You are a overworked and tired engineering student that somehow ended up in this weird place. You know many things to do with modern day physics and engineering and can maybe work to apply that to this mystical world????
- Ability Scores: Intelligence, Constitution, Wisdom
- Feat: Otherworldly Builder (origin feat)
Tool Proficiency: You gain proficiency in Carpenter's Tools, Tinker's Tools and Smith's Tools. As well as have advantage on remembering things (history check) from your own world.
Otherworldly Blueprints: As an action you can make a history check, with a DC that the DM decides, to remember the way to build a otherworldly item of your choice. On a success you can spend 1 hour drawing blueprints for the item. Any item you have the blueprints for, you can create by spending 1d12 hours building. If there are any special parts for that item, add 1d4 hours per part or work it out with the dm. You may also give the blueprints to any artisan, if it is in a language they can read, and they can attempt to build it (how the attempt goes it up to the DM).
MacGyver It: After being an engineering student you have learnt that "if it is somehow working then it is fine". If you are ever making a skill check to fix something or "MacGyver" something and you fail, you may check if your roll is equal to or over half the DC, if it is then whatever you where trying to do works (but just barely) for 1d4 hours.
- Skill Proficiencies: Slight of hand and Investigation.
- Tool Proficiencies: Cook's Utensils (can only be used to make cheep collage food from your world)
- Languages: You know any earth language of your choice.
- Equipment: Tinker's Tools, Casio FX-300ESPLUS2 Calculator (the good one), 3 energy drinks, a mechanical pencil and eraser with a graphing paper notebook.
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