Nocturnality
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 alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades.
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 and medium armor
weapon proficiencies:
Simple weapons, pistols, rifles, explosives
tools:
Tinker’s Tools, Alchemist’s Supplies and one other tool of your choice.
saving throws:
Intelligence, Dexterity
skills:
Choose two from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.
Studded leather armor
A pistol and 20 bullets
(a) A handaxe and a light hammer or (b) any two simple weapons
Tinker’s Tools, Alchemist’s Supplies
A dungeoneer’s pack
Discovery Notebook
spellcasting:
class features:
Scientific Discovery
Starting at 1st level, you sometimes get these sparks of inspiration. You write these down in your discovery notebook, and from there you start working on recipes for draughts, blueprints for inventions, and recipes for explosives. You start out with 1 discovery, choosing from the list at the end of this Engineer chapter. You get more sparks of inspiration as you level, as seen as in the Engineer Leveling Table.
Some things you will use require the enemy to make a saving throw against your engineering DC.
Engineering DC = 8 + your proficiency bonus + your Intelligence modifier
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. Additionally, you figured out how to store
your tools more efficiently, by storing these in your own a Bag of Holding.
Restless Inventor
Also starting at 2nd level, you can use the time taken in short rests to tinker as long as you have your tools with you.
Engineering Specialization
Starting at 3rd level, you start to specialize in a certain field of engineering. You can choose from Alchemy, Gadgeteer, and Demolition.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Second Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Eureka
At 10th level, you think of a way to make a greater invention. You can choose from one of the greater inventions at the end of this engineer chapter. The first time you make this invention, the cost for making it is halved.
Machine Made Man
At 20th level, you no longer need a body made out of flesh and blood. If you take 7 days and spend 1000 GP to tinker, you can make a golem imbedded with a gem linked to your soul, so when you physically die, your soul is transferred into this golem.
Inventions
As you travel the world, you might come across designs to add to your discovery notebook.
Utility Goggles
Gadget. 100 GP to make. 0,5 lbs.
With these Utility Goggles you extend your darkvision by 60 ft. If you do not have darkvision, you gain 60 ft. darkvision. These goggles only work when they are worn over your eyes.
Personal Battering Ram
Gadget. 100 GP to make. 4 lbs.
With this Personal Battering Ram you can, as a reaction, launch a medium or smaller creature standing within 5 ft of you 15 ft away, knocking them back. The target has to make a Strength Saving throw against your Engineering DC. After you have used this device as a reaction, you have to push the ram head back in as a bonus action, to prepare the spring inside for another use.
Slick Shoes
Gadget. 200 GP to make. 4 lbs.
As a bonus action, you can activate these Slick Shoes to leave a slippery trail of oil behind you. The trail is 5ft. wide and it follows where you have walked while it is activated. Any creature that attempts to walk over this slippery trail has to make a Dexterity Saving throw against your Engineering DC or fall prone. You will have to refill the boots after being used for 5 rounds. Refilling the boots takes an action.
Rocket Boots
Gadget, 200 GP to make , 4 lbs.
With these Rocket Boots you can jump higher or further, per the spell Jump. Activating these boots takes a bonus action. Before being able to use your Rocket Boots again, you must refuel them as an action.
Mecha Legs
Gadget. 200 GP to make, 16 lbs.
When using your Mecha Legs you can walk faster, as per the spell Longstrider. Activating these Mecha Legs takes a bonus action. Before being able to use your Mecha Legs again, you must oil them as an action.
Rifle Turret
Gadget, 50 GP to make. 12 AC, 25 HP, 20 lbs.
You can deploy and activate this Rifle Turret as an action.
With this Rifle Turret comes a remote to pause and/or resume the firing of bullets which you can control as a bonus action.
This Rifle Turret holds 10 rounds worth of bullets. Every round, the turret can fire one bullet at targets up to 60 ft. away originating from the turret. The target under fire of this turret has to make a dexterity saving throw against your engineering DC at the end of your turn, when they succeed they take no damage.
At the end of your turn, the turret does 1d10 + your intelligence modifier piercing damage.
Reloading the turret takes a bonus action.
Flame Turret
Gadget, 50 GP to make. 12 AC, 25 HP, 20 lbs.
You can deploy and activate this Flame Turret as an Action.
With this Flame Turret comes a remote to pause and/or resume the bursting of flames which you can control as a bonus action.
This Flame Turret holds 10 rounds worth of flame bursts. Every round, the turret bursts out flames in a 10 ft radius. Targets in the radius of this turret have to make a dexterity saving throw against your engineering DC during their turn, when they succeed they take half of the damage.
At the end of your turn, it does 1d6 + your intelligence modifier fire damage.
Reloading the turret takes a bonus action.
Net Turret
Gadget, 50 GP to make. 12 AC, 25 HP, 20 lbs.
You can deploy and activate this Net Turret as an action.
With this Net Turret comes a remote to pause and/or resume the firing of nets which you can control as a bonus action.
This Net Turret holds 2 nets. Every round, the turret can fire a net at a target up to 15 ft. away originating from the turret. Targets under fire of this turret have to make a Strength saving throw against your engineering DC at the end of your turn. On a failure they are restrained. They can repeat this saving throw at the end of their turn.
Reloading the turret takes a bonus action.
Thumper Turret
Gadget, 50 GP to make. 12 AC, 25 HP, 20 lbs.
You can deploy and activate this Thumper Turret as an action.
With this Thumper Turret comes a remote to pause and/or resume the thumping which you can control as a bonus action.
This Thumper Turret holds enough fuel to thump for 5 turns. Every round, the turret shakes the ground underneath creating difficult terrain. Every turn it thumps, it expands the difficult terrain in a radius of 5 ft. originating from the turret. The max radius of creating difficult terrain is 25 ft. Targets within 5 ft. of this turret take an amount of thundering damage equal to your intelligence modifier when they end their turn there.
Reloading the turret takes a bonus action.
Rocket Turret
Gadget, 100 GP to make. 12 AC, 25 HP, 20 lbs.
You can deploy and activate this Rocket Turret as an action.
With this Rocket Turret comes a remote to pause and/or resume the firing of rockets which you can control as a bonus action.
This rocket Turret holds 3 rockets. Every round, the turret can fire rockets at targets up to 45 ft. away originating from the turret. Targets under fire of this turret have to make a dexterity saving throw against your engineering DC at the end of your turn to avoid direct impact of the rocket, when they succeed they take no damage from the impact and the fire damage from the explosion is halved.
At the end of your turn, the turret does 1d10 + your intelligence modifier bludgeoning damage on impact and 1d6 fire damage from the explosion.
Reloading the turret takes an action.
Box of Nails
Ammunition, Gadget. 1 GP to make , 1 lbs.
You can throw this box on the ground to scatter the nails and create difficult terrain in a 10 ft. by 10 ft. square. Any enemy that walks through this difficult terrain takes 2d4 + your intelligence modifier piercing damage.
Super Magnet
Gadget, 30 GP to make, 10 lbs.
Using a bonus action you can activate this Super Magnet to push or pull metal 10 ft. towards or from you. If you try to push or pull an enemy wearing metal armor, they have to make a strength saving throw against your Engineering DC to resist being moved. You can do this 3 times before having to replace the battery of the magnet as a bonus action.
Gear Shield
Gadget, 100 GP to make, 12 lbs.
This gear shield adds +2 to your AC as a normal shield would. You can activate the shield as a reaction to reflect an incoming projectile back to the creature that shot the projectile. You can do this 3 times before having to replace the battery of the Gear Shield as a bonus action.
Healing Turret
Gadget, 50 GP to make. 12 AC, 25 HP, 20 lbs.
You can deploy and activate this Healing Turret as an action.
With this Healing Turret comes a remote to pause and/or resume the firing of rockets which you can control as a bonus action.
This Healing Turret holds 5 potions or elixirs. Every round, the turret can spray healing mist in a 10 ft radius originating from the turret. Every turn you let the turret spray mist, you can select the quality of the healing potion or elixir you want to use this turn for this healing turret if you put different qualities of healing potions or elixirs in it.
Every ally that is standing in the mist will receive the healing that the potion would normally give.
If the turret breaks, the potions are still intact and are not lost.
Reloading the turret takes an action.
Automated External Defibrillator
Gadget, 100 GP to make, 5 lbs.
Using an action, you can use this AED to shock an unconscious beast or humanoid back to consciousness, granting them 1 HP
Elixir H
Elixir, cost varies on quality of the potion, 1 lbs.
Elixir H can be consumed to regain hit points just like a healing potion, but it can also be thrown as a bonus action to release a healing mist that will heal the target for the same amount as a healing potion would normally do.
The different qualities of Elixirs cost the same and heal the same amount as healing potions.
Quality |
Healing |
Cost |
Elixir H1 |
2d4 + 2 |
50 |
Elixir H2 |
4d4 + 4 |
100 |
Elixir H3 |
8d4 + 8 |
500 |
Elixir H4 |
10d4 + 20 |
1350 |
Elixir B
Elixir, 30 GP to make , 1 lbs.
Elixir B stands for Buff, as it will make the creature that consumes it feel stronger. This potion will give the drinker advantage on Strength Checks and Saving Throws for 1 minute.
This elixir can also be thrown as a bonus action to release a mist that will create the same effect on the creature it is thrown at. To resist the effect, the creature can choose to make a Constitution Saving Throw against your engineering DC.
Elixir V
Elixir, 30 GP to make. , 1 lbs.
Elixir V stands for Velocity, as it will make the creature that consumes it run and react faster. This elixir will give the drinker +5 movement speed and advantage on dexterity saving throws for 1 minute.
This elixir can also be thrown as a bonus action to release a mist that will create the same effect on the creature it is thrown at. To resist the effect, the creature can choose to make a Constitution Saving Throw against your engineering DC.
Elixir S
Elixir, 30 GP to make , 1 lbs.
Elixir S stands for small, as it will make the creature that consumes it smaller by one size category for 1 minute.
This elixir can also be thrown as a bonus action to release a mist that will create the same effect on the creature it is thrown at. To resist the effect, the creature can choose to make a Constitution Saving Throw against your engineering DC.
Elixir C
Elixir, 30 GP to make , 1 lbs.
Elixir C stands for Confidence, as it will make the creature that consumes it strike fear into their enemy’s hearts, making it harder to hit them and for their enemies to influence them. This Elixir will give the drinker +2 AC and immunity to fear and charm effects for 1 minute.
This elixir can also be thrown as a bonus action to release a mist that will create the same effect on the creature it is thrown at. To resist the effect, the creature can choose to make a Constitution Saving Throw against your engineering DC.
Elixir R
Elixir, 30 GP to make , 1 lbs.
Elixir R stands for Retaliation, as it will make the creature that consumes it fight back stronger. This elixir will give the drinker the ability to add their proficiency bonus to the damage they do for 1 minute, and if the potion is fed to another creature, it will remove the stunned condition.
This elixir can also be thrown as a bonus action to release a mist that will create the same effect on the creature it is thrown at. To resist the effect, the creature can choose to make a Constitution Saving Throw against your engineering DC.
Elixir X
Elixir, 30 GP to make, 1 lbs.
Elixir X is a highly unstable elixir that has been reported to have varied results when used. To use this elixir, it can be thrown on the ground and when the elixir bottle smashes, a Wild Magic surge will trigger. Roll on the Wild Magic table found on pg104 in the Player’s Handbook
Acid Draught
Explosive, Elixir, cost varies on the quality of the draught contents, 1 lbs.
When thrown as an attack action, this draught breaks and splashes acid onto your target and splashes off in a 5 ft. radius around your target. The damage for this depends on the quality of the draught contents.
If there is a creature within 5 ft. of your target, they must succeed on a Dexterity Saving throw against your Engineering DC or take half the damage the initial target would.
Quality |
Acid Damage |
Cost |
Weak Acid |
2d6 |
50 |
Regular Acid |
4d6 |
150 |
Potent Acid |
8d6 |
300 |
Powerful Acid |
12d6 |
600 |
Poison Draught
Explosive, Elixir, cost varies on the quality of the draught contents, 1 lbs.
When thrown as an attack action, this draught breaks and forms a poison cloud in a 5 ft. radius around the target. The damage for this depends on the quality of the draught contents.
If there is a creature within 5 ft. of your target, they must succeed on a Constitution Saving throw against your Engineering DC or take half the damage the initial target would.
Quality |
Poison Damage |
Cost |
Weak Poison |
2d6 |
50 |
Normal Poison |
4d6 |
150 |
Potent Poison |
8d6 |
300 |
Powerful Poison |
12d6 |
600 |
Wildfire Draught
Explosive, Elixir, cost varies on the quality of the draught contents, 1 lbs.
When thrown as an attack action, this draught breaks and forms a fiery explosion in a 5 ft. radius around the target. The damage for this depends on the quality of the draught contents.
If there is a creature within 5 ft. of your target, they must succeed on a Dexterity Saving throw against your Engineering DC or take half the damage the initial target would.
Quality |
Fire Damage |
Cost |
Weak Wildfire |
2d6 |
50 |
Regular Wildfire |
4d6 |
150 |
Potent Wildfire |
8d6 |
300 |
Powerful Wildfire |
12d6 |
600 |
Freezewater Draught
Explosive, Elixir, cost varies on the quality of the draught contents, 1 lbs.
When thrown as an attack action, this draught breaks and forms a chilling explosion in a 5 ft. radius around the target. The damage for this depends on the quality of the draught contents.
If there is a creature within 5 ft. of your target, they must succeed on a Constitution Saving throw against your Engineering DC or take half the damage the initial target would.
Quality |
Cold Damage |
Cost |
Weak Freezewater |
2d6 |
50 |
Regular Freezewater |
4d6 |
150 |
Potent Freezewater |
8d6 |
300 |
Powerful Freezewater |
12d6 |
600 |
Explosive remote
Gadget, 30 GP to make, 0,5 lbs.
With this remote you can decide when you let an explosive go off. You do this by pushing a button as a bonus action.
You can re-use this remote for other explosives. You can have up to 4 explosives hooked up to such a device.
Mine
Explosive, 20 GP to make, 5 lbs.
This mine arms a 5 by 5 ft. square with a device that will explode when a creature walks onto that square. The mine does 2d4 fire damage from the explosion and 2d4 piercing damage from the shrapnel.
Concussion Bomb
Explosive, 50 GP to make, 3 lbs.
This concussion bomb can be thrown as an attack action to stun a creature. It does 1d6 psychic damage and the creature must succeed a constitution saving throw against your Engineering DC or be stunned.
Smoke Bomb
Explosive, 50 GP to make 2 lbs.
This bomb can be thrown as an action to create a smoke screen in a 15 ft. radius. Within the smoke, you can see no further than 5 ft. ahead. If a creature does not have their way of breathing covered, it takes 1d6 smoke damage per round, treating it as fire damage due to the nature of the smoke. The smoke lasts for 1 minute, after which it starts to clear up.
Glue Bomb
Explosive, 50 GP to make 3lbs.
This bomb can be thrown as an attack action to glue an enemy to its current location. The creature this bomb is thrown at must succeed on a Strength Saving Throw against your Engineering DC or be restrained. The creature can repeat this saving throw at the end of their turn in an effort to break loose.
Flash Bomb
Explosive, 30 GP to make
This bomb can be thrown as an attack action. It explodes into a very bright light flash and deals 1d6 radiant damage. The creature this bomb is thrown at must succeed on a dexterity saving throw against your Engineering DC or be blinded for one round.
Fuel
Ammunition, 2 GP to make, 1,5 lbs.
Fuel can be set on fire or be used to power an engine of some sort.
Oil
Ammunition, 1 GP to make, 1,5 lbs.
Oil is used to make your gears and hinges turn, open and close smoothly.
Battery
Ammunition, 2 GP to make, 0,5 lbs.
Batteries are used to power electrical devices.
Bullet
Ammunition, 1 GP per 20, 1 lbs
Bullets are used as ammunition for pistols and rifles.
Arrow
Ammunition, 1 GP per 20, 1 lbs
Arrows are used as ammunition for shortbows and longbows
Crossbow Bolt
Ammunition, 1 GP per 20, 1,5 lbs
Crossbow bolts are used as ammunition for light crossbows, hand crossbows and heavy crossbows.
Blowgun Needle
Ammunition, 1 GP per 50 , 1 lbs
Blowgun Needles are used as ammunition for blowguns.
Sling Bullets
Ammunition, 1 GP per 20 , 1,5 lbs
Blowgun Needles are used as ammunition for blowguns.
Eureka: Greater Inventions
As you level up and trigger your eureka moment, you draw up the blueprint of a greater invention. This doesn't count against the number of inventions you already know.
Pop-Up Campsite
Greater Invention, 500G to make, 10 lbs
The Pop-Up Campsite comes in a tiny cube that can be thrown up in the air, where it forms a dome in a 10 ft. radius. The Pop-Up Campsite is as the spell Leomund’s Tiny Hut but additionally provides up to 9 bedrolls, depending on how many creatures are in that 10 ft. radius.
The Pop-Up Campsite can be used once a day, this recharges at dawn.
Portal Pistol
Greater Invention, 500G to make , 10 lbs
The Portal Pistol can be used to create two portals, linked to each other. As an action, you can place one of these portals on any surface within 60 ft. of you and within 200 ft. of each other. The portals deactivate after one hour.
The Portal Pistol can only be used when two portals are active. The portals are inactive when there is only one portal placed.
Waypoint Device
Greater Invention, 500G to make, 2 lbs
With this device, you can travel to any Asura Gate you have personally been to, as long as you are on the same plane of existence. When you use this Waypoint Device, you create a one-way gate and cannot travel back once you have stepped through the gate. The gate is open for 30 seconds before it closes up again.
The Waypoint Device can be used once a day, this recharges at dawn.
Infinity Ball
Greater Invention, 500G to make, 1 lbs
The Infinity Ball can give you a small glimpse of insight of the next few hours to come. If a hand is placed on the infinity Ball and is concentrated on for one minute, the bearer is granted a glimpse of the future. This glimpse lasts for 4 hours or until used. It cannot be granted again until the next dawn. After a creature that has seen a glimpse of the future makes an attack roll, ability check, or saving throw they can expend their Fragment to roll an additional d20 and choose which of the rolls is used for the roll made. A creature can only benefit from one infinity ball at a time.
Polymorph Pistol
Greater Invention, 500G to make, 10 lbs
This Polymorph Gun can be used to change the shape of a creature, per the spell Polymorph. This effect can be resisted if the target succeeds on a Wisdom Saving Throw against your Engineering DC. The Polymorph Gun can be used once a day and it recharges at dawn.
Extra (Rule) Clarifications
Salvaging
You can cut some costs on making your inventions at your DM’s discretion by salvaging mechanical equipment you find during your travels. Keep an eye out for metals, springs, and gears. One man’s trash is another man’s treasure.
Throwing Explosives
As your action, you can throw any explosive as an attack. You make a ranged attack against a creature or object within 20 ft. using your dexterity. Other creatures can willingly be hit by such an attack, in which case an attack roll is not needed.
Gadgets: No Attunement
The gadgets you can make as an Engineer count as mechanical, not as magical and therefore these gadgets do not take up an attunement slot.
Making Magical Ammunition
You can infuse your ammunition and explosives with bits of magical creatures to overcome damage reduction in case a creature you are fighting is immune or resistant to certain types of non-magical damage. Your DM will decide what magical creature bits will and won’t work out for making magical ammunition.
subclass options:
As you proceed to tinker, you discover you are better at one field than the others. You can choose from one of these three specializations: Alchemist, Gadgeteer and Demolitionist.
Alchemist
The Alchemist finds their joy in mixing liquids and finding out what (al)chemical reaction some combinations will have. Their field of science focuses mostly on potions and poisons.
No Spilling
At 3rd level you know exactly what you are doing and waste less material when you work on your alchemical concoctions. The cost in time and money of making elixirs is halved for you.
Compounding Chemicals
Additionally, at 3rd level, you can add your intelligence modifier to damage and healing done with your elixirs.
Elixir Gun
At 6th level, you can make and use an Elixir Gun. Making this gun takes 8 hours of work and costs 200 GP to make, the first time you make it however, you can do so over a long rest without having to spend the gold. With this Elixir Gun, you can insert your Elixir draughts as ammunition into the Elixir gun and launch these further than you can throw or to spray the liquids inside as a mist, this depends on the elixir used. The range of this Elixir Gun is 30/120 ft., and you attack using your dexterity and proficiency.
Mixology
At the 9th level, you can combine effects of 2 recipes into one. The cost of making one of these mixed elixirs however, is still as much as it would be if you would make the 2 elixirs separately.
Upgraded Elixir Gun
At 14th level your Elixir Gun is upgraded, you can now use 2 draughts per round. Additionally, the distance you can launch your ammunition is increased to 80/320 ft..
Greater Mixology
At the 18th level you can mix up to 4 recipes together into one draught. However, this does make the concoction more unstable. Roll a d20, if the number is even, nothing happens. If the number is odd, roll on the wild magic table found on pg104 in the Player’s Handbook. The cost of making one of these mixed elixirs however, is still as much as it would be if you would make the 4 elixirs separately.
Gadgeteer
The Gadgeteer does not only like to tinker, they live to tinker. They come up with all kinds of crazy designs to use during their adventures, and they use mechanical equipment on the battlefield to their advantage.
No Gears Wasted
At 3rd level you know exactly what you are doing and waste less material when you work on your gadgets. The cost in time and money of making gadgets is halved for you.
Energy Amplifier
Additionally, at 3rd level, you can add your intelligence modifier to damage and healing done with your gadgets and turrets.
Hacking
Starting at 6th level you can manipulate mechanical equipment on the battlefield. If you are within melee range of a golem, a mechanical weapon or a mechanical vehicle for example, you can spend an action to cause the mechanism to malfunction. If you use this ability on a construct you are fighting, roll a tinkering check (intelligence + proficiency) against a DC of 10 + 1/2 the construct's CR, to deactivate one of its abilities or weapons. Someone can repair the mechanism by rolling an intelligence saving throw against your Engineering DC as a bonus action.
Durable
At the 9th level you have become so good at making your gadgets that they are harder to break. If your gadget has an AC, you can add your proficiency modifier to that number. If your gadget has HP, a number equal to your level is added to it.
Hacking Expert
At the 14th level you have gotten better at hacking the equipment of your enemies, you can now hack using a bonus action instead of an action.
Nanotechnology
At 18th level, as you make progress on your inventions, you are able to reduce the size of your inventions to one size category smaller, making them easier to carry.
Demolitionist
Deep down inside we’re all demolitionists… Who doesn’t like to blow stuff up every once in a while? Demolitionists know exactly what components to mix and mingle to create the biggest boom possible.
Calculated Impact
At 3rd level you know exactly what you are doing and waste less material when you work on your explosives and ammunition. The cost in time and money of making explosives is halved for you.
Big Boom
Additionally, at 3rd level, you can add your intelligence modifier to damage done with your explosives and ammunition.
Flamethrower
At 6th level, you can make and use a Flamethrower. Making a flamethrower takes 8 hours of work and 200 GP to make, the first time you make it however; you can do so over a long rest without having to spend the gold.
Flamethrower |
You can attack twice with this weapon before having to refuel it as an action.
You can choose to attack your target(s) in a 15 ft. cone or a 30 ft. by 5 ft. line. Targets have to make a dexterity saving throw against your Engineering DC. The target(s) take half damage on a succesful save.
The damage of this flamethrower is 5d4 + your intelligence modifier. |
Improvised Doorway
Starting at 6th level, when you take a short or long rest near a wall, during that time you can set up some explosives to make a “doorway” once the rest is over. To determine if there is a space on the other side of the wall, you have to make an investigation check.
Upgraded Flamethrower
At 14th level your Flamethrower is upgraded in the following ways.
Upgraded Flamethrower |
You can attack four times with this weapon before having to refuel it as an action.
You can choose to attack your target(s) in a 30 ft. cone or a 60 ft. by 5 ft. line. Targets have to make a dexterity saving throw against your Engineering DC. The target(s) take half damage on a succesful save.
The damage of this upgraded flamethrower is 5d8 + your intelligence modifier and your proficiency bonus. |
Advanced Ballistics
At 18th level, you have perfected your craft. Your explosives and ammunition ignore full cover if that cover is not magically protected from being destroyed.
Level | Proficiency Bonus | Inventions Known | Abilities |
---|
1 | +2 | 1 | Scientific Discovery |
2 | +2 | 2 | Tool Expertise, Restless Inventor |
3 | +2 | 3 | Engineering Specialization |
4 | +2 | 4 | Ability Score Improvement |
5 | +3 | 5 | Extra Attack |
6 | +3 | 6 | Specialization Feature |
7 | +3 | 8 | - |
8 | +3 | 9 | Ability Score Improvement |
9 | +4 | 10 | Specialization Feature |
10 | +4 | 11 | Eureka |
11 | +4 | 13 | - |
12 | +4 | 14 | Ability Score Improvement |
13 | +5 | 16 | - |
14 | +5 | 17 | Specialization Feature |
15 | +5 | 19 | - |
16 | +5 | 20 | Ability Score Improvement |
17 | +6 | 22 | - |
18 | +6 | 23 | Specialization Feature |
19 | +6 | 24 | Ability Score Improvement |
20 | +6 | 25 | Machine Made Man |