Engineer A small candle burns low in its holder, a large wooden desk is covered in old tomes and a stack of empty plates. A young woman feverishly works, nose an inch above the paper, copying notes and drawings onto a blueprint. She brings the finished blueprint over to her work bench, and begins to build, metal is welded together, small runes are etched, gears are being fitter, her brow furled in concentration as sweat drips down her nose. As the first glow of dawn approaches, she finally rests, in front of her, her first contraption sits, ready for testing. Building a Better World Engineers eschew the tradition and teachings of the arcane to instead focus on more material techniques. They are the elite craftsman, taking pride in their unique contraptions, and the skill it takes to make them. Pushing the boundaries of their craft as they hone their skill. The study of an engineer is never truly done, there are always many new research to be done and new discoveries to be made. Field Testing Required While many engineers may choose to stay safe in a large city, the need for extensive testing calls some to the life of adventure. Those that venture into the field discover not only danger, but also new, rare materials, and ways to build your contraptions to produce stronger and stranger effects. Necessity is the mother of all invention. As you adventure more, you see many ways that things can be improved that others might have missed.

The Engineer Level Proficiency Bonus Features Spell Level Contraptions Built 1st +2 Tricks Up My Sleeve, Tool Box 1st 1 2nd +2 How They Built It 1st 2 3rd +2 Specialization 2nd 2 4th +2 Ability Score Improvement 2nd 2 5th +3 I Can Fix It!, Specialization Feature 3rd 3 6th +3 Tool Expertise, Adaptive Armor 3rd 3 7th +3 Work Smarter Not Harder, Give Me a Week 4th 3 8th +3 Ability Score Improvement 4th 3 9th +4 Wait For It 5th 4 10th +4 Specialization Feature 5th 4 11th +4 Quick Repair, Not Quite a Trick 5th 4 12th +4 Ability Score Improvement 5th 4 13th +5 Better Adaptations 5th 5 14th +5 Specialization Feature 5th 5 15th +5 Smarter Than Your Average Bear 5th 5 16th +5 Ability Score Improvement 5th 5 17th +6 Go Big or Go Home 5th 5 18th +6 Re-Primed 5th 5 19th +6 Ability Score Improvement 5th 5 20th +6 Specialization Feature 5th 5 Quick Build You can make an engineer quickly by following these suggestions. First, make intelligence your highest ability score, followed by strength or constitution. Second, choose the guild artisan background. 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 for engineer level after 1st Proficiencies Armor: Light armor, medium armor

Weapons: Simple weapons, mauls, warhammers, hand crossbows, light crossbows.

Tools: Choose 3 artisans tools

Saving Throws: Intelligence, Charisma

Skills: Choose 3 from History, Religion, Medicine, Athletics, Insight, Investigation, Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any simple weapon or (b) a war hammer

(a) a Crossbow, hand or (b) a Crossbow, light

20 crossbow bolts

(a) a Dungeoneer's Pack, (b) Explorer's Pack

Leather armor and a multi-tool <img src='https://i.imgur.com/cPPYV7h.png' style='width: 900px; position: absolute; top: -150px; left: 0px;'> <img src='https://i.imgur.com/TrWwpZx.png' style='width: 800px; position: absolute; top: 160px; left: 240px;'>

Tool Box The tool box is the most fundamental piece of an engineer’s kit. It contains the tools needed to create their contraptions, and has enough tools to be used as any artisan’s tools you have proficiency with. Tricks Up My Sleeve Sometimes magic isn’t magic, but very clever tinkering. When you complete a long rest build a number of contraptions containing the effect of any Abjuration or Evocation spell on the Wizards spell list. The contraptions known column of the Engineer table shows the number of contraptions you can build. The spell effect stays active in the contraption until it is used or you complete another long rest. The spell must be less than or equal to the spell level shown on the spell level column of the Engineering table. Use your intelligence modifier when setting the saving throw DC for an Engineer 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 The gadgets have an AC of 10 and 5 + your intelligence modifier health. How They Built It When you reach 2nd level, you can apply your tool proficiency bonus when attempting to gain knowledge about an object or construct made with tools you are proficient in. You also gain a bonus to attack and damage rolls against inanimate objects equal to your intelligence modifier. Specialization At 3rd level pick a specialization representing your field of study as an engineer. Combat Engineer, Patient Planner, or Tinkerer, which are detailed at the end of the class. These specializations grant you features at 3rd, 5th, 10th, 14th, and 17th levels. I Can Fix It! Beginning at 5th level, when you attempt to build something using tools you are proficient in, you may halve the time it takes, the item you created will also last half as long. You may do this once per short rest. Adaptive Armor Starting at 6th level, by spending an hour preparing your armor, you add special elemental buffers to it. You gain resistance to fire, lightning, or cold damage. Tool Expertise At 6th level choose any tool you are proficient with. Your proficiency bonus is doubled on any check that you make that uses that tools proficiencies. At 11th level, you can choose another tool to gain this benefit with. Work Smarter Not harder When you reach 7th level, you may substitute your intelligence modifier for your dexterity or strength modifier for tool checks using tools you are proficient in. Give Me a Week At 7th level, when you use a tool that you are proficient in on a check over more than 8 hours, you may double your proficiency bonus on that check. Wait for It When you reach 9th level you add a timer to your gadgets, triggering them to activate at a specified time. The time must be under an hour, and the gadget must still be above 0hp to function. Not Quite a Trick On reaching 11th level, what you are building can no longer be contained in simple contraptions. You may build one large contraption per long rest. This contraption can contain a spell up to the 6th level. At 15th level, you can build two large contraptions, and at 20th level, you can build 3. At higher levels you can store even more powerful effects. You can contain a 7th level spell at 13th level, an 8th level spell at the 15th level, or a 9th level spell at 17th level. Quick Repair At 11th level, once per long rest, you may rebuild a contraption you used today when you take a short rest. Better Adaptation Beginning at 13th level, when you select a damage resistance for your adaptive armor, you may instead choose acid, poison, or thunder damage, gaining resistance to damage of the selected type. Smarter than your average bear When you reach 15th level, your capacity for growth expands beyond that of others, your intelligence score maximum is increased by 2. This does not affect your current score. Go Big or Go Home At 17th level, you can contain even the most powerful effects in a contraption. Over a long rest, you can build an epic contraption. This contraption can contain a spell of the 9th level. Re-Primed Upon reaching 19th level, once per long rest, you can rebuild contraptions equal to your intelligence modifier. You cannot change the effect held in the contraption, and you cannot exceed your maximum number of contraptions.

Engineering Specialization No one can know everything, so engineers must focus their study. Many work with other engineers to further their understanding, or set out on their own to gather ideas from the world around them. Combat Engineer Always ready for a fight, the combat engineer thrives in the harshest environments. They combine their contraptions with advanced combat tactics to control the battle. Bonus Proficiencies When you select this specialization at 3rd level you gain proficiency in heavy armor and shields Armor mk.I You spend time tailoring armor to your specific needs. You can spend 8 hours working to improve your armor, making it into a masterwork armor, increasing the AC by 1. To do this, you need proficiency in the tools used to make the armor, weaver’s for cloth, leatherworker’s for light, and blacksmith’s for medium or heavy armor. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Contingency Plan At 10th level, when you take a short rest, you may expend a contraption with a casting time of 1 action, but the contraption does not come into effect. Instead, when a circumstance occurs, the contraption is activated. You describe that circumstance when you expend the contraption. The contingency plan takes effect immediately after the circumstance is met for the first time, whether you want it to or not. At 15th level, when you take a short rest, you can choose two contraptions, each with separate circumstances. Extra Adaptations When you reach the 10th level, you add another layer of protection to your armor. When you finish a long rest, you may spend 30 minutes specifically protecting against piercing, slashing, or bludgeoning damage. You can resistance to the chosen type of damage. Combo Starting at 14th level, when you use a contraption, you can make one weapon attack as a bonus action. Armor mk.II At level 20, you create an exoskeleton suit for yourself to amplify your strengths. It takes 30 minutes to don and doff this suit. While wear this suit, your size increases by 1 step, medium becomes large, and small becoming medium, etc. Your strength and maximum strength increases by 2. Patient Planner Never rushing, the patient planner is a vigilant observer, preferring to wait until the perfect moment to spring their trap rather than take an unnecessary risk. They take advantage of their comrades’ skills to form a strong battle plan. Pressure plate When you reach 3rd level, you have spent enough time building to develop a pressure release plate. As an action place a contraption with a cast time of 1 action in an unoccupied space within 5 feet of you. Beginning at the start of your next turn, if a creature enters the square, the pressure plate is triggered, and the contraption is activated. If the spell effect targets a point, the point must be the directly above the pressure plate. You can carry 2 pressure plates with you at a time. This number increases at later levels, increasing to 3 traps at 10th level, and 4 at 17th level. Deploy Cover At 3th level, as an action, you may place portable cover, granting yourself half cover. The cover is made up of two 5-foot panels, which must be contiguous. You can collapse the cover as an action as well. If the cover is not recovered, you build a new one over your next long rest. Draw a bead At 5th level you take your time to calculate every variable, and precisely plan your action. As an action choose a creature you can see. At the start of your next turn, if the creature has not moved, you gain advantage on all attacks against the creature and deal an extra 2d8 damage of the same type if you deal damage to that creature. This ability’s damage increases when you reach higher engineering levels. The damage roll increases by 1d8 at 5th level, 11th level and 17th level. Plans With Friends Starting at 10th level, when you attack a creature, you work to help your allies execute their plans as well. When you hit a creature with a weapon attack, choose an ally, they add your intelligence modifier to their next attack against the creature. Better cover Beginning at 10th level, when you deploy cover, the cover can be up to a four 5-foot panels. Fully Prepared When you reach 14th level, when you select a damage resistance for your adaptive armor, any ally behind your deployable cover is also granted the resistance. R.A.C. (Remote Activated Contraption) Beginning at 20th level, an action or bonus action, you can activate any pressure plate as though a creature had stepped on it.