I am currently playing in the early sessions of a new campaign, currently, as an Artificer who was looking to go Armourer. I have always wanted to play an Engineer type of class and I figured Artificer was as close as I could get and few a few sessions and talking with my DM and players my DM said just make your own Class or Subclass if you aren't happy with the options available. So that's what I started looking into.
My intent with the new character was to create a crafty engineer who has very little magical capabilities but is smart and has the knowledge to create things that help him level the playing field. He is not a fighter or a powerful spellcaster but he can use his engineering skills, time and resources to help him compete and stay relevant.
My goals for the class are to :
Utilize Crafting and consumables
Allow flexibility similarly to how spellcasters can choose spells and have huge spell options
Encourage trying new things and builds and allowing changes
Here is a brief overview of the Engineer class as it is at the moment. It needs a load of balancing but there is only so much I can do without playtesting. My DM has read through and approved it for playtesting in the campaign and we have an agreement that he has the right to veto or not allow things if we feel they are unfair.
Engineers power comes from their mind and hands. Their ability to understand how things work, to imagine and then create things that others cannot! They can design and construct fantastical tools, weapons and gadgets to aid in their adventures!
The Engineer Class utilizes the crafting mechanics in 5e and expands upon it bringing customizability in the form of choosing their main weapons, Mecha-Tools, their consumable Bombs, Flasks and Gadgets and their ability to create in the heat of the moment. You choose what enhanced tools you want as part of your Multi-tool which is a reconfigurable ultimate Engineers tool that can be toggled between modes. You can craft Bombs, Flasks and Gadgets to aid you in battle and you can change these by spending time crafting. They are flexible and customisable so you can figure out how you want to play.
The Multi-tool is a one-handed reconfigurable device that can integrate Mecha-tools, and Toolkits.
It can be reconfigured as a bonus action allowing it to change functions from 1 Mecha-tool to the other or between Toolkits.
It has a number of charges built-in which can be expended to use your Mecha-tool Charged Effect
Mecha-tool
A Mecha-tool is a powerful version of a tool any crafter might have. For example, the Rivet Gun deals 1d8 Piercing Damage or the Power Hammer deals 1d8 Bludgeoning. They have passive uses that allow them to have functionality outside combat and they also have a Charged Effect each of which can be triggered after an attack hits successfully. Similar to a Paladin using Smite after hitting or when a Battlemaster Fighter has maneuver dice it can use on successful attacks.
You can switch between integrated Mecha-tools as a bonus action.
Bombs, Flasks and Gadgets
You have a Bandolier at level 2 which has a number of pockets you can equip Bombs, Flasks, and Gadgets into. You have a list of options and you can spend time and resources to create these consumables which can be used. Over time you learn more recipes to create more options.
D.E.R.P.S
As an Engineer, you might be a graduate, employee, or part of the Engineers Guild, and that comes with perks. You have access to a number of credits per day to spend on research and development. Think of it like having your business expenses paid for. So each day you have an allowance that you can spend on resources that you will need to be able to craft your class and subclass craftables. You can however spend your own hard-earned gold too. This D.E.R.P.S (Daily Experiments and Research Purchase Salary) can only be spent on resources that you must then use to craft your class and subclass craftables and resources bought with D.E.R.P.S are marked as having been purchased with credit and cannot be resold.
Crafting
Crafting is a key aspect for Engineers. You have an increased crafting speed, the ability to craft in short bursts, and you craft all your Tools, Weapons, Gadgets, and subclass features. Eventually, you are able to even craft in combat.
Subclasses
There are 3 subclasses you can choose and they have different features. At the moment the Exosmith is the most fully features Subclass and is the subclass I intend to playtest first.
Exosmith :Craft an Exosuit that allows you to jump into the fray and take more of a beating than you normally could. You can upgrade and modify the Exosuit to get the playstyle you want rather than being forced into a specific role. The Exosuit gets charges it can expend on features that you gain as you level up. The main concept for its subclass was that instead of set levels giving you 1 feature and that's it, you instead get a module slot that you can craft and then equip a module to give different features. So you could build a melee tank or a ranged artillerist or an agile bomb-throwing ninja. You are an Engineer so if you try something and think Nah, this isn't working for me you can go back to the workshop and modify your Exosuit and try again.
Turreteer : Craft a Turret that over time you can customize to suit your play style. Eventually, you can craft multiple turrets and customize each one and gain features that allow you to use them for different purposes. You could focus down enemies or spread your attacks out. You could have them follow your allies to protect them or have them engage in melee combat with Mecha-tool melee weapons instead.
Bombadier :Better utilize Bombs, Flasks, and Gadgets. Perform skill shots with them and eventually be able to throw them as attacks instead of actions. This plays more like a spellcaster without magical spells, using bombs instead. You gain features to customize your bombs during the crafting process which I still need to flesh out more and I need to create some unique Bombadier Bomb options but in solo playtesting in combat, it feels pretty fun.
I am aware this Class needs a hell of a lot of work and in some cases, it is overly complicated and too wordy, and in other places, it is a bit sparse but it's a work in progress and I intend to keep tweaking until I am happy with it.
Hope you can give me a bit of feedback on it as I do very much enjoy how it feels to play solo at the moment but I don't want it to overshadow other classes and I also don't want it to feel too lacking.
I am currently playing in the early sessions of a new campaign, currently, as an Artificer who was looking to go Armourer. I have always wanted to play an Engineer type of class and I figured Artificer was as close as I could get and few a few sessions and talking with my DM and players my DM said just make your own Class or Subclass if you aren't happy with the options available. So that's what I started looking into.
My intent with the new character was to create a crafty engineer who has very little magical capabilities but is smart and has the knowledge to create things that help him level the playing field. He is not a fighter or a powerful spellcaster but he can use his engineering skills, time and resources to help him compete and stay relevant.
My goals for the class are to :
Utilize Crafting and consumables
Allow flexibility similarly to how spellcasters can choose spells and have huge spell options
Encourage trying new things and builds and allowing changes
Here is a brief overview of the Engineer class as it is at the moment. It needs a load of balancing but there is only so much I can do without playtesting. My DM has read through and approved it for playtesting in the campaign and we have an agreement that he has the right to veto or not allow things if we feel they are unfair.
Engineers power comes from their mind and hands. Their ability to understand how things work, to imagine and then create things that others cannot! They can design and construct fantastical tools, weapons and gadgets to aid in their adventures!
The Engineer Class utilizes the crafting mechanics in 5e and expands upon it bringing customizability in the form of choosing their main weapons, Mecha-Tools, their consumable Bombs, Flasks and Gadgets and their ability to create in the heat of the moment. You choose what enhanced tools you want as part of your Multi-tool which is a reconfigurable ultimate Engineers tool that can be toggled between modes. You can craft Bombs, Flasks and Gadgets to aid you in battle and you can change these by spending time crafting. They are flexible and customisable so you can figure out how you want to play.
The Multi-tool is a one-handed reconfigurable device that can integrate Mecha-tools, and Toolkits.
It can be reconfigured as a bonus action allowing it to change functions from 1 Mecha-tool to the other or between Toolkits.
It has a number of charges built-in which can be expended to use your Mecha-tool Charged Effect
Mecha-tool
A Mecha-tool is a powerful version of a tool any crafter might have. For example, the Rivet Gun deals 1d8 Piercing Damage or the Power Hammer deals 1d8 Bludgeoning. They have passive uses that allow them to have functionality outside combat and they also have a Charged Effect each of which can be triggered after an attack hits successfully. Similar to a Paladin using Smite after hitting or when a Battlemaster Fighter has maneuver dice it can use on successful attacks.
You can switch between integrated Mecha-tools as a bonus action.
Bombs, Flasks and Gadgets
You have a Bandolier at level 2 which has a number of pockets you can equip Bombs, Flasks, and Gadgets into. You have a list of options and you can spend time and resources to create these consumables which can be used. Over time you learn more recipes to create more options.
D.E.R.P.S
As an Engineer, you might be a graduate, employee, or part of the Engineers Guild, and that comes with perks. You have access to a number of credits per day to spend on research and development. Think of it like having your business expenses paid for. So each day you have an allowance that you can spend on resources that you will need to be able to craft your class and subclass craftables. You can however spend your own hard-earned gold too. This D.E.R.P.S (Daily Experiments and Research Purchase Salary) can only be spent on resources that you must then use to craft your class and subclass craftables and resources bought with D.E.R.P.S are marked as having been purchased with credit and cannot be resold.
Crafting
Crafting is a key aspect for Engineers. You have an increased crafting speed, the ability to craft in short bursts, and you craft all your Tools, Weapons, Gadgets, and subclass features. Eventually, you are able to even craft in combat.
Subclasses
There are 3 subclasses you can choose and they have different features. At the moment the Exosmith is the most fully features Subclass and is the subclass I intend to playtest first.
Exosmith :Craft an Exosuit that allows you to jump into the fray and take more of a beating than you normally could. You can upgrade and modify the Exosuit to get the playstyle you want rather than being forced into a specific role. The Exosuit gets charges it can expend on features that you gain as you level up. The main concept for its subclass was that instead of set levels giving you 1 feature and that's it, you instead get a module slot that you can craft and then equip a module to give different features. So you could build a melee tank or a ranged artillerist or an agile bomb-throwing ninja. You are an Engineer so if you try something and think Nah, this isn't working for me you can go back to the workshop and modify your Exosuit and try again.
Turreteer : Craft a Turret that over time you can customize to suit your play style. Eventually, you can craft multiple turrets and customize each one and gain features that allow you to use them for different purposes. You could focus down enemies or spread your attacks out. You could have them follow your allies to protect them or have them engage in melee combat with Mecha-tool melee weapons instead.
Bombadier :Better utilize Bombs, Flasks, and Gadgets. Perform skill shots with them and eventually be able to throw them as attacks instead of actions. This plays more like a spellcaster without magical spells, using bombs instead. You gain features to customize your bombs during the crafting process which I still need to flesh out more and I need to create some unique Bombadier Bomb options but in solo playtesting in combat, it feels pretty fun.
I am aware this Class needs a hell of a lot of work and in some cases, it is overly complicated and too wordy, and in other places, it is a bit sparse but it's a work in progress and I intend to keep tweaking until I am happy with it.
Hope you can give me a bit of feedback on it as I do very much enjoy how it feels to play solo at the moment but I don't want it to overshadow other classes and I also don't want it to feel too lacking.
There are some inaccuracies in the spelling of the class. How do the saving throws from the engineer's things work and what are they calculated from, why does the class own only medium armor, but not light armor and shields? Some gadgets attack, but it is not clear how from a saving throw or throw to hit?
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I am currently playing in the early sessions of a new campaign, currently, as an Artificer who was looking to go Armourer. I have always wanted to play an Engineer type of class and I figured Artificer was as close as I could get and few a few sessions and talking with my DM and players my DM said just make your own Class or Subclass if you aren't happy with the options available. So that's what I started looking into.
My intent with the new character was to create a crafty engineer who has very little magical capabilities but is smart and has the knowledge to create things that help him level the playing field. He is not a fighter or a powerful spellcaster but he can use his engineering skills, time and resources to help him compete and stay relevant.
My goals for the class are to :
Here is a brief overview of the Engineer class as it is at the moment. It needs a load of balancing but there is only so much I can do without playtesting. My DM has read through and approved it for playtesting in the campaign and we have an agreement that he has the right to veto or not allow things if we feel they are unfair.
Engineers power comes from their mind and hands. Their ability to understand how things work, to imagine and then create things that others cannot! They can design and construct fantastical tools, weapons and gadgets to aid in their adventures!
The Engineer Class utilizes the crafting mechanics in 5e and expands upon it bringing customizability in the form of choosing their main weapons, Mecha-Tools, their consumable Bombs, Flasks and Gadgets and their ability to create in the heat of the moment. You choose what enhanced tools you want as part of your Multi-tool which is a reconfigurable ultimate Engineers tool that can be toggled between modes. You can craft Bombs, Flasks and Gadgets to aid you in battle and you can change these by spending time crafting. They are flexible and customisable so you can figure out how you want to play.
This is the link to the homebrewer Class
https://homebrewery.naturalcrit.com/share/fFkzttrqdTfY
This is the link to the Craftable Elements that are not unique to any specific subclass.
https://homebrewery.naturalcrit.com/share/Fz178qhw4-tv
Main Class Features
Multi-tool
The Multi-tool is a one-handed reconfigurable device that can integrate Mecha-tools, and Toolkits.
It can be reconfigured as a bonus action allowing it to change functions from 1 Mecha-tool to the other or between Toolkits.
It has a number of charges built-in which can be expended to use your Mecha-tool Charged Effect
Mecha-tool
A Mecha-tool is a powerful version of a tool any crafter might have. For example, the Rivet Gun deals 1d8 Piercing Damage or the Power Hammer deals 1d8 Bludgeoning. They have passive uses that allow them to have functionality outside combat and they also have a Charged Effect each of which can be triggered after an attack hits successfully. Similar to a Paladin using Smite after hitting or when a Battlemaster Fighter has maneuver dice it can use on successful attacks.
You can switch between integrated Mecha-tools as a bonus action.
Bombs, Flasks and Gadgets
You have a Bandolier at level 2 which has a number of pockets you can equip Bombs, Flasks, and Gadgets into. You have a list of options and you can spend time and resources to create these consumables which can be used. Over time you learn more recipes to create more options.
D.E.R.P.S
As an Engineer, you might be a graduate, employee, or part of the Engineers Guild, and that comes with perks. You have access to a number of credits per day to spend on research and development. Think of it like having your business expenses paid for. So each day you have an allowance that you can spend on resources that you will need to be able to craft your class and subclass craftables. You can however spend your own hard-earned gold too. This D.E.R.P.S (Daily Experiments and Research Purchase Salary) can only be spent on resources that you must then use to craft your class and subclass craftables and resources bought with D.E.R.P.S are marked as having been purchased with credit and cannot be resold.
Crafting
Crafting is a key aspect for Engineers. You have an increased crafting speed, the ability to craft in short bursts, and you craft all your Tools, Weapons, Gadgets, and subclass features. Eventually, you are able to even craft in combat.
Subclasses
There are 3 subclasses you can choose and they have different features. At the moment the Exosmith is the most fully features Subclass and is the subclass I intend to playtest first.
Exosmith : Craft an Exosuit that allows you to jump into the fray and take more of a beating than you normally could. You can upgrade and modify the Exosuit to get the playstyle you want rather than being forced into a specific role. The Exosuit gets charges it can expend on features that you gain as you level up. The main concept for its subclass was that instead of set levels giving you 1 feature and that's it, you instead get a module slot that you can craft and then equip a module to give different features. So you could build a melee tank or a ranged artillerist or an agile bomb-throwing ninja. You are an Engineer so if you try something and think Nah, this isn't working for me you can go back to the workshop and modify your Exosuit and try again.
Turreteer : Craft a Turret that over time you can customize to suit your play style. Eventually, you can craft multiple turrets and customize each one and gain features that allow you to use them for different purposes. You could focus down enemies or spread your attacks out. You could have them follow your allies to protect them or have them engage in melee combat with Mecha-tool melee weapons instead.
Bombadier : Better utilize Bombs, Flasks, and Gadgets. Perform skill shots with them and eventually be able to throw them as attacks instead of actions. This plays more like a spellcaster without magical spells, using bombs instead. You gain features to customize your bombs during the crafting process which I still need to flesh out more and I need to create some unique Bombadier Bomb options but in solo playtesting in combat, it feels pretty fun.
I am aware this Class needs a hell of a lot of work and in some cases, it is overly complicated and too wordy, and in other places, it is a bit sparse but it's a work in progress and I intend to keep tweaking until I am happy with it.
Hope you can give me a bit of feedback on it as I do very much enjoy how it feels to play solo at the moment but I don't want it to overshadow other classes and I also don't want it to feel too lacking.
There are some inaccuracies in the spelling of the class. How do the saving throws from the engineer's things work and what are they calculated from, why does the class own only medium armor, but not light armor and shields? Some gadgets attack, but it is not clear how from a saving throw or throw to hit?