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Engineer class

• Engineers are not too fond of fighting they prefer solving practical problems instead of firing
guns, brain over brawn.

• Sub-classes: Ammo runner, Pioneer

• Basic equipment:

Armor: Jumpsuit
Weapons: Mondragón rifle, hammer
Tools: Engineer kit (hammer, wrenches etc.)

• Health points: 1d8 per Engineer level

Hit Points at 1st Level: 8 + your Constitution modifier


• Hit Points at Higher Levels: 1d8 + your Constitution modifier

• Proficiencies:

Armor: Light armor


Weapons: Bolt-action rifles
Tools: Any engineer tools.
Saving Throws: Dexterity, Wisdom
Skills: Choose three: Animal care, Craft, Drive auto, First aid, History, Perception and Survival

• Tech expert: You are proficient in mech. repair and electric repair.

• Favored vehicle: Beginning at 1st level, you have significant experience studying, dismantling,
repairing and even operating certain type of vehicles.
Choose a favored vehicle: Tanks, Armored cars, APC, Planes, Ships

You have advantage when you roll for any actions including the type of vehicle you choose.

Level 2

• Improvised combat methods


Your time on the battlefield taught you some things and you adopted a particular method.
(Choose only one.)
Cover efficient: You gain +1 DC and Dexterity saving throws.
Tech freak: When you near your favored vehicle (or in it) you gain one extra action per combat
Worker hands: If you make a melee attack against a creature with a blunt weapon (like a wrench
or hammer) the target must succeed a Constitution saving throw with DC 10 + half of your level.
If the target fails it will fall unconscious until the end of your next round.

Level 3

• Fixin’ it: While in combat you can focus all your attention to a friendly damaged vehicle or
broken equipment and repair it fully in one turn. You have to finish a short or long rest after
using this ability.
You gain additional uses at 5th, 8th, 11th levels.

Level 4

• Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this
feature.

• Tinkerer: At level 4th you have advantage at repairing, dismantling and crafting ammos and you
are able to upgrade weapons and armors to an extent.
Level 5

• Scraping by: Starting at level 5th you have a chance of finding more ammo while looting
containers and bodies.

Level 10

• Hide in Plain Sight: While out of combat you may make camouflage for any friendly unit
including vehicles. You must have access to mud, snoot, plants or any other material which could
blend in with the nearby scenery.
You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there taking actions.
Once you stand up or take an action or a reaction, you must camouflage yourself again to gain
this benefit.
Sub-class traits

• Starting from the 3rd level of Engineer you may choose which direction you want to specialize,
you can be an Ammo runner, who is able to carry much more ammunition for themselves and to
their squad mates.
Or
Be a Pioneer who is a much better combatant and is able to use heavier weapons and provide
support.

• Ammo runner:
Being a pack maul is not an easy job but you have gotten used to it. Your carrying capacity
increase from 10 lb / strength to 25 / strength

You have familiarized yourself with all type of ammo. You may reload your gun as a bonus action.

• Pioneer: You gain the extra attack ability, you can Attack twice, instead of once, whenever you
take the Attack action on Your Turn.

• You gain proficiency in using flamethrowers so you will be able to use it without disadvantage.

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