Runeterra: Engineer (5e Class)

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Engineer[edit]

Rumble_0.jpg
Rumble - The Mechanized Menace [1]

Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!

--Heimerdinger


A dark, menacing man stands alone against the hoard of monsters approaching him, he scans them with his half-steel face and with a laugh, fries two of them in the blink of an eye with a back-mounted laser. Having just finished burying the last of the charges, the small, brown-haired Yordle sits down and produces his lunch awaiting for the army to march into the valley. Assassins leap out from the shadows, surrounding the girl wielding only a wrench, without warning, she scatters a handful of metal cubes on the ground which unfold into turrets and blast at the rogues.

All of these people are engineers, although they use different methods of combat, they essentially are the same. Engineers of Runeterra work in the efficient, compact Hextech form or with Techmaturgy, a combination of magic and engineering technology. An engineer's main strength is tools and machines which enable them to beat the tar out of opponents.

Mechanical Genius[edit]

Engineers are vastly intelligent, otherwise they would have never gone adventuring at all. They are seldom brutal, but they can be quite dangerous if the need arises. The only drawback in being an engineer is that they're expensive. Hextech Engineers require equipment to create their compact, unfolding machines while techmaturgists require less money but still have the need. As such, engineers are ill-suited to stay away from civilization for a long amount of time.

Creating an Engineer[edit]

As you create your engineer, question yourself: "What made my character leave the steady life of simple engineering behind?" Was their lab destroyed and they seek the funds to rebuild it? Did they use a technological marvel and spot a coveted artifact with it? Whatever the case, realize that engineers must be educated and well-funded, so selecting the Urchin background is not ideal.

Class Features

As a Engineer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Engineer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Engineer level after 1st

Proficiencies

Armor: Light and Medium Armors
Weapons: Simple Weapons
Tools: Tinker's Tools, Blacksmith's Tools, and Land and Water Vehicles.
Saving Throws: Intelligence and Dexterity
Skills: Choose three from Arcana, Investigation, Medicine, Persuasion, or Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A light hammer or (b) a dagger
  • (a) A light crossbow and 5 crossbow bolts or (b) 10 darts
  • (a) Dungeoneer's Pack or (b) Mechanic's Pack (5e Equipment)
  • (a) padded Armor or (b) a shield

Table: The Engineer

Level Proficiency
Bonus
Cantrips Known Spells known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Engineering Experience, Machine: Shocking Charge
2nd +2
3rd +2 2 3 Engineering Specifics 2
4th +2 2 4 Ability Score Improvement 3
5th +3 2 4 Extra Attack 3
6th +3 2 4 3
7th +3 2 5 Modification: Jet Jump 4 2
8th +3 2 6 Ability Score Improvement 4 2
9th +4 2 6 Nimble Fingers 4 2
10th +4 3 7 4 3
11th +4 3 8 Machine: Flamethrower 4 3
12th +4 3 8 Ability Score Improvement 4 3
13th +5 3 9 Deconstruction 4 3 2
14th +5 3 10 4 3 2
15th +5 3 10 Donorship 4 3 2
16th +5 3 11 Ability Score Improvement 4 3 3
17th +6 3 11 Resourceful 4 3 3
18th +6 3 11 4 3 3
19th +6 3 12 Ability Score Improvement 4 3 3 1
20th +6 3 13 4 3 3 1

Modifications and Machinery[edit]

Modifications enable you to enhance your equipment with your engineering skills. In order to modify an object, you must have Tinker's Tools at hand and be proficient with them, you must also spend the stated cost for the resources and work on the equipment for the stated amount of hours. As one more requirement, you cannot perform an equipment modification without being the stated level or higher. Crafting machines is similar, but there are differences. In order to create a machine, you must have both Tinker's Tools and Blacksmith's Tools at hand and be proficient with both. All other rules for modifying equipment apply for constructing machines.

Engineering Experience[edit]

When you select this class, you are immediately awarded 300 XP, raising you to level 2.

Machine: Shocking Charge[edit]

Level: 1 | Cost: 20 gp | Hours of Work: 1

You can craft a small machine that is 6 inches long, weighs 1 pound, and appears to be a medical needle at first glance. When injected into a body as an action, the person suffers 1d4 lightning damage and their exhaustion level is decreased by 1. If used upon an individual with no exhaustion levels, they have advantage on Strength checks and saving throws for 1 hour but suffer an additional 1d4 lightning damage.

Engineering Specifics[edit]

When you reach 3rd level, you commit yourself to an Engineering Specific. Choose from Hextechnologist or Techmaturgist, both detailed at the end of the class description. Your specific grants you Modifications and additional features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Modification: Jet Jump[edit]

Level: 7 | Cost: 70 gp | Hours of Work: 4

You can modify a pair of boots or shoes so that, when equipped, the individual can leap very high. The modified shoes or boots gain 4 extra pounds in weight and have considerable more bulk. As an action, the wearer can strike the ground with the flint heels of the boots and spark the jets making the person shoot 20 feet in the air if they are size large, 30 if they are medium, and 40 if they are small. The wearer can reset the jet jump modification by inserting the small explosives in the heel. When an engineer wants to make explosion packets for the shoes, they create 10 in pairs of 2 for 1 hour of work and 20 gp.

Nimble Fingers[edit]

Beginning at 9th level, you can switch from one item to another as a bonus action as long as it is within reasonable reach (i.e. in a belt, a sheath, etc.).

Machine: Flamethrower[edit]

Level: 11 | Cost: 400 gp | Hours of Work: 12

You can craft a 50 lb., 2-handed machine that, when activated, spits flames out for 10 feet. You can activate this machine as a ranged attack, expending a charge, all individuals within a straight line of 10 feet in front of you must make a DC 15 + (damage dealt) Dexterity save. If they fail the save, they take 1d10 + 10 fire damage and will continue to take 1d6 fire damage until the flames on them are put out. This machine has 3 charges and costs 10 gp to refill a charge.

Deconstruction[edit]

Beginning at 13th level, you deal double damage to structures, machines, and other objects.

Donorship[edit]

Beginning at 15th level, your Dungeon Master selects - or let's you choose - an academy of science that funds your projects. As long as you can access the academy, all modifications are at half-price and working time necessary to Modify is decreased by 1 hour (minimum of 1 hour). At 19th level, all modifications are free and working time is decreased by 2 hours (minimum of 1 hour).

Resourceful[edit]

Beginning at 17th level, you can modify equipment and craft machines with only a set of Tinker's tools and without the necessary price as long as there is a reasonable amount of mechanics nearby (i.e. a Hextech dump, a lab, etc.), but the process takes twice as long.

Engineering Specifics[edit]

Different Engineers choose different approaches to engineering. The Engineering Specific you chose at level three presents different abilities, granting different features, Machine builds, and Modifications.

Hextechnologist[edit]

The Engineering Specific of Hextechnologist employs the use of Hextech, a new technology that involves compact and efficient machines. A Hextechnologist can carry a fully-functioning turret or the like in their pocket! Those who select this Specific focus more on modifications and machines than other features.

Modification Specialty[edit]

When you first select this Specific, you can select a Modification Specialty listed below. When you reach 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level, you can select another or the same one (the specialties stack to a maximum listed below).

Cost-Efficient[edit]

Modifications and machines cost 10% less gp to make. Maximum 30% less gp.

Sturdy Mechanics[edit]

Your machines and modifications have one extra hit die of hit points (i.e. 2d6 HP is increased to 3d6). Maximum three extra hit die.

Overcharge[edit]

Your machines and modifications have +2 to attack damage and HP restoring. Maximum +6 attack damage/HP restoring.

Modification: Heavy Swing[edit]

Level: 3 | Cost: 30 gp - (the weapon's weight in pounds) | Hours of Work: 2 for a simple weapon, 3 for a martial one.

You can modify a melee weapon so that it can knock an enemy off of their feet. When you attack an opponent with the modified weapon, they must make a Strength save with a DC equal to 10 + the damage dealt. Upon failure, they are shoved 5 feet away and knocked prone, success means the creature only takes damage from this attack. This ability recharges once per hour and cannot be used until it recharges.

Machine: Hextech Repair Drone[edit]

Level: 4 | Cost: 50 gp | Hours of Work: 6

You can craft a small metal cube weighing 10 lb. As an action, you can activate this cube and throw it on an unoccupied space where it transforms into a Hextech Repair Drone Prototype (5e Creature). When you reach 10th level, you create cubes that unfold into a Hextech Repair Drone (5e Creature). When you reach 16th level, you create cubes that unfold into an Advanced Hextech Repair Drone (5e Creature).

Modification: Rear-view Helmet[edit]

Level: 6 | Cost: 40 gp | Hours of Work: 1

You can modify a helmet of any kind so that it weighs 1 more pound and enables the wearer to see behind them as well as in front of them. As such, it is much more difficult to sneak up on a person with this equipped.

Machine: Spell Shooter[edit]

Level: 8 | Cost: 150 gp | Hours of Work: 6

You must have a spell scroll at hand in order to create this item, the scroll is destroyed upon completion of the item. You create an small, gun-shaped object that weighs 6 lb. As an action, you can activate a charge, casting the spell described on the spell scroll as the spell level of whatever level you were when you created it. On each use, roll a d6, on a 6, the Spell Shooter begins to smoke and functions no longer after that spell is cast.

Modification: Shocking Gauntlet[edit]

Level: 10 | Cost: 200 gp | Hours of Work: 8

You modify a steel or iron gauntlet so that the wearer can cast the Shocking Grasp cantrip without any components as a 5th level spell. An Anti-magic Field or similar thing does not affect the gauntlet as it is not truly magical. If you create this modification as 11th to 16th level, the spell is treated as an 11th level spell, the same applies if you are 17th or higher level.

Machine: Electron Storm Grenade[edit]

Level: 12 | Cost: 50 gp | Hours of Work: 1

You create a small, heavy object shaped like a lamp. It weighs 4 lb. and has the "thrown" property to a range of 10/30 ft. You can throw it as an action, rolling to hit, when it strikes a target, it explodes in an electrical blast, dealing 4d8 lightning damage to everything within 10 feet of the explosion.

Modification: Defending Armor[edit]

Level: 14 | Cost: 400 gp | Hours of Work: 12

You modify any piece of armor (shields included) or a full set to cast the Shield spell without any components when you are attacked while expending a charge. This modified armor has a maximum of 3 charges and recharges all 3 at the end of every encounter. This modification is not affected by an Anti-magic Field or the like as it is not truly magical.

Machine: Evolution Turret[edit]

Level: 16 | Cost: 100 gp | Hours of Work: 6

You can create a metal cube weighing 20 lb. You can throw it at the ground on an empty space as an action, activating it, and it unfolds to reveal a Hextech Evolution Turret (5e Creature) that recognizes you as it's creator.

Machine: A.R.M.[edit]

Level: 18 | Cost: 1000 gp | Hours of Work: 24

You can create a robotic arm that gives you an extra hand and advantage on all Strength checks and Strength Saving Throws. In addition, when you are attacked by a melee weapon attack, you can make a saving throw applying to no ability, if your save is higher than their "to-hit" roll, your mechanical arm catches the weapon and can either throw it aside or hold it, forcing them to make a Strength check to free it. The Mechanical A.R.M. is under your control even when it is not equipped by you and cannot be used by anyone other than you. If the Mechanical A.R.M. is detached, it has a base walking speed of 5, AC 12, and 20 hit points.

UPGRADE![edit]

Beginning at level 20, you can activate a machine and it has an extra 40 hit points, 3 more attack/heal die (i.e. 2d6 would be 5d6), and double it's speed in all categories. You can only use this ability once per day.

Techmaturgist[edit]

Techmaturgists combine machinery with spellcasting. They cannot cast spells without an arcane focus, however, but their arcane focus is not a typical wand or staff. They specialize in casting spells with their Techmaturgy and beating foes in melee combat more than they rely on Modifications/Machines and other class features. They focus on two of the schools of magic, Abjuration and Evocation, as to allow more damage output in battle and receive less.

Spellcasting[edit]

When you reach 3rd level, you augment your engineering ingenuity with the ability to cast spells. See chapter 10 of the 5e Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Engineer spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the first level spell shield and you have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Engineer Spellcasting table shows when your learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and installation into your arcane focus. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Engineered Arcane Focus[edit]

At 3rd level when you select this specific, you gain access to a mechanical Arcane Focus. Your Dungeon Master determines what that focus is and where or how you get it. The most common method of gaining a mechanical Arcane Focus is by simply creating it in your lab with a few parts left here and there, other methods include but are not limited to, locating it, inheriting it, or already having it and just now you learned how to use it. Your mechanical arcane focus should be easily portable, so don't pick a complex machine the size of a refrigerator. Without a mechanical arcane focus at hand, you cannot cast spells other than cantrips. While you have an Engineered Arcane Focus, your spells don't require any material components.

Internal Locator[edit]

Beginning at 4th level, whenever you don't have your Arcane Focus at hand, you know the exact location of where it is unless it's location is magically blocked by spells, it is on another plane of existence, or you are incapacitated. At 6th level, you know where it is regardless of spells or location.

Modification: Mentally Attached Focus[edit]

Level: 4 | Cost: 200 gp | Hours of Work: 10

You can modify your focus so that if you have an empty hand, you can magically teleport your focus to your hand as an action unless it is on another plane of existence. At 5th level, you can teleport it to your hand as a bonus action.

Second Wind[edit]

Beginning at 5th level, you catch your breath, renewing yourself so you can continue fighting. As a bonus action, you can draw from a well of hit points equal to 5 + your level, restoring any number of hit points from the well as long as it does not exceed the remaining hit points in the well, after doing so, subtract the amount of hit points regained with this power from the well. The well of hit points fully restores itself after a short or long rest.

Improved Critical[edit]

Beginning at 6th level, your weapon attacks score a critical on a 19 or 20.

Machine: Translator[edit]

Level: 7 | Cost: 450 gp | Hours of Work: 4 + 2 per language

You create a 20 lb. machine roughly 1 cubic foot in size capable of crudely translating documents and speech, in order to make it, you must have a book on each language you wish to install into the Translator. You can place the Translator on a document written in one of the languages you programmed into the machine and activate it. It will translate a document at roughly 1 hour per 10 pages and will stop until moved to a different page. If you are trying to communicate with an individual that speaks one of the languages programmed into the Translator, you can activate it and hold it to their mouth. As long as they speak clearly and no background noise is loud enough to interfere, it will accurately translate what they say. It does not have to translate only to Common, it can translate Yordle to ancient Shuriman and any other combinations as long as it has both languages installed in it.

War Magic[edit]

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Magical Weakness[edit]

Beginning at 10th level, if you score a critical attack with a weapon against an enemy, they take double damage from your next attack spell dealt at them.

Advanced Extra Attack[edit]

Beginning at 11th level, you can attack 3 times, instead of twice (from Extra Attack at 5th level), whenever you take the Attack action on your turn.

Modification: Vampiric Attack[edit]

Level: 14 | Cost: 700 gp | Hours of Work: 10

You can modify a melee weapon so that when an enemy is struck with it, half of the damage dealt by the weapon is given to the wielder of the weapon in restored hit points.

Brutal Critical[edit]

Beginning at 17th level, when you score a critical with a weapon attack, the damage die is tripled rather than doubled.

Modification: Techmaturgic Implants[edit]

Level: 20 | Cost: 10,000 | Hours of Work: 24

You can modify your own body to contain a Techmaturgic implant. You can get multiple implants but cannot get more than one implant of the same type. Upon getting an implant, you receive an extra 10 hit points to your hit point maximum and select a bonus below. Thus, with all six implants modified on a person means they have 60 extra hit points and all of the bonuses below, they also cannot get any more Techmaturgic Implants.

Antimatter Touch[edit]

You can take the attack action to make an unarmed strike, upon hit, the target suffers 1d10 + 10 necrotic damage.

Bionic Eye[edit]

You have truesight, you are immune to illusions affecting the eyes but can see the illusory side as well. You see things as they really are, you notice secret doors hidden by magic, can see into the Ethereal Plane, and, as an action, can focus and see up to 5 feet past walls and floors.

Steel Muscle[edit]

Your Strength is increased to 25 and you are proficient in Strength Saving Throws.

Natural Resources[edit]

You don't need to eat, drink, or sleep and you can't gain levels of exhaustion.

Displacement Beam[edit]

As an action, you can toggle a Displacement ability that makes you or one creature you can see gain +5 to their armor class by appearing to be someplace other than where they actually are, creatures with Truesight see through the Beam. Only one creature can be affected by this beam at a time and Huge and bigger creatures are unaffected.

Constant Effect[edit]

You can take two actions on your turn rather than one.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Engineer class, you must meet these prerequisites: minimum of 12 Intelligence and proficiency with Tinker's Tools.

Proficiencies. When you multiclass into the Engineer class, you gain the following proficiencies: Dexterity Saving Throws and all simple weapons.


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