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Engineer Class Features

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 + your Constitution modifier

Hit Points at Higher Levels: 5 + your Constitution modifier per engineer level after 1st

 

PROFICIENCIES

Armor: Light armor

Weapons: Simple blasters, simple electroweapons, and simple fuse weapons

Tools: Tinker's tools

Saving Throws: Constitution, Intelligence

Skills: Choose three from Investigation, History, Medicine, Nature, Piloting, and Programming

STARTING WEALTH & EQUIPMENT

In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:

     Soldier: 2000 Credits     

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CLICK HERE FOR EQUIPMENT

TECHCASTING

During your training you have derived powers from schematics with the aid of your wristpad. See [HERE] for the general rules of techcasting and the tech powers list.

 

TECH POWERS KNOWN

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Engineer class table. You may not learn a tech power of a level higher than your Max Power Level.

 

TECH POINTS

You have a number of tech points equal to your engineer level x 2, and you earn more at higher levels, as shown in the Tech Points column of the Engineer class table. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

 

MAX POWER LEVEL

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Engineer class table. You may only cast tech powers at 5th, 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a short or long rest.

 

TECHCASTING ABILITY

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

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

Tech attack modifier = your proficiency bonus + your Intelligence modifier

 

TECHCASTING FOCUS

You use a wristpad as a techcasting focus for your tech powers.

 

POTENT APTITUDE

Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself  who can hear you. That creature gains one Potent Aptitude die, a d6.

 

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die but must decide before the DM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost. A creature can have only one Potent Aptitude die at a time.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

 

INFUSE ITEM

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you've used this feature, you can’t use it again until you finish a long rest.

 

TOOL UNDERSTANDING

Starting at 3rd level, you have advantage on any ability check you make that uses any of the tool proficiencies you gain from this class.

 

ENGINEERING DISCIPLINE

Also at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

 

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. Alternatively, you can choose a feat (see here).

 

QUICK THINKING

Beginning when you reach 5th level, you regain all your expended uses of Potent Aptitude when you finish a short or long rest.

 

TECH MASTERY

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores is now 22.

 

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

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