Base Class: Monk
Engineers are technological and alchemical masterminds. They employ turrets, grenades, elixirs, a variety of other impressive devices, and concoctions to overcome their enemies. As an adventurer profession, engineers wear medium armor.
Alchemist Lore
Deep within the library an ancient book dictating the exact steps to the creation of almost any substance made Chemically reveals itself to you, and it miraculously seems to memorize itself into the deepest recesses of your mind. Starting when you choose to forgo the choice of a tradition and instead choose to focus solely on learning at 3rd level, you gain the ability to craft rudimentary poison, explosives, and healing from almost anything you can find, you are also immune to poison, disease, and acid. You must spend between 5 and 10 minutes crafting before use. Whenever you hit a target you can dictate one of the following:
- It must succeed on a Constitution saving throw to negate half damage or take 1d4 poison damage until dead or treated.
- It must succeed on a Dexterity saving throw to negate half damage or take 4d8 explosive damage.
Complex Mind
Due to the complex equations and thoughts that are constantly circulating in your head, every outcome has been thought of and your thoughts are extremely difficult to understand.
Ingenious Creation
Because your mind works infinitely faster than a normal creature, you can measure amount by simply looking, know the exact percentage of tin in your steel sword, know exactly how to make a trap using only rope, and many other things.
Dedicated Chemist
At 17th level, you now have the ability to craft common and advanced poisons, acids, and explosives, you are so adept that you are capable of using your mind to tweak chemical compositions inside compounds you can see or have seen occasionally. If you spend 5 to 60 minutes crafting you create a common, and can dictate one of the following upon using against a target:
- It must succeed in a Constitution saving throw to negate half damage or take 1d20 poison damage until dead or treated.
- It must succeed in a Dexterity saving throw to negate half damage or take 3d20 fire damage.
If you spend 1 to 3 hours crafting you create an advanced, and can dictate one of the following upon using against a target:
- It must succeed in a Constitution saving throw to negate half damage or take 2d20 poison damage until dead or treated, starting on a day of your choosing numbered within your level. You can choose to render the poison harmless without using an action if you are on the same plane of existence before it is activated or anytime during.
- It must succeed in a Dexterity saving throw to negate half damage or take 6d20 fire damage.
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Posted Sep 23, 2019this really helped for finding a class for my gnome :)