tools.
A slight adjustment
At 10th level, once per long rest, when you take a short rest,
you may change the spell effect contained in a primed
contraption to any other spell effect you know.
Substitution
When you reach the 14th level, you can adjust the effect type
of any contraption you create. When you build a contraption,
you may change its fire, cold, or lightning damage to one of
the other two damage types.
Reload mk.II
When you reach 20th level, choose a single first level
spell from your spell list. You build a custom
contraption to contain this spells effect at first level.
You use the spell as normal, but the effect is not lost
when used, allowing it to be used as many times as you
want. Over a week of downtime you can change the spell
contained in this contraption.

Image Credits:
In order of appearance
The-Smith by Hamsterfly
Flying Machine by Leonardo Da Vinci
Dwarf by Vadim Marchenkov
Blacksmith - Peca by Jun Hyunk Lee
Thank you also to everyone who has given me
feedback on The Engineer, it really is invaluable

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