Masters of mechanical mayhem, engineers love to tinker with explosives, elixirs, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemical weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades.
Creating an Engineer
When creating an engineer, think about how your character learned the skills needed to work with machines. Did they teach themselves? Or were they trained by a guild or society of engineers? Perhaps they come from a culture like that of dwarves and gnomes where such skills are common. Or perhaps they just figured it out for themselves through experimentation.
Quick Build
You can make an engineer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the engineer's background.
Original concept can be found here:dandwiki.com/wiki/Engineer_(5e_Class).
Several Devices and one subclass have been removed due to balancing issues.
hit dice:
1d8
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
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons, all Firearms (DM's guide), all Crossbows
tools:
Tinker's Tools, Alchemist's supplies - Two of the following: Carpenter's Tools, Poisoner's Kit, Smith's Tools, Leatherworker's Tools, Gunsmith's Tools
saving throws:
Dexterity, Intelligence
skills:
Mechanics and Choose three from History, Investigation, Insight, Medicine, Perception, Stealth, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) A light hammer or (b) a dagger
(a) A light crossbow and 5 crossbow bolts or (b) a pistol and 5 bullets
(a) Dungeoneer's Pack or (b) Explorer's Pack
Leather Armor
Two tools that you are proficient with
spellcasting:
A New Skill
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it by default.
It is your Strength modifier + Intelligence modifier + Proficiency.
Engineer Save DC
Many features of this class require a saving throw against an engineer's effects.
If a saving throw is made against one of your features, the DC is equal to 8 + Your Proficiency Bonus + Your Intelligence Modifier.
class features:
Gadgets
At level 1, you gain access to 3 gadgets from the gadget list.
While on your person, gadgets are always in effect.
When you level up, you may choose to replace a gadget you possess with one gadget for which you meet the requirements.
The old gadget is destroyed, and you must craft the new one.
If a gadget is somehow damaged, you must repair it with a Mechanics skill check (DC = 12 + Gadget Tier) spending half of the cost and time to repair it.
A gadget lost or destroyed must be replaced entirely.
Many gadgets have spell-like effects, but are nonmagical and therefore cannot be affected by spells such as dispel magic, counterspell, or [I]antimagic field.
A List of Gadgets can be found here:Refined Engineer Gadget List.
Energy
At level 2, you gain energy, an expendable pool of points equal to your Engineer level.
You regain 1d6 Energy during a short rest, and fully regain it during a long rest.
Many engineer features utilize energy, denoting costs in such abilities' descriptions.
Signature Device
At level 2, you gain a signature device.
You can choose between 5 Inventions: flamethrower, grenade kit, elixir gun, turret, or drone.
Building it costs 250*Engineer Level SP and one long rest.
Repairing it requires a DC 15 Mechanics check, a short rest, and half the money needed to build it.
At 5th, 13th, and 17th level, you choose an upgrade feature for your signature device.
A List of Signature Devices and their upgrades can be found here: Refined Engineer Signature Device List.
Specialization
At 3rd level, you choose a specialized engineer path that defines your skills.
You choose between the Battletech, Gadgeteer, Technotheurge, and Alchemist.
You gain specialization features at 6th, 11th, 15th, and 20th levels.
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.
Engineer's Expertise
At 7th level, you choose two intelligence-based skills, an intelligence-based skill and tinker tools, or tinker tools and any other tool you have proficiency in.
You may now add double your proficiency bonus to those skills/tools.
Additionally, you can also stow and draw a weapon or object as a bonus action.
Indomitable Mind
At 14th level, once a day if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.
You gain an additional use of this ability at 17th and 20th level.
Cannibalization
At 18th level, you can draw energy from your gadgets by rendering them temporarily inoperative.
When you do so, you cannot use the chosen gadget or cannibalize it again and lose all of its benefits until the next time you take a long rest and gain an amount of energy equal to its tier.
subclass options:
Specializations
At the 3rd level, you choose which Specialization of Engineering to follow. You may follow the path of the Battletech, the Gadgeteer, or the Alchemist.
Battletech
A Battletech uses their engineering to augment their martial capabilities, becoming quite the force to be reckoned with on the battlefield.
Bonus Proficiencies
At level 3, upon choosing this specialization, you can choose a single weapon and give it a +1 bonus to attack and damage rolls. You also gain proficiency in medium and heavy armor, shields, and martial melee weapons.
Combat Energetics
At level 3, whenever you reduce a creature to 0 hit points, you regain 1 energy.
Extra Attack
At 6th level, you may make two weapon attacks, instead of one, whenever you take the Attack action on your turn.
Fighting Style
At the 11th level, you may choose a fighting style from the Fighter's list of Fighting Styles.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Close Quarters Shooter. You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
- Tunnel Fighter. You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Second Wind
At the 15th level, you may, as a bonus action, regain lost HP equal to 1d10 + your Engineer Level. You must complete a short or long rest to use this feature again.
Combat Enhancements
At the 20th level, your mastery of engineering enhances your physical capabilities. Your Strength and Dexterity ability scores increase by 2, to a maximum of 22.
Gadgeteer
The gadgeteer focuses all their efforts on their mechanical prowess. Their versatility knows no equal.
Diverse Inventor
At the 3rd level, you can choose a Secondary Signature Device (SSD) and gadget. The device chosen at level 2 is your Primary Signature Device (PSD or hard drive). The two cannot be the same device. When you would gain improvement benefits for your Primary Signature Device, you do not gain them for your Secondary Device.
Additionally, you gain the ability to deconstruct items and learn how they work. During a long rest, you can choose to destroy an item, and gain the ability to create said item if you have the requisite time and materials. You may use this feature on common and uncommon items at level 1, rare items at level 5, very rare items at level 11, and legendary items at level 17.
Also, it takes you 50% less time and money to construct items and gadgets.
Overclock Gadget
At level 6, you can enhance the abilities of a number of gadgets equal to your Int modifier (min. 1) of your choice. Choose two of the following enhancements:
- All of the gadget's energy requirements are reduced by 1 (min. 1)
- Whenever you roll damage or healing with the gadget, you can maximize the damage of the roll, you can use this feature a number of times equal to your Int modifier (min 1). Recharges on a short rest.
- Increase the DC of all saves required by the gadget by 2.
- You may change which gadget is overclocked whenever you take a long rest. At level 20, you can change it whenever you take a short or long rest instead.
Enhanced Secondary Signature Device
At level 11, you may choose from the list of Enhanced features for your Secondary Signature Device.
Bonus Energy
At level 11, your Energy Pool Maximum increases by your Intelligence Modifier. (min. 1)
Bonus Primary Signature Device Enhancement
At level 15, you may choose a second trait from your Advanced Primary Signature Device feature.
Advanced Secondary Signature Device
At level 20, you may choose from the list of Advanced features for your Secondary Signature Device.
Alchemist
The Alchemist is an engineer adept at brewing potions and poisons to aid their allies and devastate their foes. While all engineers are able to brew, the Alchemist is an expert.
Alchemical Expertise
At the 3rd level, you gain proficiency in Alchemist's supplies and Poisoner's kit if you did not already. If you did, you gain proficiency with Brewer's supplies and Herbalism kit instead.
Your proficiency bonus is doubled for ability checks using the Alchemist's and Poisoner's tools.
Infuse Potion
At the 3rd level, you gain the ability to create potions. Potions (or Poisons) require one action to apply, consume or throw.
A successful check with the appropriate tools is required to make a brew. A failure results in a less potent or random failed concoction (DM's discretion). An exceptional or critical success may result in a more potent or duplicate brew, free of costs (also DM's discretion). Potions that use your statistics in their description use your statistics at the time of brewing. Keep track of the number upon brewing. Potions that have spell-like effects are uneffected by dispelling effects and anti-magic fields.
You may attempt to lessen or waive the monetary cost of a brew's ingredients with a Nature or Survival check to gather ingredients (at the DM's discretion). This would require more time.
The potions you can create at this level are "Tier One" Potions. Tier One Potions require 300sp and 3 hours to create. The check DC for brewing a Tier One Potion is DC15.
- Tier One Potions
- Potion of Lesser Healing. Heals the drinker 2d4+Your Int mod.
- Potion of Climbing. Gain a climbing speed equal to your walking speed for 1 hour. You gain advantage on checks made to climb.
- Potion of Enlarge/Reduce. Choose either the enlarge or reduce effect of the enlarge/reduce spell. The drinker is under that effect for 1 hour.
- Potion of Swiftness. The drinker gains a bonus of 15ft to their walking speed for 1 hour.
- Lesser Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or take 1d6+Your Int mod poison damage.
Skilled Alchemist
At the 6th level, the amount of time and money it takes to brew a Tier One Potion is reduced by 1/3 (or 1 less energy under the variant rule). Applying, drinking, or throwing a brew costs you just a bonus action.
Infuse Greater Potion
At the 6th level, you can concoct Tier Two Potions. Such potions follow the same guidelines as Tier One Potions, except that they require 600sp and 4 hours to create, and a successful DC 18 check.
- Tier Two Potions
- Potion of Greater Healing. Heals the drinker 3d6+Twice your Int mod HP.
Potion of Alter Self. Choose one possible effect of the alter self spell, and define it thoroughly upon brewing. Upon consumption, the creature possesses that effect for 1 hour.
- Potion of Flight. The drinker gains a flying speed of 60 feet for 10 minutes.
- Potion of Waterbreathing. The drinker can breathe underwater for 8 hours.
- Potion of Haste. The drinker is under the effects of haste for 1 minute.
- Potion of Resistance. Choose one type of damage (acid, cold, fire, lightning, force, necrotic, poison, psychic, radiant, and thunder) upon brewing. The drinker resists that damage type for 1 hour.
- Potion of Firebreath. The drinker can breathe fire, as through the burning hands spell at the 1st level, as an action for 1 minute. The spell save DC is equal to your Engineer Save DC.
- Greater Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or suffer 2d8+Twice your Int mod Poison damage.
Adept Alchemist
At the 11th level, the amount of time and money it takes to brew a Tier Two Potion is reduced by 1/4 (or 1 less energy under the variant rule). Healing potions you brew heal for an additional amount equal to your Intelligence modifier (min. 1). Poisons you brew deal an additional amount of damage equal to your Intelligence modifier (min. 1).
Infuse Superior Potion
At the 15th level, you can concoct Tier Three Potions. Such potions follow the same guidelines as Tier One and Tier Two Potions, except that they require 1200sp and 6 hours to create, and a successful DC 21 check.
- Tier Three Potions
- Potion of Superior Healing. Heals the drinker 4d8+Engineer Level HP.
- Potion of Stoneskin. The drinker resists nonmagical piercing, bludgeoning, and slashing damage for 8 hours.
- Potion of Polymorph. Choose a creature (within the limits of the polymorph spell). The drinker turns into the creature, following the perimeters of the polymorph spell, for 1 hour upon ingestion. A creature this is splashed on, or an unwilling creature that who spits it out, must succeed on a Con save or be affected.
- Potion of Invisibility. A creature who drinks this potion is invisible for 1 minute upon ingesting.
- Potion of Massive Strength. The drinker's Strength score is 23 for 1 hour. This potion fails if their Strength score is already that high.
- Potion of Swift Reflexes. The drinker's Dexterity score is 23 for 1 hour. This potion fails if their Dexterity score is already that high.
- Potion of High Durability. The drinker's Constitution score is 23 for 1 hour. This potion fails if their Constitution score is already that high.
- Potion of Glibness. The drinker's Charisma score is 19 for 1 hour. This potion fails if their Charisma score is already that high.
- Potion of Brilliance. The drinker's Intelligence score is 19 for 1 hour. This potion fails if their Intelligence score is already that high.
- Potion of Enlightenment. The drinker's Wisdom score is 19 for 1 hour. This potion fails if their Wisdom score is already that high.
- Potion of Resurrection. The drinker is restored to life, as per the revivify spell.
- Superior Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or take 3d10+Engineer level poison damage. On a failure, a creature is also poisoned for 1 minute.
- Plaguebringer's Poison. Upon ingestion, wounding or splashing, the target is affected as if by Contagion.
- Paralytic Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or be paralyzed for 1 minute.
- Sweet Poison. Upon ingestion, a creature must succeed at a Wis save or permanently fall in love with the first creature it perceives. If it wouldn't normally be attracted to the creature, it instead feels a strong platonic adoration. Remove Curse or similar effects allow the creature to attempt a new Wis save.
Master Alchemist
At the 20th level, the amount of the amount of time and money it takes to brew a Tier Three Potion is reduced by 1/6 (or 1 less energy under the variant rule). While brewing a potion or poison, you may spend 3 Energy per tier to duplicate the brew, free of costs. This may be done after the brew check, and only one duplicate can be made doing this.
Healing Potions you brew cure any diseases and conditions afflicting the drinker.
Poisons you brew have an increased save DC of +2.
Technotheurge
- Removed. If you want magic, play an artificer
Level | Proficiency Bonus | Features | Gadgets | Energy |
---|
1st | +2 | Gadgets | 3 | - |
2nd | +2 | Energy, Signature Device | 3 | 2 |
3rd | +2 | Specialization | 4 | 3 |
4th | +2 | Ability Score Improvement | 4 | 4 |
5th | +3 | Enhanced Signature Device | 5 | 5 |
6th | +3 | Specialization Feature | 5 | 6 |
7th | +3 | Engineer's Expertise | 6 | 7 |
8th | +3 | Ability Score Improvement | 6 | 8 |
9th | +4 | — | 7 | 9 |
10th | +4 | — | 7 | 10 |
11th | +4 | Specialization Feature | 8 | 11 |
12th | +4 | Ability Score Improvement | 8 | 12 |
13th | +5 | Advanced Signature Device | 9 | 13 |
14th | +5 | Indomitable Mind | 9 | 14 |
15th | +5 | Specialization Feature | 10 | 15 |
16th | +5 | Ability Score Improvement | 10 | 16 |
17th | +6 | Ultimate Signature Device | 11 | 17 |
18th | +6 | Cannibalisation | 11 | 18 |
19th | +6 | Ability Score Improvement | 12 | 19 |
20th | +6 | Specialization Feature | 12 | 20 |