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[5E] Engineer class - gadgets and guns! 1

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I present: the Engineer class for D&D 5E, a gadget based "expert" class. The class has lots of influences including gadget based super heroes like Batman, Dragonlance's tinker gnomes,, plus a bunch of steam punk and dungeon punk fantasy like Arcanum. I put this together for my own amusement as a way to bring a technology based class into my campaign. I thought that perhaps someone else might get some use and/or amusement out of it.

This class can support many, many different archetypes including masked vigilante, quirky gadget user, spacey bounty hunter, paranormal investigator, crafty gunslinger, amphibious special forces, mad scientist, and more! This version now has descriptions of OVER 100 different gadgets!

Feedback is appreciated. =)

Update on 6/17 includes the following:

=PDF=
*Text is now selectable/searchable
*The PDF is now optimized and is a much smaller file size (2.5 MB, down from over 12 MB)


=ALL ENGINEERS=
*Slightly increased the number of Schematics Known that the class receives as it levels up
*Changed the progression of Advanced and Intricate gadget slots received
*Engineers now get their first Intricate gadget slot at level 15
*Shifted the levels class features are received slightly. Subclass features are now received at 3rd, 7th, 10th, and 14th levels.
*Expertise is now received at 2nd level. The class no longer gets the expertise feature a second time at a higher level.
*Skilled Craftsperson is now called Master Crafter and has been rebalanced so that it scales with the engineer's level.
*Added a feature called Junkyard Hero at 3rd level which gives the engineer way to salvage crafting materials. This should help offset the cost of building gadgets, clockwork companions, ticker bombs, firearms, etc.
*Academic Savant has been renmaed Academic Literacy and has been rebalanced slightly.
*No class feature is now gained at level 15 since this is now the level when intricate complexity gadgets become available.
*Engineers no longer get Use Magic Device (except for Technomancers)
*Added a feature called Indomitable Mind at level 18.
*The level 20 capstone ability Machine Mastery has been rebalanced to be more in line with the wizard class capstone.


=DEMOLITIONS=
*New ticker damage types are now gained only at levels where you gain new subclass features


=KINETICS=
*Kinetics engineers now get medium armor proficiency.
*Kinetcs now gets Fighting Style: Archery at 7th level.


=TECHNOMANCY=
*Technomancers now get a bonus to their number of schemetics known instead of getting bonus gadgets like the other two subclasses.
*The technomancer spellcasting feature has been replaced with Techno Magic. This is similiar to the warlock Pact Magic feature, but has a slower, more limited spell slot progression.
*Technomancers no longer get Arcane Recharge.
*Technomancers instead get Use Magic Device at level 14.

=GADGETS=
*Added new Automated Turret gadget

=FEATS=
*Added two new firearm feats
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ko6ux
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  1. [5E] Engineer class - gadgets and guns!

    I present: the Engineer class for D&D 5E, a gadget based "expert" class. The class has lots of...
  2. [5E] Engineer class - gadgets and guns!

    I present: the Engineer class for D&D 5E, a gadget based "expert" class. The class has lots of...
  3. [5E] Engineer class - gadgets and guns!

    I present: the Engineer class for D&D 5E, a gadget based "expert" class. The class has lots of...
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