Engineer (5e Class)
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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. -http://www.guildwars2.com/en/the-game/professions/engineer/
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.
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.
As a Engineer you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons, all Firearms (DM's guide), Heavy Crossbow, Hand Crossbow, Crossbow
Tools: Tinker's Tools, Alchemist's Tools - Two of the following: Carpenter's Tools, Poisoner's Kit, Smith's Tools, Leatherworker's Tools, Gunsmith's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Sleight of Hand, Arcana, History, Investigation, Insight, Medicine, Perception, Performance, Stealth
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) 10 darts
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Leather Armor or (b) tools=Tinker's Tools, Alchemist's Tools - Two of the following: Carpenter's Tools, Poisoner's Kit, Smith's Tools, Leatherworker's Tools, Gunsmith's Tools
|2nd||+2||Energy, Signature Device||3||2|
|4th||+2||Ability Score Improvement||4||4|
|5th||+3||Enhanced Signature Device||5||5|
|8th||+3||Ability Score Improvement||6||8|
|12th||+4||Ability Score Improvement||8||12|
|13th||+5||Advanced Signature Device||9||13|
|16th||+5||Ability Score Improvement||10||16|
|17th||+6||Ultimate Signature Device||11||17|
|19th||+6||Ability Score Improvement||12||19|
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 spells or features, the DC is equal to 8 + Your Proficiency Bonus + Your Intelligence Modifier.
At level 1, you gain access to 3 gadgets from the gadget list. If your DM requires it, acquiring a gadget costs money and time to craft, depending on the gadget's tier, as seen on the table below. While on your person, gadgets are always in effect. When you level up, you may choose to replace a gadget you possess and replace it 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 an Intelligence (Tinker's tools) check with a 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 these are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
|1||25gp / 2 hours|
|2||40gp / 4 hours|
|3||75gp / 6 hours|
|4||150gp / 8 hours|
|5||500gp / 12 hours|
|6||1000gp / 24 hours|
- Increases your walking speed by 10 feet.
- Jump distance and height are doubled and you can use your Int score and modifier instead of Str.
- Whenever you take fall damage, take half damage and you don't fall prone.
- You have a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your engineer level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.
- 1 Energy- Touch a dying creature as an action to stabilize it and return it to 1 HP.
- You add your Intelligence Modifier (minimum 1) to Perception checks you make.
- You gain a +1 bonus to ranged attack rolls.
- 1 Energy- Gain advantage on a weapon attack roll you make.
- You gain the benefits of constant Spider Climb.
Sustenance Blood Infuser
- You do not require food or water to survive. Your Hit Point maximum is increased by 1 for each engineer level you have.
- 2 Energy- You can cure one poison or disease you are afflicted with as a bonus action.
- As an action, you can nonmagically cast detect magic.
- 1 Energy- As an action use this gadget to nonmagically cast identify on any object within line of sight.
Appendage Retractable Machine (A.R.M)
- You have a retractable (as an action) mechanical hand that can move up to 30 feet away from you, and otherwise functions and has restrictions similar to a durationless mage hand spell.
Requires Level 3
- You can see through darkness (including magical darkness) to a distance of 60 feet and have no perception or inspect penalties. You can also see an additional 60ft as if it was in "Dim Light."
- The lenses can also magnify objects viewed to twice their size.
Voice Changer and Amplifier
- If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
- 1 Energy- You can increase the volume of your voice to 10 times as much.
- You gain a swim speed equal to your walking speed.
- 2 Energy- As a bonus action, you can breathe underwater for an hour.
- You add 1 to your AC.
- 2 Energy- As a bonus action, you can send a high-frequency noise from your helmet, that will deafen every other living thing within 15ft until the start of your next turn.
Tinker's Master Gloves
- You only use half as much time on the construction of mechanical items, including your gadgets and devices.
- You gain advantage on construction and repair checks.
- 1 Energy-. The pointer finger of the glove pushes out a lighter, which can produce a small hot flame.
Requires Level 6
Creature Capture Device
- You can hurl the Creature Capture Device at a creature of the beast type to attempt to capture it. Make an attack roll against a target creature within 20ft. On a success the creature is sucked into the device and you must make an Animal Handling skill check. You have advantage on the throw if the Creature is poisoned, restrained, unconscious, paralyzed, or frozen.
- The DC to catch it is equal to 10 + CR of the creature. On a success you the creature is captured within the gadget and can thereafter be summoned or dismissed as an action. The creature acts positively towards you as if it had the charmed condition. If you fail the skill check, or the creature dies after being captured, the gadget is destroyed. While a creature remains captured in this way, your max energy is decreased by 2.
Nanite Surge Beam
- 2 Energy- A beam heals a friendly target within 30ft for 3d4+Int modifier, gain an additional d4 for level 11, and another at level 17.
- 2 Energy- As a reaction, when a creature within 30ft of you rolls a Con save, you can grant them advantage on the roll.
- 3 Energy- As a bonus action, you gain the benefits of Haste for a minute. This does not require concentration.
- 2 Energy- As an action, a 5ft by 5ft shield appears in front of you and stays in front of you acting as half cover from attacks in that direction if not destroyed the shield vanishes in one hour.
- 3 Energy- As an action, a forcefield of hexagonal cells overlaps with your armour. Add your Int modifier to your AC. This effect ends after a 10 minutes or if you fall unconscious.
- You can detect the location of undead within 60ft of you.
- You can identify how and when a corpse died.
- 3 Energy- As an action you can nonmagically cast speak with dead.
- You are proficient in Charisma Saving Throws.
- 1 Energy- Non-Magically cast Disguise Self.
- You are proficient in Insight Checks
- 1 Energy- As an action you can nonmagically cast detect good and evil.
- 2 Energy- Nonmagically cast False Life (1d10+Your Level) on you or an ally.
- A Storage Canteen that restores 2d6 energy as an action. It is refilled whenever you take a long rest.
Autoresurrecting Elemental Device
- 2 Energy- When you would take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP.
- 4 Energy- As an action, you try to revive an adjacent creature who died within the last minute. They must attempt a Con save against DC20. On a success, they come back to life at 1HP.
Requires Level 10
Excess Energy Storage Device
- You add 3 + Int modifier to the maximum amount of Energy you have.
- Whenever you suffer at least ten points of lightning damage, you can as a reaction regain one energy point. This can be done up to three times in total, restarting when you take a short or long rest.
- Creatures who understand at least 1 language can understand any language you speak, and you can understand any spoken language.
- A device on your back allows you to effectively cast a levitate spell at-will.
- 4 Energy- Gain a flying speed of 60 feet for ten minutes.
- 4 Energy- As an action, you can move up to 120ft in a straight line. If you collide with a creature in this path, your movement ends and the creature must make a DEX save. On a failure, the target falls prone. Creatures larger than you gain advantage on this save.
- You can walk or run across any liquid as if it were solid stone. Any damaging liquids (lava, acid, ect.) cause you 2d6 damage of the appropriate type every round you spend on them.
Engitech Offense System
- 3 Energy- As a bonus action you may enhance a weapon within 30ft with energy from the system. Choose between acid, cold, fire, lightning, force, poison or thunder. The next attack from this weapon deals an additional 2d8 damage of the chosen type.
- 3 Energy- As an action you may shoot an energy beam at a target within 10ft. This causes force damage equal to 2d6+your engineer level. You can spend one additional energy points to force the target to make a Str save. On a failure, it is sent flying back 5ft per engineer level, taking appropriate falling damage if it collides with an obstacle. Huge or larger creatures gain advantage in this check and are only pushed back half the distance.
Engitech Defense System
- You gain temporary HP equal to one fifth your engineer level. You regain this HP at the start of your turn.
- 3 Energy- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Engineer Level. If you reduce the damage to 0, you can spend an additional 1 Energy to reflect the projectile back at the attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the initial full damage and half on a success.
- 1 Energy- You can see into the ethereal plane to a distance of 30 feet, as well as invisible creatures and objects for 10 minutes.
- 2 Energy- For a minute, you can see through any object or wall you spend six seconds observing.
- You gain a bonus to Stealth equal to your Int modifier.
- 2 Energy- Automatically whenever you become incapacitated or as part of a Disengage action you can become invisible for three turns and create four illusory duplicates that either run off in opposite directions or perform other actions that could distract the enemy. These duplicates last three rounds, but instantly disappear if they suffer any amount of damage.
- 5 Energy- Nonmagically cast Greater Invisibility as an action.
Requires Level 14
- 4 Energy- Nonmagically cast Reverse Gravity as an action.
- 4 Energy- Nonmagically cast Reverse Gravity as an action, but instead you create a zone of greatly intensified gravity. Within this area, the weight of all objects is doubled, movement speed is halved, jump height and distance are halved, and creatures flying must make a Str save every turn it remains in it or fall to the ground. Fall damage within this area is doubled, and Encumbered creatures suffer 2d6 Bludgeoning damage every turn as they are crushed by the pressure.
- If you don't move during your turn, you gain advantage in saving throws against the effects of spells until your next turn.
- 3 Energy- When you succeed on the save against the effects of a spell that targets only you, you can make it have no effect on you, and instead it targets the original caster using their slot level, spell save DC, attack bonus and spellcasting ability, but you count as the new caster.
- 2 Energy- Spray a large mist of ice onto a target within 30ft, the opponent must make a Constitution Saving Throw, on a fail they will take 6d4 Cold Damage and will be entombed in ice for 2 rounds, if they are suffer damage during these rounds the ice will break and free them. On a pass they will take half damage and have their running speed reduced by half.
- 2 Energy- Shoot an icicle towards a target within 60ft. The opponent must make a dex save. On a fail, they suffer 4d6 Piercing Damage and 3d6 Cold Damage, and on a Critical Fail they will take an additional 6d6 of Piercing Damage. On a pass they take no damage.
- Every use of this gadget increases the energy costs by 1, restarting when you rest.
- 5 Energy-A target within 120ft must make a Dexterity saving throw. If the saving throw succeeds, the gadget has no effect. If the saving throw fails, the target takes 10d12 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. Whether a target succeeds or fails, they can only be affected by a Disintegrator once per day.
Lightweight Artillery Engine
- This mortar must be carried in separate pieces. It can be partially assembled in a round and fully in a minute. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
- While partially assembled, you can spend 2 Energy as an action to replicate the effects of a fireball with a range of 300ft.
- While fully assembled, you can spend 5 Energy as an action to replicate the effects of a single detonation from a Meteor Swarm. When you do so, attempt an Int check against DC18, poor visibility or weather conditions may cause disadvantage on this roll. Failure means that the detonation happens 1d20X10ft away from your target in a random direction. You can only shoot in this manner once every five rounds.
- You gain proficiency in Wisdom saving throws.
- You resist Psychic Damage.
- 1 Energy- For the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail.
- 3 Energy- You nonmagically cast Dominate Person with a duration of up to ten minutes.
Requires Level 18
Replica Creation Paraphernalia
- This set of specialised tools allows you to create replicas of creatures as per the spell Simulacrum. The result duplicate is actually a construct built from clockwork and fake flesh. This construct is nonmagical and cannot be dispelled. You can spend one energy point to recover one hit point of the construct instead of the usual 100GP. You can also allow it to recover a spell by spending an amount of energy equal to the spell's level.
- While the duplicate is active, your max energy is decreased by 7, and you can only have one duplicate active at a time.
Thought Acceleration Implant
- 3 Energy- You get to go first in initiative order, regardless of your initial roll.
- 4 Energy- At anytime in the turn order, as a reaction, take the equivalent of a "Legendary Action". You can take a single action of anything of your choice with the ability to move to your movement speed.
- 5 Energy- As an action, you replicate the effects of Time Stop lasting until the end of your next turn, with an additional 3 Energy you can continue the effect until the end of your next turn. After this effect ends, you gain one exhaustion level for every two turns you have the effect active.
- 6 Energy- As an action, your critical hit range increases by 4 for a minute. You must still beat the target's AC to hit unless you roll a natural 20. You can also see through all visual illusions during this time, and deal 6d6 extra damage on a critical hit. When this minute ends, you become blinded. This blindness cannot be negated or restored by any means, but it ends after a minute.
- 1 Energy- As a bonus action, you can teleport up to 20ft away to an unoccupied space you can see, without provoking attacks of opportunity.
- 2 Energy- As an action, you may teleport an object or person within 60ft to another safe position in this area. If you try to teleport someone unwilling or an object they are carrying, they get a Dex save to avoid doing so.
- 2 Energy- As a reaction to being targeted by an attacker you can see, you impose disadvantage on the attack.
Backup Energy Supply
- Increase your max energy pool by 6.
Quantum Possibility Calculator
- Once per minute, you can gain the benefits of Guidance.
- 1 Energy- You nonmagically cast Find Traps.
- 4 Energy- You nonmagically cast Commune to contact the Matrix of the Possibility Calculator.
- 4 Energy- You nonmagically cast Find The Path, and you don't need to be familiar with the destination.
- 7 Energy- You gain the benefits of Foresight for ten minutes.
At level 2, you gain energy, an expendable pool of points with an amount 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.
At level 2, you gain a signature device, a versatile, and later customizable invention. You choose between 7 gadgets: flamethrower, grenade kit, elixir gun, turret, drone, magitech omnigauntlet, or magitech omnistaff. Building it costs (25*Engineer Level)gp and 4 hours of time. Repairing it requires a DC15 Intelligence (Tinker's Tools) check, and half the money and time it takes to build it. At 5th, 13th, and 17th level, you choose an upgrade feature for your signature device.
A two-handed weapon that can sear foes and create smokescreens, manipulating the battlefield in interesting ways.
- Fireblast. As an action, shoot a blazing stream of fire. You project a 40ft long line of fire, making a ranged attack roll against each creature in it, dealing 1d6 + Int fire damage on a hit. This deals 2d6 at level 5, 3d6 at level 9, 4d6 at level 13 and 5d6 at level 17. The attack roll uses Dexterity.
- Napalm Spread. As an action, force all creatures within a 15ft cone to make a Dex save. On a failure, they take 4d6 fire damage. A creature takes half damage on a success. You can spend more energy to deal an additional 1d6 fire per point spent, up to 3 energy.
- Smokescreen. As a bonus action, and for 1 energy, exhaust smoke from your flamethrower. A 10ft-radius sphere centered around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you.
Enhanced Flamethrower (Level 5 - Choose One)
- Light Frame. You can wield the flamethrower in one hand.
- Distant Ammunition. Fireblast has a range of 80ft, Napalm Spread affects a 30ft cone, and Smokescreen fills a 20ft sphere.
- Fine Optics. Grant a +2 bonus to the attack rolls and Dex save DC to the actions your flamethrower.
Advanced Flamethrower (Level 13 - Choose One)
- Incendiary Fireblasts. Fireblast deals d8s of damage instead of d6s, and leaves behind a wall of flames for a round that causes 2d8 fire damage to creatures traversing it.
- Toxic Smoke. Smokescreen poisons creatures except you for 1 minute when they fail a Con save upon starting their turn in it or entering it for the first time.
- Sticky Napalm. Napalm Spread deals 1d6 damage to creatures who fail the initial Dex save at the end of each of their turns. This lasts until they spend an action to attempt a successful Dex save, which ends this effect.
Ultimate Flamethrower (Level 17 - Choose One)
- Elemental Converter. Spend 1 energy as a bonus action to deal a different kind of damage (acid, cold, or lightning) with Fireblast and Napalm Spread for a minute.
- Quickblast. You can spend 1 additional energy to shoot a fireblast as a bonus action instead.
- Agonizing Napalm. Napalm Spread deals d8s of damage, as well as a bonus amount equal to your Intelligence Modifier (min. 1).
A bag that contains ingredients to make grenades that can be made on the fly. Creating a grenade costs 1 bonus action, and throwing one is a standard action. These bombs explode as soon as they reach the target. Grenades can be thrown at a point of 20ft away, and have a blast radius of 10ft. Additionally, bombs can be launched by other means per DM discretion.
- Basic Grenade. Creatures within the blast radius must succeed on a Dex save or take 2d6 bludgeoning damage on a failed save, or half as much on a success. The damage increases to 3d6 at level 5, 4d6 at level 11, or 5d6 at level 17.
- Elemental Grenade. For 1 energy, creatures within the blast radius must succeed on a Dex save or take 3d6 (acid, cold, fire, lightning) damage on a failed save, or half as much on a success. For each additional point energy spent, the damage increases by 1d6, to a maximum of 3 energy.
- Smoke Grenade. For 1 energy, you can create a smoke grenade that fills its blast radius with a cloud of smoke that heavily obscures the area for 2 rounds for all creatures except you.
Enhanced Grenade Kit (Level 5 - Choose One)
- Flash Grenade. 2 Energy. Your grenade causes the effects of a Daylight spell where it lands for a minute. Creatures within fifteen feet of your target must make a Con save or be blinded for five rounds.
- Poison Grenade. 2 Energy. Creatures in blast make a Con save. On a failure, they take 2d10 poison damage and are poisoned for 1 minute. On a success they simply take half damage.
- Concussive Grenade. For 2 Energy, you can create this disorienting grenade. Creatures in the blast must succeed on a Con save or take 2d10 thunder damage and be deafened for 1 minute. On a success they take just half damage. They may repeat the save at the end of their turns to end the deafness.
Advanced Grenade Kit (Level 13 - Choose One)
- Lightweight Shell. Grenades have a thrown range of 80 feet.
- Dual Bomb. Two grenades can be created in a bonus action, and two can be thrown in a standard single action. Additionally, they can be thrown at different targets.
- Black Powder. Grenades have a blast radius of 20 feet, and Basic Grenades do d10s of damage.
Ultimate Grenade Kit (Level 17 - Choose One)
- Dangerous Grenades. Damage dealing grenades deal extra damage equal to twice your Intelligence Modifier (min. 2).
- Specialized Elementalist. Your Elemental grenades have unique effects, and deal d8s of damage.
- Acid. Creatures who fail the Dex save suffer an AC loss equal to your Int Mod. (min.1) until the end of your next turn.
- Cold. Creatures who fail the Dex save suffer halved speed until the end of your next turn, unless they resist or are immune to cold.
- Fire. Creatures who fail the Dex save take an additional 1d10 fire damage at the start of your next turn.
- Lightning. Creatures who fail the Dex save are pushed away from the bomb by 15 feet.
- Heavy Smoke. You can create and throw up to three smoke grenades with a single action, paying the appropriate energy cost. The smoke cloud also lasts for five rounds, halves the speed of other creatures moving through it, and blinds creatures who fail a Con save upon starting their turn in it or entering it for the first time for 1 minute. They can repeat the save at the end of their turns until they succeed.
A two-handed weapon that can launch alchemical elixirs and poisons. It has a range of 80/320ft, the loading property, and a capacity of 1. It requires a bonus action to be reloaded.
- Elixir T. A ranged weapon attack that uses dex, deals 1d8 + Int. Mod poison damage. On a hit, the target must succeed on a CON save or be poisoned until the start of your next turn.
- Elixir H. x energy. Heals the target for xd8+ Int. Mod HP. (Max 3 Energy)
- Elixir G. For 2 energy, as an action shoot a cloud of chemical gas. Creatures in a 20ft cone must make a Wis save or be affected as if by Calm Emotions for a number of rounds equal to half your engineer level. Whether they fail or succeed, they cannot be affected by Elixir G again for a day.
Enhanced Elixir Gun (Level 5 - Choose One)
- Light Frame. You can wield and reload the elixir gun with a single hand.
- Dual-Shot. You can fire the elixir gun twice per turn, and it can be fired twice before needing to be reloaded. A creature hit twice by Elixir T only needs to save once, but suffers disadvantage on the saving throw.
- Advanced Rifling. Grant a +2 bonus to the elixir gun's attack rolls. Additionally, its range increases to 150/600ft and it makes no sound when shot.
Advanced Elixir Gun (Level 13 - Choose One)
- Super T. Targets hit by Elixir T suffer an additional 1d8 necrotic damage that reduces the target's max HP by the same amount until their next long rest, and if they fail the CON save, they are also blinded until the start of your next turn.
- Super H. Creatures healed by Elixir H are healed for d10s and are cured of 1 disease or condition (blinded, deafened, poisoned, paralysis). The energy maximum for Elixir H is now 4, and it also multiplies the healing granted by your Int modifier.
- Super G. When a creature is affected by Elixir G, you can instead make them confused for the duration.
Ultimate Elixir Gun (Level 17 - Choose One)
- Paralysis-Inducing T. The poisoned status caused by Elixir T now lasts 1d4 rounds. Additionally, whenever they fail a save against Elixir T, they gain a level of Exhaustion.
- S-Infused H. Creatures targeted by Elixir H. Gain the benefits of Haste for a number of rounds equal to the amount of energy used and regain an amount of HP equal to the energy used every round for a minute.
- Aphrodisiac-Enhanced G. When a creature fails a save against your Elixir G, you can instead make them Charmed. Additionally, the duration of Elixir G increases to one round per engineer level.
A small deployable device with an AC of 12 and HP equal to 5+(6Xyour Engineer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box. Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated. A turret can be undeployed while adjacent to it. A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease. As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.
- Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 2d4 + int mod (min. 1) piercing damage. They take half damage on a success. This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
- Healing Mist. xEnergy. As a bonus action, activate this feature. Create a restorative cloud centered on the turret with a range of 15ft. Ally creatures that start and (or) end their turn within heal an amount equal to your Int modifier. The cloud lasts a number of rounds equal to the amount of energy spent. (Max Energy of 3).
- Force Net. As a bonus action, and for 1 energy, force a creature that you can see within 25 feet of the turret to make a Dex save, or be restrained until the beginning of your next turn.
Enhanced Turret (Level 5 - Choose One)
- Sturdy Turret. The turret's AC is increased by your Intelligence Modifier, and its HP by 2Xyour Engineer Level. It resists all damage.
- Distant Turret. You can deploy and undeploy a turret up to 30 feet away. Automated Strike and Force Net have a range of 50 ft, and Healing Mist has a range of 30ft.
- Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.
Advanced Turret (Level 13 - Choose One)
- Empowered Strike. Automated Strike deals d6s of damage instead of d4s. Additionally, as a free action you can choose whether Automated Strike causes Piercing Damage or Force Damage.
- Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of 1 disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
- Electrified Net. When a target fails their Dex save against Force Net, they take 4d6 lightning damage, and cannot take reactions until free.
Ultimate Turret (Level 17 - Choose One)
- Shield Generator. Friendly creatures (Including yourself) within 30ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
- Fission Core. As an action, or upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save or take 12d6+20 bludgeoning damage and be knocked prone on a failure (half damage on a success).
- Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30ft of itself. Additionally, you can store your turrets in an extradimensional space from which you can retrieve them as a free action.
A small deployable flying device with an AC of 12 and HP equal to 5+(4*your Engineer Level). As an action you can deploy the drone to a space adjacent to you. An undeployed drone is a 6-inch sphere. A drone has a flying speed of 30 feet, can carry a weight of 40lbs and cannot move more than 300ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only 1 may be deployed at a time, unless otherwise stated. A drone can be undeployed while adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be charmed or frightened, and is immune to poison and disease. It has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any other saving throw.
- Drone Shot. As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
- Drone Mark. For 2 energy, your drone marks a creature or object that you can see as an action. This functions as Faerie Fire, targeting a single creature or object and doesn't require Concentration.
- Drone Camera. For 1 Energy, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration, but no focus or casting time. As long as you continue observing your drone, it can move up to a mile away and be controlled from this distance. If Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again.
Enhanced Drone (Level 5 - Choose One)
- System Leak. For 1 Energy, your Drone may as a bonus action create a pool of oil underneath itself that acts as a nonmagical Grease spell.
- Second Drone. You may deploy a second drone at a time, and it takes 50% less time and money to rebuild one. You can command both drones on the same action or bonus action. (example: simultaneous Drone Shot). Energy is expended for both drones in doing so.
- Chameleonic Plating. For 1 Energy, you can cloak your drone. As a bonus action, your drone becomes invisible and makes no noise for 1 minute, or until it takes damage or uses its Drone Shot or Drone Mark abilities.
Advanced Drone (Level 13 - Choose One)
- Improved Shot. Drone Shot uses a bonus action, and now has a range of 120 feet.
- Improved Mark. Creatures marked by Drone Mark take an extra 2d6 damage from you and your constructs.
- Improved Senses. The Drone gains Blindsight 90ft. Additionally, Drone Camera requires no energy to use.
Ultimate Drone (Level 17 - Choose One)
- Shock Shot. Drone Shot gains a +2 Attack Bonus, and deals an additional 2d6 lightning damage.
- Mark Tracking. You always know the direction towards a marked creature, so long as it is within the same plane. Additionally, the duration of Drone Mark is increased to a day.
- Holographic Projector. Spending 1 Energy allows you to replicate the effects of Major Image within 120ft of a Drone. The Drone cannot take any actions until the illusion ends or is dismissed. This illusion is nonmagical, and thus is immune to effects like True Sight and a creature cannot see through it even if it's discerned as an illusion.
A device that functions as a regular quarterstaff, but can also deliver a powerful arcane attack. Additionally, when you make a tinker's tool check to build or repair something, you add a +2 bonus to the roll while in possession of the staff, as it also functions as a tool.
- Staff Strike. You make a melee weapon attack with the staff. Treat this as a Quarterstaff attack(one handed:1d6 bludgoning, Two handed 1d8 Bludgoning). Against constructs or mechanical objects, deal an additional 2d6 force damage.
- Mend. You can use your staff to cast mending on a damaged simple device made of stone, metal or wood within 10 feet. You may also use this feature, spending 1 energy, to heal a construct (including your drones and turrets) within 10 feet for 1d6 + 1 HP as a bonus action, as long as the construct has at least 1 HP.
- Arcane Ray. As an action, while wielding the staff, you can spend energy to make a ranged spell attack against a creature within 60 feet. On a hit, the creature takes 2d8 force damage + an additional 1d8 force damage per energy point spent (maximum 3 energy). Add your proficiency bonus and Intelligence modifier to attack rolls with this ability.
- Magitech Pulse. For 2 Energy, as an action, you can force all creatures (size large and smaller) within 10 feet to make a STR save. On a failure, they are knocked prone.
Enhanced Magitech Omnistaff (Level 5 - Choose One)
- Force Strike. Add your Int modifier to attack and damage rolls with Staff Strike. Whenever you successfully hit a creature, you can spend one energy point to send it flying back 15ft or until it hits an obstacle.
- Dual Ray. You fire an additional Arcane Ray for no additional cost. This ray can target the first enemy you hit, or a seperate one if you choose. If you target a different enemy, you must roll again to hit. If you hit one enemy with both beams, you only roll once.
- Powerful Pulse. Add +2 to the save DC of Magitech Pulse. Its range is increased to 20 feet, and it can work against creatures up to Huge in size.
Advanced Magitech Omnistaff (Level 13 - Choose One)
- Focused Ray. For every consecutive use of Arcane Ray, it deals an extra stack of 1d8 force damage.
- Efficient Repair. You may use the mend ability to a range of 30 feet. The bonus to Tinker's Tool checks the staff gives is increased to +5. You may add your intelligence modifier to the healing that the feature gives to constructs.
- Booming Pulse. Magitech Pulse deals thunder damage equal to your engineer level to creatures that fail the STR save. They are also deafened until the end of your next turn.
Ultimate Magitech Omnistaff (Level 17 - Choose One)
- Efficient Pulse. Magitech Pulse uses a bonus action, and costs only 1 energy. Additionally, you can make it create a cloud of floating debris within its area that lasts four rounds. Creatures other than you entering this area or starting their turn in it suffer 4d4 slashing damage.
- Ravaging Ray. You may spend up to 6 energy on Arcane Ray. You may also add your Intelligence modifier to the damage of Arcane Ray, and its range increases to 180ft.
- System Restoration. You can spend 6 energy to replicate the effects of a Fabricate spell. This cost is halved if this is used to repair a broken object. Additionally, so long as at least half of the pieces are present, you can spend 10 Energy to restore a destroyed Construct, returning it to 1HP.
A gauntlet that is commonly used by engineers and inventors as a close combat weapon. This device is very versatile in nature being used for combat mobility and defense. Only one configuration may be active on the gauntlet at a time and you must use a interaction to switch
- Combat Configuration. You make a dexterity melee attack for 1d8+dex mod damage of either bludgeoning slashing or piercing (your choice). You may also spend 1 energy (max of 3) to make an energized dexterity melee attack dealing 1d12+dex of either lightning force or thunder damage.
- Defense Configuration. You form the gauntlet into a shield attached to your arm and it counts as a free hand and grants +2ac.
- Mobility Configuration. You can make a melee attack for 1d6+dex mod slashing damage. You also have a taser that can make a creature within 5ft of you to make a con save or be stunned on their next turn. Additionally you may use your bonus action to shoot a grappling hook at a target within 30ft of you and pull yourself toward it. You may also use 1 energy to either make an attack, attempt to grapple them, or attempt to stun them with your taser.
Enhanced Magitech Omnigauntlet (level 5 - choose one)
- Second OmniGauntlet. You gain a second gauntlet and both gauntlets gain the light property.
- Defensive Configuration Enhancement. Kinetic Energy Reduction: When hit by an attack that deals bludgeoning, piercing, slashing, or force damage you may expend 1 energy to reduce the damage by 25% rounded down, or 3 energy to reduce damage by 50%.
- Mobility Configuration Enhancement. Your grappling hook now has a range of 60ft. Additionally You may also spend 1 energy to stun an enemy at a range of 30ft. Additionally your gauntlet has a set of climbing hooks installed into it giving you a climbing speed of 30ft.
Advanced Magitech Omnigauntlet (level 13 - choose one)
- Advanced Combat Configuration. You may add your int modifier to your Gauntlet strikes. Additionally for the damage dice for each of this weapons configurations is doubled to 2 dice but the size of those dice decreases by one (ex: Combat Configuration instead of doing 1d8 damage now does 2d6).
- Advanced Energy Absorption and Energy Redirection. Your Shield if it can reduce physical damage now can affect all damage types. Your shield also stores the damage taken as Potential Energy Points with a rate of 12 damage per Point gained and it may be used as a substitute for regular energy and you may store and amount of P.E.P equal to half your energy capacity.
- Advanced Mobility Configuration. Your grappling hook now has a range of 120 ft. It now also has more durable rope and two adhesive anchors on either end of it to attach it on any surface and keep it anchored firmly being able to support up to 500 pounds. Additionally you have a rebreather that lets you breath underwater and also gain a swimming speed of 30ft with an activated swimming gloves.
Ultimate Magitech Omnigauntlet (level 17 - choose one)
- Superior Combat Configuration. When you use your energized strike you can make a second strike with your second gauntlet for free if you have one. You also can now spend a max of 5 energy on the attack. Additionally your basic gauntlet or gauntlets and energized strikes now deal any damage type but requires a bonus action to change it for both or one gauntlet.
- Superior Energy Absorption and Redirection. Your shield now grants a +4 ac and now can use 5 energy to absorb 75% of damage taken from one attack. You may also now use your Potential Energy Points to send out a blast of stored energy dealing 1d12+int mod of force, lightning, or thunder damage to a max of 8 energy using an action.
- Superior Mobility. Your swimming speed and climbing speed if at 30ft is increased to 60 ft. You may now use your bonus action to pull an enemy within 60ft of you closer to you any amount of feet you choose and make either a stun or normal attack using 1 energy.
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.
At the 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.
Beginning 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 level 17 and 20.
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 cannibalise 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.
At the 3rd level, you choose which Specialization of Engineering to follow. You may follow the path of the Battletech, the Gadgeteer, the Technotheurge, or the Alchemist.
The Battletech is an engineer specialist whose expertise lies in combat. Their engineering augments their martial capabilities, and they are a force to be reckoned with on the battlefield.
At level 3, upon choosing this specialization, you can choose a single weapon and give it a +1 bonus to attack and damage rolls. Battletechs are also proficient in light, medium and heavy armor, shields, simple, martial and firearms.
Whenever you reduce a creature to 0 hit points, you regain 1 energy.
Beginning at 6th level, you may make two weapon attacks, instead of one, whenever you take the Attack action on your turn.
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.
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.
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.
The gadgeteer focuses all their efforts into their mechanical prowess. Their versatility knows no equal.
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). 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 a 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.
At level 6, you can enhance the abilities of a number of gadgets equal to your intelligence modifier (min. 1) of your choice beyond standard. 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 time 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.
For example, if you chose the turret as your SSD, you may choose Sturdy Turret, Distant Turret, or Second Turret.
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.
For example, if you chose the Flamethrower as your PSD, and you chose Incendiary Fireblasts at level 13, you may now choose between Sticky Napalm and Toxic Smoke.
Advanced Secondary Signature Device
At level 18, you may choose from the list of Advanced features for your Secondary Signature Device.
For example, if you chose the turret as your SSD, you may choose Empowered Strike, Restorative Mist, or Electrified Net.
Ultimate Secondary Signature Device
At level 20, you may choose from the list of Ultimate features for your Secondary Signature Device.
For example, if you chose the turret as your SSD, you may choose Shield Generator, Fission Core, or Teleportation System.
The Technotheurge is an Engineer who has developed a sort of spell gauntlet or similar device that has allowed them to synthesize the spellcasting abilities of mages.
At the 3rd Level, you develop a type of gauntlet(s) which allows you to cast certain spells. The gauntlet(s) serves as a simulated Spellcasting Focus, and is required to cast.
Cantrips. You learn 3 cantrips from the Technotheurge spell list. You learn more as you level up, as shown on the table above.
Spell Slots. You regain your Technotheurge Spell Slots after completing a Long Rest.
Spells Known. When you gain a level in this class, you may replace a spell with another from the Technotheurge list, as long as you have spell slots for it.
Spellcasting Ability. Intelligence.
Spell Save DC: Is equal to 8 + your proficiency bonus + your Intelligence Modifier
Spell Attack Modifier: Is equal to your proficiency bonus + your Intelligence Modifier
At the 3rd level, you can use a bonus action to convert energy to spell slots.
Creating Spell Slots.
Converting a Spell Slot to Energy. As a bonus action on your turn, you can expend one spell slot and gain an amount of energy equal to the slot’s level.
At 6th level, weapon attacks you make are considered to be magical for the purposes of overcoming resistance and immunity.
At 11th level, when you hit a creature with a weapon attack, it has disadvantage on the next saving throw against a spell you cast on it before the end of your next turn.
At 15th level, when using an action to cast a cantrip, you can make a weapon attack as a bonus action.
At level 20, your Intelligence ability score increases by 2, to a maximum of 22.
(*) Homebrew 
(ee) Elemental Evil
(scag) Sword Coast Adventurer's Guide
- Static Shock*
- Ray of Frost
- Shocking Grasp
- Mage Hand
- Produce Flame
- Blade Ward
- Minor Illusion
- Thunderclap (ee)
- Elemental Strike*
- Frostbite (ee)
- Lighting Lure (scag)
- 1st Level
- Burning Hands
- Cure Wounds
- Magic Missile
- Chromatic Orb
- Absorb Elements (ee)
- Arc Strike*
- Mage's Feint*
- Blazing Mote*
- Frost Fan*
- Faerie Fire
- Purify Food and Drink
- Silent Image
- Color Spray
- Detect Poison and Disease
- Mage Armor
- Ray of Sickness
- 2nd Level
- Flame Blade
- Lightning Blade*
- Scorching Ray
- Magic Weapon
- Aganazzer's Scorcher (ee)
- Maximilian's Earthen Grasp (ee)
- Aqua Jet*
- Void Rupture*
- Frigid Rebuttal*
- Mirror Image
- Hold Person
- Find Traps
- Flaming Sphere
- 3rd Level
- Void Bombard*
- Void Blink*
- Lighting Bolt
- Vampiric Touch
- Hypnotic Pattern
- Dispel Magic
- Call Lightning
- Stinking Cloud
- 4th Level
- Storm Sphere (ee)
- Vitriolic Sphere (ee)
- Watery Sphere (ee)
- Aetheric Ballista*
- Arcane Eye
- Fire Shield
- Otiluke's Resilient Sphere
- Giant Insect
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.
At the 3rd level, you gain proficiency in Poisoner's Tools, if you did not already. If you did, choose 1 other proficiency from the Engineer's Tool list instead.
Your proficiency bonus is doubled for ability checks using the Alchemist's and Poisoner's tools.
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.
* Variant: Alternatively to using a cost to brew, your DM may impose an energy cost to brewing a potion.
The cost is 2 Energy for a Tier One Potion, 3 Energy for a Tier Two Potion, and 5 Energy for a Tier Three Potion.
Under this variation, the spent energy cannot be regained until the brew is used or lost.
The potions you can create at this level are "Tier One" Potions. Tier One Potions require 30gp 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.
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 60gp 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, lighting, 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.
At the 11th level, the amount of 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 120gp 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.
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.
Prerequisites. To qualify for multiclassing into the Engineer class, you must meet these prerequisites: 13 Intelligence
Proficiencies. When you multiclass into the Engineer class, you gain the following proficiencies: 1 Skill from class list