Engineer You are the creator, melding metal into living shapes. Wielding lightning itself to craft creations that defy the laws of nature. They called you mad, crazy even. But they will see it your way one way or another. Tools in hand, set out for the horizons. Show 'em what your made of, and what you made. The Engineer Level Proficiency Bonus Features Arc Light Connector Damage Power Generator Charges 1st +2 Power Generator, Arc Light Connector 1 2 2nd +2 Mechanical Familiar 1 4 3rd +2 Class Specialization(s) 1 6 4th +2 Ability Score Improvement 1 8 5th +3 ─ 2 10 6th +3 Enhanced Movement Pad 2 12 7th +3 Class Specialization 2 14 8th +3 Ability Score Improvement 2 16 9th +4 Upgrade: Familiar 2 18 10th +4 ─ 3 20 11th +4 All Things Shiny 3 22 12th +4 Ability Score Improvement 3 24 13th +5 Class Specialization 3 26 14th +5 Jet Pack 3 28 15th +5 ─ 4 30 16th +5 Ability Score Improvement 4 32 17th +6 Crystal Brain 4 34 18th +6 Class Specialization 4 36 19th +6 Ability Score Improvement 4 38 20th +6 ─ 5 40 Tinker or Thinker Being inventive or maybe you just amuse yourself tinkering with cogs. You have seemingly crafted a hobby into a full fledged job. Utilizing a special gas and harnessing the power of electricity, you create many tools to shape the world as we all will soon to know it. Why we Adventure As an adventurer, the engineer is at the forefront of technological advances. Able to create sentient familiars, graft magic into metal, and harness weapons of vast destruction. The engineer sets out to learn better techniques, find stronger metals, and maybe make a friend or two. Creating a Engineer When making an engineer, your have dedicated yourself to bettering machines and contraptions made by you. While you lack the defenses to stand on the front lines with the fighters and paladins, standing beside the wizards and archers will do you no good. Like a good rouge, practice guerilla tactics and leave your tools to the hard work. Quick Build When making an engineer, intelligence should be your highest stat, followed by strength. Second choose the guild artisan background. 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: 1d8 (or 5) + your Constitution modifier per engineer level after 1st Proficiencies Armor: Light Armor, Medium Armor, Shields Weapons: Club, Light Hammer, Mace, Warhammer, Dagger, Scimitar Tinkers Tools Saving throws: Constitution, Intelligence Skills: Choose Any two from History, Insight, Investigation, Perception, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: 1

(a) a warhammer or (b) a club

(a) five light hammers or (b) a mace

(a) a engineer's pack (pg.6) or (b) a explorer's pack

Leather armor Power Generator A small battery pack carried on your belt or backpack, that holds electric currents for the use of your other abilities or machines. It holds 2 times class level, charges of electricity, recharging per short or long rest. You can also roll 1d6 per engineer level, to gain new charges via a rotating crank. Arc Light Connector At first level, you have developed an attachment to be placed on metal rods, or hammers. It releases a small amount of combustible gas directly in front of the metal surface, and supercharges lightning to create an arc of plasma between the weapon/tool and connector. Controlled by a trigger at the handle of the weapon/attachment. When you attack with the weapon this is connected to, you can spend 1 charge per attack with your weapon dealing an extra +1 fire or lightning damage, increasing as you level. If multiple attacks are made with the connector, you become blinded until the start of your next turn. Mechanical Familiar At level 2, you have practiced with machines enough to power a self sustained tiny contraption, that resembles any tiny beast that you have seen or studied. While harmless to everything, it has sensors and alarms that you set for danger, problems with machines and an alarm clock to wake you up in the morning. Your gain the familiars wisdom modifier to your perception bonus, while the familiar is active and within 10 feet of you. The familiar stays active for 1d8 days, after which you must repair it by re-greasing the gears with oil. Stats on page.6 Class Specialization As you have fiddled around with your practice, you have learned more on how to put your mechanical genius into better use. You can choose between one of three specializations detailed later in this section. Ability Score Increase When you reach 4th level, and again at 8th, 10th, 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. Enhanced Movement Pad At level 6 you have put advances on your technomancy and have developed a 5x5 magic pad to help assist creature movements. After placing this on the ground as an action, any creature that first enters the area of effect, gains its choise of either the Jump spell or Longstrider spell for 1 turn, as well as surging creatures into action, granting advantage for their next action. Uses 5 charges to set up and stays active for 10minutes or until 10 creatures have moved through it. Upgrade: Familiar At level 9 you have refined your research into animating machines to do more tasks. It can now attack using your action, dealing 1d10 damage depending on the creature it resembles and 1d6 lightning damage from a hidden glyph. See creature Box on page 6 for details on hp, stats and abilities. You also roll 3d8 for days active now, and if broken or damaged can be repaired with 1gp of materials. All Things Shiny At 14th level, you have learned how to sell or barter with others for gold, or information. When you make a persuasion roll when dealing with money or information, do so with advantage. Jet Pack At the 14th level, you have learned enough about your canister gas to make a machine that can propel you through the air at high speeds. Using your bonus action, you gain the ability to fly up to 40 feet. Due to how the machine controls however, if you make a separate bonus action while flying, flip a coin and crash to the ground on tails. You maintain altitude until you either run out of fuel, crash, or land as a bonus action. Flying this way uses 5 charges per 6seconds while active. Crystal Brain At the 17th level, you have made a breakthrough in technomantic progression, you are able to upload your memories and senses into a pure crystal. You gain immunity to charm, fear, poison and disease. Also you cannot die from old age. Costs a crystal worth 20pp. Class Specializations At level 3 you can choose a specialization to distinguish you from the other engineers. From the pragmatic sapper, the demented conductor, or the reserved technomancer. Each one contains its own unique spin on what it means to be an engineer. Sapper The Sapper focuses on combat engineering, building and using explosives for exchanges with other creatures. Able to store and harness the gases used in the arc light connector, the sapper brings both damage and functionality to any party. The Flash Bang When you choose this specialization at level 3, you have pieced together a working arc lamp, which emits a very bright light when introduced to an electric current. 2

Using your action, you throw the flash bang which uses 3 charges, to deal 2d6 radiant damage to all creatures in a 15x15 grid within 30 feet that you can see. All creatures must make a constitution saving throw against your spellcasting ability or be blinded. Has a string attachment so you can reel your flash bang back to you as a free action, but the flash bang can only be used once until it recharges which takes 6 seconds. Combat Engineer At the 3rd level, being placed on the front line so much, you have learned to use more conventional weapons. You gain proficiency in two-handed crossbows, and two-handed crossbows wielded by you gain the fineness property. You can apply your arc light damage to attacks made by two-handed crossbows and can attack using a bonus action, but only if an attack action hasn't been made with a two-handed crossbow before. Dark lens Glasses At level 7, you invented a set of glasses that shield your eyes from the bright light of the arc light connector. Stylish and protective, you gain advantage to intimidation, and deception checks. You also become immune to the blind condition. The Burner At level 13, you have learned how to harness the arc light connector to its fullest, forcing increased gas out of the nozel and lighting that gas on fire. As an action, you can equip the burner, spending 10 charges and make an attack with the same action. You spend 10 charges for every 6 seconds active afterwards, and you can put it away using a bonus action. Cannot hold both the burner and a crossbow. When making an attack with the Burner, all creatures in a 30foot cone in front of you must make a dexterity saving throw against 8 + your intelligence modifier + your proficiency. On a failed save, creatures take 4d6 fire damage, and a lingering flame that deals an extra 3d6 fire damage at the end of the creatures turn. Creatures that succeed do not have lingering flame, and take half as much damage. The Dragon Buster Whether through accident or epiphany, you have learned by level 18 the exact extent a arc lamp can conduct electricity before bursting. Using this knowledge, you have created a small throw able bomb, capable of holding a pocket of arc light energy, before bursting in an explosion. Using your action, you can throw the bomb up to 50 feet from you in eye sight, causing it to burst in a 35x35 foot grid. Creatures in range must make a dexterity saving throw against your spellcasting ability or take 12d6 fire or lightning damage on a failed save, and half as much on a successful save. The explosion leaves a highly conductive gas in the area of the explosion. Creatures that end there turn in the gas, must make a DC16 Con save, or be paralyzed for one turn. Gas will disperse at the beginning your next turn. Bomb uses 20 charges to collect enough electric mass, and costs 10gp in materials to make. Gas Combustion Engine Medium Construct Armor Class 15

15 Hit Points 1d6 + (2xEngineer Level)

1d6 + (2xEngineer Level) Speed 40ft. STR DEX CON INT WIS CHA 15 (+2) 9 (0) 14 (+2) 2 (-4) 2 (-4) 20 (+5) Condition Immunities Blind, Charmed, Deafened, Frightened, Invisible, Poisoned, Stun, Unconscious

Blind, Charmed, Deafened, Frightened, Invisible, Poisoned, Stun, Unconscious Skills Intimidation +5 (Only the non-sentient train benefits from this)

Intimidation +5 (Only the non-sentient train benefits from this) Senses ─

─ Languages ─

─ Challenge 1 (200 XP) __ Trample. Can only attack if you move at least 10ft in a straight line from the target. Can trample (1 times your engineer level) divided by half, in enemies this way. Enemies can only be hit by the damage this way once. Hit and Run. The engine has trouble stopping. When making a attack roll, you drive past the target creature, not provoking attacks of opportunity. Move 10ft behind target creature. Hooded Lantern. Can turn a large hooded lantern on, giving bright light in a 30ft cone in front of you, and 30ft of dim light after that. If the lantern is on when you make an attack, you have advantage against creatures that rely on sight. (Night only) Actions Charge. Melee Weapon Attack: Engineer Proficiency to hit, reach 5ft., one target. Hit: 10 (2d8 + Engineer Proficiency) bludgeoning damage. Target(s) must succeed a DC10 Dex save or be knocked prone. Your train cannot make quick turns and is thus unable to attack the same target multiple times per round. Other Class Abilities When you use other class abilities gained by leveling, your engine has altered effects. Level 6: Free Movement Pad - Instead of a pad, you throw a large 10ft high electro-door in front of you, giving the longstrider spell for a single turn to those that pass through. Level 14 Jet Pack - Instead of a personal jet pack, you have attached nozzles to the outside of the "train" allowing the same flight. You cannot attack however without sustaining 2d6 per 5ft fallen and heavily damaging the pilot of the engine. Required repair 1000gp worth of materials. 3

Conductor Using your masterful intelligence, you have created a machine capable of traversing large spans of land in any weather condition. Able to pull heavy packages and loads, your creation will revolutionize how cargo is transported for generations. Gas Combustion Engine At the 3rd level, you have developed and created a larger power generator , doubling the max power charges. While too heavy to carry now, the solution was to cage it and in mechanized vehicle that resembles a centipede. Coupling it with your arc light connector for a fuel source, you can use the system as a train. Pulling up to 2 carts behind you. Each cart can be decoupled as a free action, and can hold up to 500 pounds or has enough room for 2 medium sized people. If fatal damage is received to the engine, 10gp worth of materials can fix it to full hp. You are also not effected by non-magical difficult terrain. The engine gives the engineer 1d6 + double the engineers level, in temporary hit points. The engine takes the damage instead of the engineer. On area of effect spells, the engineer takes half the damage. Arc Light Damage is still applied. It regains 1d6 per hit die, equal to engineer level on short rest. It regains all hit points and hit die on a long rest, even from complete destruction. Uses 4 charges whenever an attack is made with the engine, regardless of how many creatures you hit. 4 At level 3, having created such a wonder, you know how to "drive" it almost exclusively. You gain proficiency in Vehicles: Land and cannot be knocked off yours except by magical means. People Person At the 7th level, your abilities have grown and such result, you have developed better people skills. From constant engagements regarding both transportation of goods and inquiries of the engine itself, Your charisma score is increased by 2. Your Charisma cannot increase above 20 this way. Spiked Pilot By the 13th level, you have made several sound altercations to your engine housing for both better aero dynamics, and for greater combat proficiency. Instead of 2d8 bludgeoning, attacks made at level 13 by your engine increase to 2d12 piercing damage, and no longer knocks targets prone but Impales them. (Grapple) This how ever adds weight to engine and now requires 8 charegs to make attacks. Attacks made by your engine are also counted as magical for the purpose of overcoming resistance and immunities. Fuel Canister Injection. At level 18, you have made several modifications to the arc light connector allowing you to directly inject a special liquid explosive to the engine, Using 15 charges to boost the engine into overdrive. When making an attack using this function, you increase your speed by 20, the damage of your arc light connector by double, and your trample only needs half of the required feet for an attack. Hit and run however goes twice as far. Technomancer The practicality of magic, and the reliance of machines. That short sentence makes up the idealism of the technomancer. Shifting your practice to the arcane, you have learned how to apply glyphs to your machinations. Duality and progression is the name of this science. Mechano-Locust At the 3rd level when you take this specialization, you have come to a realization. A few glyphs on the wings of these mechanical locust minions, and Bam! An array of elementally inclined hazards. As an action you can whisper a target to the locust(s), which will then fly up to 60ft from you, and bite up to 2 targets in a 10ft radius, dealing 1d6 elemental damage per locust. The damage of the locust depends on a 1d12 roll, shown in the table below. Locust Elemental Table 1d12 Element 1 Fire 2 Lightning 3 Cold 4 Acid 5 Poison 6 Water (Bludgeoning) 7 Thunder (Locust releases a single load noise) 8 Radiant 9 Necrotic 10 Force 11 Fire and Lightning 12 Disease (Life Drain) At level 5, you can make a second attack against a single target using your bonus action, but a max of 1/2 of your locust (rounded down), can only attack the second time. At level 3, you have 2 locust increasing by 1 every 3 levels. Every Locust gained increases the area of effect by 5ft and the target max by 1. Attacking with your locust costs 1 charge per locust bite. (eg. if the attack and bonus action are used at the 12th level, 7 charges are used. 5 for the attack, and 2 more for the bonus action.) Glyph Maker At 3rd level, when you pick this specialization you gain access to a few spells. Having learned how to infuse magic into glyphs, you gain the ability to cast a few spells, using nothing but a few arcane whispers into these glyphs. You gain the ability to cast more spells at Levels 7, 13, and 18.

Glyph Stones. The Technomancer can only hold: 4 Level 3 Glyph stones, 2 Level 7 Glyph stones, 2 Level 13 Glyph stones, and 1 Level 18 Glyph stone. You must be the correct level to use the spell. You can remake new glyph stones on a long rest. Spells Learned PC Level Spell Level Spell Names 3 2nd Level Identify, Misty Step 7 5th Level Dispel Magic, Blight 13 7th Level Disintegrate, Teleportation 18 9th Level Maze, Meteor Storm Spellcasting Ability Intelligence is your spellcasting ability for your glyphs, since you learn to cast magic through trail, error, and memorization. You use intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a glyph you cast and when making an attack roll with one. Spell Save DC = 8 + proficiency bonus + your Intelligence modifier Spell attack modifier = you proficiency modifier + your Intelligence modifier Stingy Information Being secretive of your trade, lest wizards find a way to trademark your idea's. At level 7 you have developed a knack for stealth and deception, gaining double proficiency on deception when talking about your machines, and double proficiency on non-combat related stealth checks. Reality Pocket At level 13, your learned how a few backfired glyphs can mess with time itself. You have learned how to create a pocket of time, forcing time in that area to a complete halt. As an action you whisper 4 drones with broken glyphs to fly up to a maximum of 60ft from you, useing 15 charges, to give life to the drones. This creates a box no bigger then 35x35ft across that halts all time inside the pocket. Creatures inside must succeed on a DC17 Dex/Wis/Con/Str save (they're choice), or suffer complete time stoppage. At the beginning of every round, creatures affected by the time stoppage take 2d8 force damage due to lack of air. No damage from outside sources can be received and any projectiles that aren't force or psychic damage, stop as soon as they enter the pocket. At the end of that creatures turn, they can make another attempt at breaking free from the pocket. If a creature succeeds on the save they cannot be effected by this spell for 24 hours. If the pocket ends with projectiles frozen, the projectiles will continue towards there destination, taking all "stored" damage in a single instance. For creatures that would be hit, make a DC16 Dex save to see if all projectiles miss. Failing the roll with a 1, the damage will be considered severe. (50% stronger) This counts as a concentration spell, and you can move the drones 5ft in the same direction, using your bonus action. If you move more then 60ft from the furthest drone, the spell ends. All affected creatures gain immunity from this spells effects for 24hrs. Shift Continuum Having learned far more about your pocket's properties, by 18th level you have gained the knowledge to foolishly alter and distort time. While still out of your control, you can use an action to apply new glyphs to the drones. Any creature affected in your reality pocket must succeed a DC14 Con save or have their fate distorted and changed forever. These effects can be reversed only with a wish spell. This uses one of your glyphs (any level) to alter the effects of the pocket. Roll a 1d6 on the random time table below for any creature affected by Reality Pocket. d6 Random Time Shift Effect 1 Extreme Nausea Dis-ADV attack rolls 2 Aged to Prime +2 all ability scores 3 Aged to Old -2 all ability scores 4 Backwards 1d20 Years Healing = roll, DM's discretion 5 Forward 1d100 Years Damage = roll, DM's discretion 6 Nothing Nothing 5