Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Four Arms. You can carry small objects and perform tasks with your extra arms. You cannot attack using your other hands or wield more than one weapon with the two-handed property, but you can use them to ignore the loading property of ranged weapons. Take care, as their extra bulk also means you cannot gain the benefits of using a shield.
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Eliksni Magic. Refer to the Ranking System for these spells. You can cast these once per long rest. Intelligence is your casting ability for these spells.
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Ether Reliance. In addition to food and water, you require ether to survive. Ether is created from metals, such as iron, copper, or tungsten. Ether must be stored in sups, and is created out of lumps of metal worth at least 1sp. Each sup provides one day's worth of ether to you, and sups can be created over a short or long rest.
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Volatile Ether. The ether that courses through your body is volatile, and a great conductor for electricity. You are vulnerable to lightning damage.
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Ranking System. At level 1 you are a Vandal. You gain the dancing lights cantrip. At level 3 you become a Captain. You gain the shield spell. At level 5 you become a Kell Guard. You gain the invisibility spell. At level 18 you become a Kell. Your size changes to Large and you gain the thunderwave spell.
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House of Dusk
Relatively new, House of Dusk has assumed purple as their color, and call others to their number in an effort for unity.
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Natural Leadership. You are proficient in the Persuasion skill.
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Eliksni Weapon Training. You have proficiency with rapiers, shortswords, and light crossbows.
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Gadget Schematics
You are skilled at building mechanical gadgets that perform various functions and incorporating them into your clothing, armor, weapons and other gear. Some gadgets provide a continuous benefit as long as the gadget is equipped (all unless noted by the DM). Other gadgets have an effect that requires you to take an action in order to activate it. Gadgets are built using schematics which show the design parameters and intended operation of the device. Each schematic has a level of complexity that is classified as Trivial, Simple, Advanced and Intricate.
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Energy
At 2nd level, you gain 2 Energy, a personal expendable pool of points. Energy can be invested in mechanical gadgets and devices in order to augment their effects. Many engineer features utilize energy, denoting costs in such abilities' descriptions. The more powerful the Engineer, the more energy you can invest into your gadgets and thus the more effective they can become. You regain 1d6 Energy during a short rest and fully regain it during a long rest.
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Signature Device
At 2nd level, you build an archetype of the invention that would contribute to science, your signature device. Your creation is a versatile, and customizable weapon, that proves your utter genius. You can choose one between the Flamethrower, the Multi-Wrench, the Magitech Omnistaff, the S.T.E.A.M. Gauntlet or the Elixir Grenade Gizmo (E.G.G.). If you lose your signature device, you can create a new one over the course of three days of work (8 hours each day) by expending 100 gp worth of metal and other raw materials. Repairing it requires a DC = 15 Intelligence check, and half the money and time it takes to build it. At 7th, 13th, and 19th level, you gain upgrades for your signature device.
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S.T.E.A.M. Gauntlet
This oversized steam-powered glove, made to cover your main arm, gives you a +2 bonus on any checks to force open a stuck, locked or barred door with ease. The weight given is for a single gauntlet and while wearing it, it counts as a heavy type of partial armor. Successful melee attacks with the S.T.E.A.M. Gauntlet deals 1d4 + Strength modifier + your level in Force damage.
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Rocket Grab - Ever wanted to unfairly armlock an ogre? Grappling can help you do all this and more. For 2 Energy, the Gauntlet's mechanical fist can disconnect itself and perform a ranged grapple attack to a target, up to 10-feet afar, pull it towards you. The device itself contains an amount of rolled up metallic chain which allows you to recall it. Requires a full-round action. If a grappled creature does not try to escape, you automatically maintain the grapple from turn to turn. Additionally, you can reach and hold distant objects and pull yourself towards them. The Gauntlet's grapple range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
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Doombuster - Your foe might be expecting a strike of the sword, but instead, it gets a steam-empowered fist in the face. For 4 Energy, you can perform an attack that deals 1d6 + Strength modifier Bludgeoning damage. You push the target a number of yards equal to your Strength modifier and knock it prone. The Gauntlet's damage increases by 1d6 when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
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Steam Barrier - For 6 Energy, your Gauntlet releases from its valves a semi-solid barrier of high-pressure steam, which can absorb substantial damage equal to 2d8 + Constitution modifier, before it is destroyed. Although you can protect yourself and your companions behind the barrier, you cannot attack while sustaining it. When your foe moves too close to the barrier, you can use you reaction to repel it up to 5 feet away from you. Additionally, if the enemy gets within melee range, you can expend the rest of your remaining shield hitpoints as a damaging attack equal to the shield's remaining hitpoints. The Gauntlet's barrier increases when you reach certain levels: 7th level (3d8), 13th level (4d8), and 19th level (5d8).
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Steam Knight
When you reach 3rd level, your fascination over steam mechanisms leads you to invent the most efficient and versatile construct: a Steam Knight. Creating a Steam Knight requires 4 hours of time and costs 100 gold worth of metal, rare threads, and other raw materials.
Size Category: Medium Construct
Weapons: Simple Melee Weapons & Shields
Armor Class: 15
Hit Points: 25 (+ 1d4 at each level)
Speed: 30 ft.
Languages: Understands the languages of its creator but can't speak.
Challenge: 3/4
Str 15 (+2) Dex 13 (+1) Con 15 (+2) Int 7 (-2) Wis 10 (+0) Cha 3 (-4)
The Steam Knight is a powerful fearsome construct to face in battle, that will fight to the death for its creator. In combat, the Steam Knight acts as your personal guardian. It's friendly to you and your companions and obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to your Steam Knight, it protects you from hostile creatures. When a creature hostile to you moves within 10 feet of the Steam Knight on a turn or starts its turn there, it must succeed on a Dexterity saving throw. The creature receives 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the Steam Knight drops to 0 hit points it ceases to function. However, it can be repaired, but that will require half the time and cost of raw materials it took to build it.
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Feature: Once a student, always a student
You can always find shelter or limited sanctuary within a place of learning such as a college or academy, as long as you are on good terms with the group who runs the school, while there you are able to gain basic knowledge of certain topics, as long as you contribute to the school in some constructive way
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Features & Traits