Base Class: Bard
The Gnomes of Uemori and the greater area live in conjunction with the Dwarfs, above their holds. Their contribution to this endeavor has been their curious and able minds. As such, the Gnomes have a grand tradition of lore keeping, mathematics and engineering. While their inventions are not crazed, they are innovative and helpful. This tradition is kept alive through teaching facilities where young gnomes, mostly females, go to learn about this craft and to improve the designs of their parents.
Engineering Know-How
Due to their education and experience, bards of this college have access to more knowledge than their counterparts. However, the focus of many Engineers is more practical than just lore and reading. At 3rd level, Bards of this college gain proficiencies with Tinkerer's tools, one additional Skill of their choice and one tool proficiency of their choice. If they are already proficient in tinkerer's tools, the player may choose a new language instead.
Mind Your Surroundings
Your trained mind sees the world in a unique way allowing you to spot aspects of the world or your opponents that you can change with a single action. As a bonus action, you may spend a Bardic Inspiration and your mechanical understanding to gain special insight on the world around. When using this ability, you can chose from one of the following options:
- Don't Hurt Yourself - If you hit a single creature with a weapon or spell that required an attack roll, you may use this ability after the attack to restrain them for 1 minute. The creature can chose to use an action to break out, using their Athletics or Acrobatics skill against your spell DC. This can also be applied to objects.
- Measure Twice - After using your Inspiration, you see some part of the terrain or environment that can be used to make cover for you and one ally. Using your action, the character uses his mechanical skills to create half cover from a nearby object or terrain feature. However, this cover is temporary at best and lasts for rounds equal to your character level.
- Cut Once - After using your Inspiration, you spot something that will crumble or fracture with ease. Using this ability, you can use your action to create an area of difficult terrain, ranging in size from 5 feet square up to 20 feet square. If a creature is in the area of effect, they are affected by the terrain but take no damage. The difficult terrain last for 1 minute or rounds equal to your character level, whichever is greater.
You also gain one cantrip that it useful for doing the above damage.
Clockwork Companion
At 6th level, an Engineer has cobbled together enough skill and knowledge to make a Clockwork Companion. This special mix of magical and mechanical knowledge can serve the Engineer in many ways. In addition, this mechanical wonder can be modified as the Engineer gains new Knowledge.
Starting at 6th level, the Engineer has built the basic companion. This companion acts as a creature summoned by the Find Familiar spell with the following changes.
- Your companion has two forms: a tiny mechanical humanoid form and a tiny animal-like from this list: cat, lizard, rat, spider, weasel. Its skills and statistics are based on its form, but it doesn't have special abilities granted by that form. For example, if you construct's form was a weasel, it would have a Dex of 16, but it would not benefit from Keen Hearing
- As a tiny humanoid, your companion has statistics of a Houmunculus Servant without the fly speed
- Your construct has been adapted to have a climb speed even if its animal form does not have one prior. Its climb speed is 30 ft or equal to its normal speed if less.
- It has the construct type with immunity to poison damage and the following condition immunities: exhaustion, poisoned
- Your companion does not need to eat, drink, or sleep
- It has Darkvision 60 ft
- Your construct cannot speak, but does understand telepathic commands
- If your construct drops to 0 hit points, it leaves it body behind and can be repaired for 50 gp of materials.
- Changing between humanoid and animal form is an action
- You can change your animal form for 10 gp worth of materials and 1 hour of work.
At 8th level, you have adapted your companion for underwater conditions. It gains a streamlined version of its two forms, giving it a 30 ft swim speed. In addition, you can choose to give your companion an additional animal form suited to swimming from the following list: crab, frog(toad),octopus, fish(quipper),sea horse. Your companion can chose between either animal form as an action.
At 10th level, you have adapted your companion further for aerial conditions. It gains a fly speed of 50 ft. You can choose to add wings to a previous form or add an additional form as before. The new form can be from this list: hawk, owl or raven.
At 12th level, your servant has evolved to be helpful in many aspects of your engineering. Should you lack tools, your servant can act as a tool kit from the following list for simple operations that do not involve organic components or liquids: Carpenter's tools, Cobbler's tools, jeweler's tools, leatherworker's tools, smith's tools, tinker's tools, woodcarver's tools. You must have proficiency in the tool to gain your proficiency bonus still. Your servant simply acts as the tool in terms of available actions.
Knowledge is Power
Your training and experiences has honed your mind and insight to a razor's edge. Instead of a bonus action, you can spend your Bardic Inspiration die to use your Mind Your Surroundings ability as part of your action.
Previous Versions
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