Engineer

Ranged Support

A half-channeler who casts spells through an Apparatus, spends Charges instead of spell slots, and gives allies field modifications.

Basics

Hit die · d8
Ability · INT
Saves · INT/ CON
Channeling · charges
Rift Affinity · ki-charges

Identity

The Engineer is a half-channeler who works through built things. The Apparatus, a personal Rift-channeling device, is the Engineer's focus, spells are recorded in a Schematics Codex, and a pool of Charges powers the class's spells and features. Engineers read unfamiliar technology in a minute, pick up extra tool proficiencies, modify allies' gear in the field from 5th level and craft high-tier items at reduced cost from 13th. The Engineering Discipline chosen at 3rd level decides what the Apparatus is built around: a spell, a fortification, a body, a vehicle or a network.

Proficiencies

Armor · light, medium
Weapons · simple, firearms
Tools · Smith's tools, Tinkerer's tools
Skills · choose 2 from Arcana, Athletics, History, Investigation, Lore, Medicine, Perception, Religion, Technology

Channeling

How it comes · From a Schematics Codex — written down first, prepared from it each long rest
Ability · INT
Prepared per long rest · channeling modifier + class level (minimum 1)
Cantrips and channels by class level
Level Cantrips In your Schematics Codex
1 2 4
2 2 6
3 2 8
4 3 10
5 3 12
6 3 14
7 3 16
8 3 18
9 3 20
10 4 22
11 4 24
12 4 26
13 4 28
14 4 30
15 4 32
16 4 34
17 4 36
18 4 38
19 4 40
20 4 42

Charges = INT modifier + Engineer level (minimum 1). Charges power spells cast through your Apparatus and fuel your Field Engineering abilities. Refresh on long rest; from level 10, regenerate +1 on a short rest.

Level Progression

  • L1
    Apparatus

    You carry a personal Rift-channeling device, such as a forearm mount, a backpack rig or a chest piece. The Apparatus is your channeling focus and houses your Charges. If you lose it, you can build a replacement in 8 hours of work using 100 gm of components. Without your Apparatus, you cannot cast spells, but you can still use class features that do not require Charges.

    Schematics Codex

    You begin play with a Schematics Codex containing four 1st-level spells of your choice from the Engineer spell list. Each time you gain an Engineer level, you can add two new spells of a level you can cast to your Codex. You can copy schematics from other Engineers' Codices, salvaged Tier IV gear or Halcyion Federation reliquary plates.

    Tech Analysis

    When you examine a piece of technology of Tier I to IV, you can spend 1 minute studying it to learn its primary function, any obvious modifications and one weakness or maintenance vulnerability. For Tier V items, you need a successful Intelligence (Technology) check, with a DC set by the GM.

  • L2
    Adaptive Tooling

    Choose two additional tool proficiencies from this list: Hacker's deck, Cyber-jack, Medical kit, Communications array, Disguise kit, Forgery kit, Navigator's tools, Thieves' tools. You can swap one of your Adaptive Tooling choices for another from the list during a long rest.

  • L3 Subclass feature
    Engineering Discipline

    Choose your Engineering Discipline: Arcane Artificer (spellwork in metal), Combat Engineer (fortification and ordnance), Cybersmith (implants and augments), Field Engineer (generalist), Mechanist (vehicles and vessels), or Technologist (networks and systems). Your Discipline grants features now and at 7th, 11th, 15th, and 18th level.

  • L4 ASI / Feat
  • L5
    Field Engineering

    As an action, you can spend 1 Charge to grant an ally within 30 feet one of these effects: +1 AC for 1 hour (you reinforce their gear in the field), +1 to attack rolls for 1 hour (you fine-tune their weapon), or 1d8 + your Intelligence modifier temporary hit points (you patch them with reactive paste). Each ally can benefit from only one Field Engineering effect at a time.

  • L6
    Mechanical Insight

    You gain proficiency in one additional skill from your class skill list. You also have advantage on Investigation checks to identify the source, age or origin of any Tier II to IV item.

  • L7 Subclass feature
  • L8 ASI / Feat
  • L9
    Mass Modification

    You can apply your Field Engineering to up to three allies as a single action, at a cost of 2 Charges instead of 1. All targets must be within 30 feet of you and within 30 feet of each other.

  • L10
    Apparatus Guard Capstone

    Your Charge pool regenerates 1 Charge at the end of a short rest. Your Apparatus can also intercept attacks: as a reaction when you are hit by an attack, you can spend 1 Charge to reduce the damage by 2d6 + your Intelligence modifier. The Apparatus must be on your person and functional.

  • L11 Subclass feature
  • L12 ASI / Feat
  • L13
    Master Architect

    You can craft Tier IV items at half the standard cost and in half the standard time, provided you have access to a workshop with appropriate equipment. You can also craft Tier V items at standard cost.

  • L14
    Combat Apparatus

    Once per short rest, as an action, you can spend 3 Charges to deploy a Combat Apparatus within 15 feet of you, such as a turret, drone or sentry. It has hit points equal to 4 × your Engineer level and AC 14, and it has a ranged attack action that you direct with a bonus action. The Combat Apparatus uses your spell attack modifier and deals 2d8 + your Intelligence modifier damage on a hit. It lasts 1 minute or until destroyed.

  • L15 Subclass feature
  • L16 ASI / Feat
  • L17
    Modular Discipline

    You gain the 7th-level feature of an Engineering Discipline other than your own. You can change which Discipline it comes from during a long rest in workshop conditions.

  • L18 Subclass feature
  • L19 ASI / Feat
  • L20
    Apparatus Mastery Capstone

    You have advantage on spell attack rolls made while you wield your Apparatus. Once per long rest, you can cast a spell of 5th level or lower without spending Charges. When you finish a long rest with your Apparatus in active maintenance, you also gain temporary hit points equal to your Engineer level + your Intelligence modifier, which last until your next long rest.

Subclasses (6)