Base Class: Artificer
Firearm Proficiency
3rd-level Citadel Engineer feature
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
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Mechanical Aptitude
3rd-level Citadel Engineer feature
You gain proficiency with Tinker's Tools, Smith's Tools, and 2 other Tools of your choice.
When crafting mundane items or magical items during a long rest, you can do so at twice the normal speed.
You can craft magical items with a rarity of Common or Uncommon in half the time.
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Efficiency Engine
3rd-level Citadel Engineer feature
You create a small mechanical device known as an "Efficiency Engine." This device helps streamline your crafting process and reduce waste.
During a long rest, you can use your Efficiency Engine to reduce the cost of crafting an item by 25% in terms of gold or materials.
You can use your Efficiency Engine a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses after a long rest.
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Diligent Preparation
3rd-level Citadel Engineer feature
Beginning at 3rd level, whenever you finish a long rest, you can spend a few minutes looking over and preparing your tools and equipment for the day. This allows you to roll four d20s then choose two of them and add your Intelligence modifier to each of the results, then record these two totals. At any point you can replace any attack roll, saving throw, or ability check made by you with one of these preparation rolls. You can choose to do this after you roll, but must do so before knowing whether the roll succeeds and you can only replace a roll this way once per turn.
Each of the preparation rolls can be used only once and when you finish a long rest, you lose any unused preparation rolls.
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Mechanical Repair
3rd-level Citadel Engineer feature
Beginning at 3rd level, a Citadel Engineer can repair any firearm, gadget, vehicle, or mechanical device. In combat, this takes a full turn. The repair DC is determined by the discretion of the DM.
At 3rd level, add your Intelligence modifier + profiency bonus to any rolls made to repair a device. At 9th level, this bonus becomes (2x INT) + (2x PB) and in combat repairs can be made as a standard action. At 15th level, you gain advantage on all checks to repair mechanical devices and in combat repairs for handheld firearms and devices can be made as a bonus action, while larger devices and vehicles still require a standard action.
This feature can also be used to repair constructs. At level 3, as a range touch attack on a friendly construct, this feature can heal the construct for 2d8. At level 7, healing increases to 3d8. At level 11, healing increases to 4d8. At level 15, healing increases to 5d8.
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Precision Craftsmanship
5th-level Citadel Engineer feature
You've honed your crafting skills to perfection. When crafting a magical item, you can choose to add one additional property or modification to the item, chosen from the list of available options for that item.
You can now craft magical items with a rarity of Rare during a long rest.
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Firearm Mastery
5th-level Citadel Engineer feature
Attacks made with firearms use the engineer's Intelligence modifier.
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Trap Mastery
5th-level Citadel Engineer feature
At 5th level, a Citadel Engineer can spend one minute studying a trap and understand how it functions, how to disarm it, and how to rebuild it. Add their intelligence and proficency bonus to any checks made to disarm a trap that has been studied. At 11th level, the time it takes to study a trap is reduced to one turn, and any rolls made to study, disarm, or build a trap is rolled with advantage.
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Vehicle Mastery
5th-level Citadel Engineer feature
At 5th level, a Citadel Engineer can spend one hour studying a vehicle and understand how it functions, how to build it, and how to pilot it. Add their engineer level + proficiency bonus in checks made to pilot any vehicle. At 11th level, the time it takes to study a vehicle is reduced to ten minutes. Any checks made to pilot the vehicle are made with advantage. At 15th level, any vehicle can be studied in one minute. Add thier Int + class level + 2x PB to any checks made to pilot the vehicle. This still includes the advantage gained at level 11.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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Artisan's Insight
9th-level Citadel Engineer feature
Your deep understanding of crafting allows you to identify the properties of magical items more easily. You gain advantage on Intelligence (Arcana) checks made to identify the properties and functions of magical items.
You can now craft magical items with a rarity of Very Rare during a long rest.
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Action Surge
Starting at 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
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Extra-Dimensional Workshop
12th-level Citadel Engineer Feature
The Citadel Engineer can create a small non euclidian cube. When the cube is placed on the ground and activated with a command word of the Citadel Engineer's choosing, the cube grows to be 10ft on each side. The cube has a door on it that will only open when a separate command word is said. When the door is opened, the inside appears to be a decently comfortable workshop space. The space appears to the liking and preferences of the Citadel Engineer who created the device. It has space for any of the large-scale crafting implements that the Citadel Engineer desires to purchase or construct inside of it.
When the Citadel Engineer speaks the original command word again, the cube will shrink back down to one inch on all sides. The cube will not shrink down if someone still occupies the pocket dimension inside the cube.
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Master Tinkerer
15th-level Citadel Engineer feature
You've reached the pinnacle of your craft. You can craft magical items with a rarity of Legendary during a long rest.
When crafting a magical item, you can choose to add one additional property or modification to the item, chosen from the list of available options for that item. This is in addition to the benefit granted by Precision Craftsmanship.
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Munitions Engineering
3rd-level Engineer feature
Choose two arcane rounds from the options below. You gain the ability to manufacture those rounds. Utilizing your tinker's tools spend at least 1 hour to produce 1d4 rounds of that ammo type.
You may use this feature a number of times equal to your proficiency bonus. Regain all uses of this feature on a long rest.
You may choose two more at 5th, 9th and 15th level. Each time you long rest you may replace one of your manufacturable ammunition types with a different one.
3rd-Level Munitions
Bewitching Round
Infused with a heavy hallucinogenic and bewitching magic, this befuddles its target. On a hit, force the creature to make a wisdom saving throw, or be charmed for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Dazing Round
An impacted point deals large amounts of bludgeoning damage and knocks creatures senseless. On a hit, force the creature to make a constitution saving throw, or be stunned for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Incendiary Round
Infernal wrath trails, as this round screams towards its target. On a hit, deal 1d8 fire damage.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Noxious Round
A round laced with toxins. On a hit, force the creature to make a constitution saving throw, taking 1d8 poison damage and be poisoned, or half that on a success.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
5th-Level Munitions
Sonic Round
An arcane round imbued with hyper speed. As a bonus action, you may use this round to attack on your turn, and then immediately follow up with an extra attack using a different round.
Blasting Round
A powder propelled missile with a volatile warhead. On a hit, the round explodes forcing all creatures in a 15ft radius to make a strength saving throw, taking 2d10 force damage, and be pushed back 10ft on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
Drake Round
Channel a dragon's blaze with this arcane round. Fire jettisons from the front of your weapon in a 20ft cone. Creatures in the area of effect are forced to make a dexterity saving throw taking 2d10 fire damage and be set ablaze on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
9th-Level Munitions
Chloroform Round
This round comes packed with a sharp needle and a powerful sleeping agent. On impact, the creature is injected with a powerful time-delayed sleeping agent. If, at any time within a number of turns equal to your proficiency bonus, the creature's health drops below 30 points, it immediately falls asleep. A creature put to sleep this way wakes up on any damage taken or if another creature uses its action to shake it awake.
Magnetic Round
Magnetized and charged. As this round hits its target it clasps them, pulling them towards the nearest metallic surface, or pulling it towards them. On hit, the creature must make a strength saving throw, or be grappled for a number of turns equal to your proficiency modifier. While grappled, if the creature is within 15ft of any metallic object larger than itself it will be pulled towards it and pinned against it, unable to move. Any attack against it in this state has advantage. Small metallic objects will also be pulled towards it, and may deal additional damage.
15th-Level Munitions
Blink Round
Warping arcana seems to bend space and time around this round. This round passes directly through creatures as it approaches them. As an action, choose any location within attack range of your weapon and make a shot. Roll to hit against any creatures in a line between you and your chosen location. On a hit, those creatures take 3d6 force damage. You are also instantly teleported to the spot of your choosing.
The bullet's damage increases by 1d6 at 17th level (4d6).
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Gadgets
3rd-level Citadel Engineer feature
At level 1, you gain access to 3 gadgets from the gadget list. If your DM requires it, acquiring a gadget costs money and time to craft, depending on the gadget's tier, as seen on the table below. While on your person, gadgets are always in effect. When you level up, you may choose to replace a gadget you possess and replace it with one gadget for which you meet the requirements. The old gadget is destroyed, and you must craft the new one. If a gadget is somehow damaged, you must repair it with an Intelligence (Tinker's tools) check with a DC=12+Gadget Tier, spending half of the cost and time to repair it. A gadget lost or destroyed must be replaced entirely. Many gadgets have spell-like effects, but these are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
The Gadgets use an Energy cell system you create along your first Gadget.
The cell contains 2 energy per Citadel Engineer level. A Citadel Engineer can have a number of gadgets equal to their level.
Tier Cost
1 25gp / 4 hours
2 50gp / 8 hours
3 100gp / 12 hours
4 250gp / 24 hours
5 750gp / 48 hours
6 2000gp / 36 hours
Tier 1
Power Boots
Increases your walking speed by 10 feet.
Jump distance and height are doubled and you can use your Int score and modifier instead of Str.
Whenever you take fall damage, take half damage and you don't fall prone.
Medic Kit
You have a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your Citadel Engineer level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.
1 Energy- Touch a dying creature as an action to stabilize it and return it to 1 HP.
Eagle Lens
You add your Intelligence Modifier (minimum 1) to Perception checks you make.
You gain a +1 bonus to ranged attack rolls.
1 Energy- Gain advantage on a weapon attack roll you make.
Climbing Hooks
You gain the benefits of constant Spider Climb.
Sustenance Blood Infuser
You do not require food or water to survive. Your Hit Point maximum is increased by 1 for each Citadel Engineer level you have.
2 Energy- You can cure one poison or disease you are afflicted with as a bonus action.
Mage Lens
As an action, you can nonmagically cast detect magic.
1 Energy- As an action use this gadget to nonmagically cast identify on any object within line of sight.
Appendage Retractable Machine (A.R.M)
You have a retractable (as an action) mechanical hand that can move up to 30 feet away from you, and otherwise functions and has restrictions similar to a durationless mage hand spell.
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Tier 2
Requires Level 5
Scout Lens
You can see through darkness (including magical darkness) to a distance of 120 feet and have no perception or inspect penalties.
The lenses can also magnify objects viewed to twice their size.
Voice Changer and Amplifier
If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
1 Energy- You can increase the volume of your voice to 10 times as much.
SCUBA Equipment
You gain a swim speed equal to your walking speed.
2 Energy- As a bonus action, you can breathe underwater for an hour.
Mechanical Helmet
You add 1 to your AC.
2 Energy- As a bonus action, you can send a high-frequency noise from your helmet, that will deafen every other living thing within 15ft until the start of your next turn.
Tinker's Master Gloves
You only use half as much time on the construction of mechanical items, including your gadgets and devices.
You gain advantage on construction and repair checks.
1 Energy-. The pointer finger of the glove pushes out a lighter, which can produce a small hot flame.
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Tier 3
Requires Level 7
Nanite Surge Beam
2 Energy- A beam heals a friendly target within 30ft for 3d4+Int modifier, gain an additional d4 for level 11, and another at level 17.
2 Energy- As a reaction, when a creature within 30ft of you rolls a Con save, you can grant them advantage on the roll.
Grid Shield
2 Energy- As an action, a 5ft by 5ft shield appears in front of you and stays in front of you acting as half cover from attacks in that direction if not destroyed the shield vanishes in one hour.
3 Energy- As an action, a forcefield of hexagonal cells overlaps with your armour. Add your Int modifier to your AC. This effect ends after a 10 minutes or if you fall unconscious.
Thanotic Reader
You can detect the location of undead within 60ft of you.
You can identify how and when a corpse died.
3 Energy- As an action you can nonmagically cast speak with dead.
Disguise Mask
You are proficient in Charisma Saving Throws.
1 Energy- Non-Magically cast Disguise Self.
Soul Reader
You are proficient in Insight Checks
1 Energy- As an action you can nonmagically cast detect good and evil.
2 Energy- Nonmagically cast False Life (1d10+Your Level) on you or an ally.
Power Bank
A Storage Canteen that restores 2d6 energy as an action. It is refilled whenever you take a long rest.
Autoresurrecting Elemental Device
4 Energy- When you would take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP. You must attempt a Con save against DC18
6 Energy- As an action, you try to revive an adjacent creature who died within the last minute. They must attempt a Con save against DC18. On a success, they come back to life at 1HP.
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Tier 4
Requires Level 10
Excess Energy Storage Device
You add 3 + Int modifier to the maximum amount of Energy you have.
Whenever you suffer at least ten points of lightning damage, you can as a reaction regain one energy point. This can be done up to three times in total, restarting when you take a short or long rest.
Omnitranslator
Creatures who understand at least 1 language can understand any language you speak, and you can understand any spoken language.
Overdrive Trigger
3 Energy- As a action, you gain the benefits of Haste for a 12seconds. This does not require concentration.
8 Energy- As an action, you replicate the effects of Time Stop lasting until the end of your next turn. After this effect ends, you gain one exhaustion level.
Jetpack
A device on your back allows you to effectively cast a levitate spell at-will.
4 Energy- Gain a flying speed of 60 feet for ten minutes.
4 Energy- As an action, you can move up to 120ft in a straight line. If you collide with a creature in this path, your movement ends and the creature must make a DEX save. On a failure, the target falls prone. Creatures larger than you gain advantage on this save.
Floating Shoes
You can walk or run across any liquid as if it were solid stone. Any damaging liquids (lava, acid, ect.) cause you 2d6 damage of the appropriate type every round you spend on them.
Engitech Offense System
3 Energy- As a bonus action you may enhance a weapon within 30ft with energy from the system. Choose between acid, cold, fire, lightning, force, poison or thunder. The next attack from this weapon deals an additional 2d8 damage of the chosen type.
3 Energy- As an action you may shoot an energy beam at a target within 10ft. This causes force damage equal to 2d6+your engineer level. You can spend one additional energy points to force the target to make a Str save. On a failure, it is sent flying back 5ft per engineer level, taking appropriate falling damage if it collides with an obstacle. Huge or larger creatures gain advantage in this check and are only pushed back half the distance.
Engitech Defense System
You gain temporary HP equal to half your engineer level. You regain this HP at the start of your turn.
3 Energy- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Engineer Level. If you reduce the damage to 0, you can spend an additional 1 Energy to reflect the projectile back at the attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the initial full damage and half on a success.
Spectravision Goggles
1 Energy- You can see into the ethereal plane to a distance of 30 feet, as well as invisible creatures and objects for 10 minutes.
2 Energy- For a minute, you can see through any object or wall you spend six seconds observing.
Holographic Cloak
You gain a bonus to Stealth equal to your Int modifier.
2 Energy- Automatically whenever you become incapacitated or as part of a Disengage action you can become invisible for three turns and create four illusory duplicates that either run off in opposite directions or perform other actions that could distract the enemy. These duplicates last three rounds, but instantly disappear if they suffer any amount of damage.
5 Energy- Nonmagically cast Greater Invisibility as an action.
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Tier 5
Requires Level 14
Backup Energy Supply
Increase your max energy pool by 6.
Spellshield
If you don't move during your turn, you gain advantage in saving throws against the effects of spells until your next turn.
3 Energy- When you succeed on the save against the effects of a spell that targets only you, you can make it have no effect on you, and instead it targets the original caster using their slot level, spell save DC, attack bonus and spellcasting ability, but you count as the new caster.
Freeze Ray
2 Energy- Spray a large mist of ice onto a target within 30ft, the opponent must make a Constitution Saving Throw, on a fail they will take 6d4 Cold Damage and will be entombed in ice for 2 rounds, if they are suffer damage during these rounds the ice will break and free them. On a pass they will take half damage and have their running speed reduced by half.
2 Energy- Shoot an icicle towards a target within 60ft. The opponent must make a dex save. On a fail, they suffer 4d6 Piercing Damage and 3d6 Cold Damage, and on a Critical Fail they will take an additional 6d6 of Piercing Damage. On a pass they take no damage.
Every use of this gadget increases the energy costs by 1, restarting when you rest.
Disintegrator
5 Energy-A target within 120ft must make a Dexterity saving throw. If the saving throw succeeds, the gadget has no effect. If the saving throw fails, the target takes 10d12 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. Whether a target succeeds or fails, they can only be affected by a Disintegrator once per day.
Lightweight Artillery Engine
This mortar must be carried in separate pieces. It can be partially assembled in a round and fully in a minute. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
While partially assembled, you can spend 2 Energy as an action to replicate the effects of a fireball with a range of 300ft.
While fully assembled, you can spend 5 Energy as an action to replicate the effects of a single detonation from a Meteor Swarm. When you do so, attempt an Int check against DC18, poor visibility or weather conditions may cause disadvantage on this roll. Failure means that the detonation happens 1d20X10ft away from your target in a random direction. You can only shoot in this manner once every five rounds.
Neuroadaptable Headgear
You gain proficiency in Wisdom saving throws.
You resist Psychic Damage.
1 Energy- For the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail.
3 Energy- You nonmagically cast Dominate Person with a duration of up to ten minutes.
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Tier 6
Requires Level 18
Replica Creation Paraphernalia
This set of specialised tools allows you to create replicas of creatures as per the spell Simulacrum. The result duplicate is actually a construct built from clockwork and fake flesh. This construct is nonmagical and cannot be dispelled. You can spend one energy point to recover one hit point of the construct instead of the usual 100GP. You can also allow it to recover a spell by spending an amount of energy equal to the spell's level.
While the duplicate is active, your max energy is decreased by 7, and you can only have one duplicate active at a time.
Bionic Eye
6 Energy- As an action, your critical hit range increases by 4 for a minute. You must still beat the target's AC to hit unless you roll a natural 20. You can also see through all visual illusions during this time, and deal 6d6 extra damage on a critical hit. When this minute ends, you become blinded. This blindness cannot be negated or restored by any means, but it ends after a minute.
Portable Blink Anklets
1 Energy- As a bonus action, you can teleport up to 20ft away to an unoccupied space you can see, without provoking attacks of opportunity.
2 Energy- As an action, you may teleport an object or person within 60ft to another safe position in this area. If you try to teleport someone unwilling or an object they are carrying, they get a Dex save to avoid doing so.
2 Energy- As a reaction to being targeted by an attacker you can see, you impose disadvantage on the attack.
Quantum Possibility Calculator
Once per minute, you can gain the benefits of Guidance.
1 Energy- You nonmagically cast Find Traps.
4 Energy- You nonmagically cast Commune to contact the Matrix of the Possibility Calculator.
4 Energy- You nonmagically cast Find The Path, and you don't need to be familiar with the destination.
7 Energy- You gain the benefits of Foresight for ten minutes.
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Gadget Overclock
5th-level Citadel Engineer feature
Overclock Gadget
At level 5, you can enhance the abilities of a number of gadgets equal to your intelligence modifier (min. 1) of your choice beyond standard. Choose two of the following enhancements:
All of the gadget's energy requirements are reduced by 1 (min. 1)
Whenever you roll damage or healing with the gadget, you can maximize the damage of the roll, you can use this feature a number of time equal to your Int modifier (min 1). Recharges on a Longrest
Increase the DC of all saves required by the gadget by 2.
You may change which gadget is overclocked whenever you take a long rest. At level 20, you can change it whenever you take a short or long rest instead.
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Firearm Proficiency
3rd-level Citadel Engineer feature
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
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Mechanical Aptitude
3rd-level Citadel Engineer feature
You gain proficiency with Tinker's Tools, Smith's Tools, and 2 other Tools of your choice.
When crafting mundane items or magical items during a long rest, you can do so at twice the normal speed.
You can craft magical items with a rarity of Common or Uncommon in half the time.
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Efficiency Engine
3rd-level Citadel Engineer feature
You create a small mechanical device known as an "Efficiency Engine." This device helps streamline your crafting process and reduce waste.
During a long rest, you can use your Efficiency Engine to reduce the cost of crafting an item by 25% in terms of gold or materials.
You can use your Efficiency Engine a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses after a long rest.
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Diligent Preparation
3rd-level Citadel Engineer feature
Beginning at 3rd level, whenever you finish a long rest, you can spend a few minutes looking over and preparing your tools and equipment for the day. This allows you to roll four d20s then choose two of them and add your Intelligence modifier to each of the results, then record these two totals. At any point you can replace any attack roll, saving throw, or ability check made by you with one of these preparation rolls. You can choose to do this after you roll, but must do so before knowing whether the roll succeeds and you can only replace a roll this way once per turn.
Each of the preparation rolls can be used only once and when you finish a long rest, you lose any unused preparation rolls.
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Mechanical Repair
3rd-level Citadel Engineer feature
Beginning at 3rd level, a Citadel Engineer can repair any firearm, gadget, vehicle, or mechanical device. In combat, this takes a full turn. The repair DC is determined by the discretion of the DM.
At 3rd level, add your Intelligence modifier + profiency bonus to any rolls made to repair a device. At 9th level, this bonus becomes (2x INT) + (2x PB) and in combat repairs can be made as a standard action. At 15th level, you gain advantage on all checks to repair mechanical devices and in combat repairs for handheld firearms and devices can be made as a bonus action, while larger devices and vehicles still require a standard action.
This feature can also be used to repair constructs. At level 3, as a range touch attack on a friendly construct, this feature can heal the construct for 2d8. At level 7, healing increases to 3d8. At level 11, healing increases to 4d8. At level 15, healing increases to 5d8.
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Precision Craftsmanship
5th-level Citadel Engineer feature
You've honed your crafting skills to perfection. When crafting a magical item, you can choose to add one additional property or modification to the item, chosen from the list of available options for that item.
You can now craft magical items with a rarity of Rare during a long rest.
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Firearm Mastery
5th-level Citadel Engineer feature
Attacks made with firearms use the engineer's Intelligence modifier.
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Trap Mastery
5th-level Citadel Engineer feature
At 5th level, a Citadel Engineer can spend one minute studying a trap and understand how it functions, how to disarm it, and how to rebuild it. Add their intelligence and proficency bonus to any checks made to disarm a trap that has been studied. At 11th level, the time it takes to study a trap is reduced to one turn, and any rolls made to study, disarm, or build a trap is rolled with advantage.
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Vehicle Mastery
5th-level Citadel Engineer feature
At 5th level, a Citadel Engineer can spend one hour studying a vehicle and understand how it functions, how to build it, and how to pilot it. Add their engineer level + proficiency bonus in checks made to pilot any vehicle. At 11th level, the time it takes to study a vehicle is reduced to ten minutes. Any checks made to pilot the vehicle are made with advantage. At 15th level, any vehicle can be studied in one minute. Add thier Int + class level + 2x PB to any checks made to pilot the vehicle. This still includes the advantage gained at level 11.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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Artisan's Insight
9th-level Citadel Engineer feature
Your deep understanding of crafting allows you to identify the properties of magical items more easily. You gain advantage on Intelligence (Arcana) checks made to identify the properties and functions of magical items.
You can now craft magical items with a rarity of Very Rare during a long rest.
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Action Surge
Starting at 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
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Extra-Dimensional Workshop
12th-level Citadel Engineer Feature
The Citadel Engineer can create a small non euclidian cube. When the cube is placed on the ground and activated with a command word of the Citadel Engineer's choosing, the cube grows to be 10ft on each side. The cube has a door on it that will only open when a separate command word is said. When the door is opened, the inside appears to be a decently comfortable workshop space. The space appears to the liking and preferences of the Citadel Engineer who created the device. It has space for any of the large-scale crafting implements that the Citadel Engineer desires to purchase or construct inside of it.
When the Citadel Engineer speaks the original command word again, the cube will shrink back down to one inch on all sides. The cube will not shrink down if someone still occupies the pocket dimension inside the cube.
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Master Tinkerer
15th-level Citadel Engineer feature
You've reached the pinnacle of your craft. You can craft magical items with a rarity of Legendary during a long rest.
When crafting a magical item, you can choose to add one additional property or modification to the item, chosen from the list of available options for that item. This is in addition to the benefit granted by Precision Craftsmanship.
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Munitions Engineering
3rd-level Engineer feature
Choose two arcane rounds from the options below. You gain the ability to manufacture those rounds. Utilizing your tinker's tools spend at least 1 hour to produce 1d4 rounds of that ammo type.
You may use this feature a number of times equal to your proficiency bonus. Regain all uses of this feature on a long rest.
You may choose two more at 5th, 9th and 15th level. Each time you long rest you may replace one of your manufacturable ammunition types with a different one.
3rd-Level Munitions
Bewitching Round
Infused with a heavy hallucinogenic and bewitching magic, this befuddles its target. On a hit, force the creature to make a wisdom saving throw, or be charmed for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Dazing Round
An impacted point deals large amounts of bludgeoning damage and knocks creatures senseless. On a hit, force the creature to make a constitution saving throw, or be stunned for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Incendiary Round
Infernal wrath trails, as this round screams towards its target. On a hit, deal 1d8 fire damage.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Noxious Round
A round laced with toxins. On a hit, force the creature to make a constitution saving throw, taking 1d8 poison damage and be poisoned, or half that on a success.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
5th-Level Munitions
Sonic Round
An arcane round imbued with hyper speed. As a bonus action, you may use this round to attack on your turn, and then immediately follow up with an extra attack using a different round.
Blasting Round
A powder propelled missile with a volatile warhead. On a hit, the round explodes forcing all creatures in a 15ft radius to make a strength saving throw, taking 2d10 force damage, and be pushed back 10ft on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
Drake Round
Channel a dragon's blaze with this arcane round. Fire jettisons from the front of your weapon in a 20ft cone. Creatures in the area of effect are forced to make a dexterity saving throw taking 2d10 fire damage and be set ablaze on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
9th-Level Munitions
Chloroform Round
This round comes packed with a sharp needle and a powerful sleeping agent. On impact, the creature is injected with a powerful time-delayed sleeping agent. If, at any time within a number of turns equal to your proficiency bonus, the creature's health drops below 30 points, it immediately falls asleep. A creature put to sleep this way wakes up on any damage taken or if another creature uses its action to shake it awake.
Magnetic Round
Magnetized and charged. As this round hits its target it clasps them, pulling them towards the nearest metallic surface, or pulling it towards them. On hit, the creature must make a strength saving throw, or be grappled for a number of turns equal to your proficiency modifier. While grappled, if the creature is within 15ft of any metallic object larger than itself it will be pulled towards it and pinned against it, unable to move. Any attack against it in this state has advantage. Small metallic objects will also be pulled towards it, and may deal additional damage.
15th-Level Munitions
Blink Round
Warping arcana seems to bend space and time around this round. This round passes directly through creatures as it approaches them. As an action, choose any location within attack range of your weapon and make a shot. Roll to hit against any creatures in a line between you and your chosen location. On a hit, those creatures take 3d6 force damage. You are also instantly teleported to the spot of your choosing.
The bullet's damage increases by 1d6 at 17th level (4d6).
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Gadgets
3rd-level Citadel Engineer feature
At level 1, you gain access to 3 gadgets from the gadget list. If your DM requires it, acquiring a gadget costs money and time to craft, depending on the gadget's tier, as seen on the table below. While on your person, gadgets are always in effect. When you level up, you may choose to replace a gadget you possess and replace it with one gadget for which you meet the requirements. The old gadget is destroyed, and you must craft the new one. If a gadget is somehow damaged, you must repair it with an Intelligence (Tinker's tools) check with a DC=12+Gadget Tier, spending half of the cost and time to repair it. A gadget lost or destroyed must be replaced entirely. Many gadgets have spell-like effects, but these are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
The Gadgets use an Energy cell system you create along your first Gadget.
The cell contains 2 energy per Citadel Engineer level. A Citadel Engineer can have a number of gadgets equal to their level.
Tier Cost
1 25gp / 4 hours
2 50gp / 8 hours
3 100gp / 12 hours
4 250gp / 24 hours
5 750gp / 48 hours
6 2000gp / 36 hours
Tier 1
Power Boots
Increases your walking speed by 10 feet.
Jump distance and height are doubled and you can use your Int score and modifier instead of Str.
Whenever you take fall damage, take half damage and you don't fall prone.
Medic Kit
You have a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your Citadel Engineer level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.
1 Energy- Touch a dying creature as an action to stabilize it and return it to 1 HP.
Eagle Lens
You add your Intelligence Modifier (minimum 1) to Perception checks you make.
You gain a +1 bonus to ranged attack rolls.
1 Energy- Gain advantage on a weapon attack roll you make.
Climbing Hooks
You gain the benefits of constant Spider Climb.
Sustenance Blood Infuser
You do not require food or water to survive. Your Hit Point maximum is increased by 1 for each Citadel Engineer level you have.
2 Energy- You can cure one poison or disease you are afflicted with as a bonus action.
Mage Lens
As an action, you can nonmagically cast detect magic.
1 Energy- As an action use this gadget to nonmagically cast identify on any object within line of sight.
Appendage Retractable Machine (A.R.M)
You have a retractable (as an action) mechanical hand that can move up to 30 feet away from you, and otherwise functions and has restrictions similar to a durationless mage hand spell.
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Tier 2
Requires Level 5
Scout Lens
You can see through darkness (including magical darkness) to a distance of 120 feet and have no perception or inspect penalties.
The lenses can also magnify objects viewed to twice their size.
Voice Changer and Amplifier
If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
1 Energy- You can increase the volume of your voice to 10 times as much.
SCUBA Equipment
You gain a swim speed equal to your walking speed.
2 Energy- As a bonus action, you can breathe underwater for an hour.
Mechanical Helmet
You add 1 to your AC.
2 Energy- As a bonus action, you can send a high-frequency noise from your helmet, that will deafen every other living thing within 15ft until the start of your next turn.
Tinker's Master Gloves
You only use half as much time on the construction of mechanical items, including your gadgets and devices.
You gain advantage on construction and repair checks.
1 Energy-. The pointer finger of the glove pushes out a lighter, which can produce a small hot flame.
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Tier 3
Requires Level 7
Nanite Surge Beam
2 Energy- A beam heals a friendly target within 30ft for 3d4+Int modifier, gain an additional d4 for level 11, and another at level 17.
2 Energy- As a reaction, when a creature within 30ft of you rolls a Con save, you can grant them advantage on the roll.
Grid Shield
2 Energy- As an action, a 5ft by 5ft shield appears in front of you and stays in front of you acting as half cover from attacks in that direction if not destroyed the shield vanishes in one hour.
3 Energy- As an action, a forcefield of hexagonal cells overlaps with your armour. Add your Int modifier to your AC. This effect ends after a 10 minutes or if you fall unconscious.
Thanotic Reader
You can detect the location of undead within 60ft of you.
You can identify how and when a corpse died.
3 Energy- As an action you can nonmagically cast speak with dead.
Disguise Mask
You are proficient in Charisma Saving Throws.
1 Energy- Non-Magically cast Disguise Self.
Soul Reader
You are proficient in Insight Checks
1 Energy- As an action you can nonmagically cast detect good and evil.
2 Energy- Nonmagically cast False Life (1d10+Your Level) on you or an ally.
Power Bank
A Storage Canteen that restores 2d6 energy as an action. It is refilled whenever you take a long rest.
Autoresurrecting Elemental Device
4 Energy- When you would take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP. You must attempt a Con save against DC18
6 Energy- As an action, you try to revive an adjacent creature who died within the last minute. They must attempt a Con save against DC18. On a success, they come back to life at 1HP.
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Tier 4
Requires Level 10
Excess Energy Storage Device
You add 3 + Int modifier to the maximum amount of Energy you have.
Whenever you suffer at least ten points of lightning damage, you can as a reaction regain one energy point. This can be done up to three times in total, restarting when you take a short or long rest.
Omnitranslator
Creatures who understand at least 1 language can understand any language you speak, and you can understand any spoken language.
Overdrive Trigger
3 Energy- As a action, you gain the benefits of Haste for a 12seconds. This does not require concentration.
8 Energy- As an action, you replicate the effects of Time Stop lasting until the end of your next turn. After this effect ends, you gain one exhaustion level.
Jetpack
A device on your back allows you to effectively cast a levitate spell at-will.
4 Energy- Gain a flying speed of 60 feet for ten minutes.
4 Energy- As an action, you can move up to 120ft in a straight line. If you collide with a creature in this path, your movement ends and the creature must make a DEX save. On a failure, the target falls prone. Creatures larger than you gain advantage on this save.
Floating Shoes
You can walk or run across any liquid as if it were solid stone. Any damaging liquids (lava, acid, ect.) cause you 2d6 damage of the appropriate type every round you spend on them.
Engitech Offense System
3 Energy- As a bonus action you may enhance a weapon within 30ft with energy from the system. Choose between acid, cold, fire, lightning, force, poison or thunder. The next attack from this weapon deals an additional 2d8 damage of the chosen type.
3 Energy- As an action you may shoot an energy beam at a target within 10ft. This causes force damage equal to 2d6+your engineer level. You can spend one additional energy points to force the target to make a Str save. On a failure, it is sent flying back 5ft per engineer level, taking appropriate falling damage if it collides with an obstacle. Huge or larger creatures gain advantage in this check and are only pushed back half the distance.
Engitech Defense System
You gain temporary HP equal to half your engineer level. You regain this HP at the start of your turn.
3 Energy- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Engineer Level. If you reduce the damage to 0, you can spend an additional 1 Energy to reflect the projectile back at the attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the initial full damage and half on a success.
Spectravision Goggles
1 Energy- You can see into the ethereal plane to a distance of 30 feet, as well as invisible creatures and objects for 10 minutes.
2 Energy- For a minute, you can see through any object or wall you spend six seconds observing.
Holographic Cloak
You gain a bonus to Stealth equal to your Int modifier.
2 Energy- Automatically whenever you become incapacitated or as part of a Disengage action you can become invisible for three turns and create four illusory duplicates that either run off in opposite directions or perform other actions that could distract the enemy. These duplicates last three rounds, but instantly disappear if they suffer any amount of damage.
5 Energy- Nonmagically cast Greater Invisibility as an action.
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Tier 5
Requires Level 14
Backup Energy Supply
Increase your max energy pool by 6.
Spellshield
If you don't move during your turn, you gain advantage in saving throws against the effects of spells until your next turn.
3 Energy- When you succeed on the save against the effects of a spell that targets only you, you can make it have no effect on you, and instead it targets the original caster using their slot level, spell save DC, attack bonus and spellcasting ability, but you count as the new caster.
Freeze Ray
2 Energy- Spray a large mist of ice onto a target within 30ft, the opponent must make a Constitution Saving Throw, on a fail they will take 6d4 Cold Damage and will be entombed in ice for 2 rounds, if they are suffer damage during these rounds the ice will break and free them. On a pass they will take half damage and have their running speed reduced by half.
2 Energy- Shoot an icicle towards a target within 60ft. The opponent must make a dex save. On a fail, they suffer 4d6 Piercing Damage and 3d6 Cold Damage, and on a Critical Fail they will take an additional 6d6 of Piercing Damage. On a pass they take no damage.
Every use of this gadget increases the energy costs by 1, restarting when you rest.
Disintegrator
5 Energy-A target within 120ft must make a Dexterity saving throw. If the saving throw succeeds, the gadget has no effect. If the saving throw fails, the target takes 10d12 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. Whether a target succeeds or fails, they can only be affected by a Disintegrator once per day.
Lightweight Artillery Engine
This mortar must be carried in separate pieces. It can be partially assembled in a round and fully in a minute. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
While partially assembled, you can spend 2 Energy as an action to replicate the effects of a fireball with a range of 300ft.
While fully assembled, you can spend 5 Energy as an action to replicate the effects of a single detonation from a Meteor Swarm. When you do so, attempt an Int check against DC18, poor visibility or weather conditions may cause disadvantage on this roll. Failure means that the detonation happens 1d20X10ft away from your target in a random direction. You can only shoot in this manner once every five rounds.
Neuroadaptable Headgear
You gain proficiency in Wisdom saving throws.
You resist Psychic Damage.
1 Energy- For the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail.
3 Energy- You nonmagically cast Dominate Person with a duration of up to ten minutes.
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Tier 6
Requires Level 18
Replica Creation Paraphernalia
This set of specialised tools allows you to create replicas of creatures as per the spell Simulacrum. The result duplicate is actually a construct built from clockwork and fake flesh. This construct is nonmagical and cannot be dispelled. You can spend one energy point to recover one hit point of the construct instead of the usual 100GP. You can also allow it to recover a spell by spending an amount of energy equal to the spell's level.
While the duplicate is active, your max energy is decreased by 7, and you can only have one duplicate active at a time.
Bionic Eye
6 Energy- As an action, your critical hit range increases by 4 for a minute. You must still beat the target's AC to hit unless you roll a natural 20. You can also see through all visual illusions during this time, and deal 6d6 extra damage on a critical hit. When this minute ends, you become blinded. This blindness cannot be negated or restored by any means, but it ends after a minute.
Portable Blink Anklets
1 Energy- As a bonus action, you can teleport up to 20ft away to an unoccupied space you can see, without provoking attacks of opportunity.
2 Energy- As an action, you may teleport an object or person within 60ft to another safe position in this area. If you try to teleport someone unwilling or an object they are carrying, they get a Dex save to avoid doing so.
2 Energy- As a reaction to being targeted by an attacker you can see, you impose disadvantage on the attack.
Quantum Possibility Calculator
Once per minute, you can gain the benefits of Guidance.
1 Energy- You nonmagically cast Find Traps.
4 Energy- You nonmagically cast Commune to contact the Matrix of the Possibility Calculator.
4 Energy- You nonmagically cast Find The Path, and you don't need to be familiar with the destination.
7 Energy- You gain the benefits of Foresight for ten minutes.
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Gadget Overclock
5th-level Citadel Engineer feature
Overclock Gadget
At level 5, you can enhance the abilities of a number of gadgets equal to your intelligence modifier (min. 1) of your choice beyond standard. Choose two of the following enhancements:
All of the gadget's energy requirements are reduced by 1 (min. 1)
Whenever you roll damage or healing with the gadget, you can maximize the damage of the roll, you can use this feature a number of time equal to your Int modifier (min 1). Recharges on a Longrest
Increase the DC of all saves required by the gadget by 2.
You may change which gadget is overclocked whenever you take a long rest. At level 20, you can change it whenever you take a short or long rest instead.
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Inferno of Creation
Due to your increased time spent in the forge, you have become completely immune to fire damage.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Mechanical Aptitude
You gain proficiency with Tinker's Tools, Smith's Tools, and 2 other Tools of your choice.
When crafting mundane items or magical items during a long rest, you can do so at twice the normal speed.
You can craft magical items with a rarity of Common or Uncommon in half the time.
Efficiency Engine
You create a small mechanical device known as an "Efficiency Engine." This device helps streamline your crafting process and reduce waste.
During a long rest, you can use your Efficiency Engine to reduce the cost of crafting an item by 25% in terms of gold or materials.
You can use your Efficiency Engine a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses after a long rest.
Diligent Preparation
Beginning at 3rd level, whenever you finish a long rest, you can spend a few minutes looking over and preparing your tools and equipment for the day. This allows you to roll four d20s then choose two of them and add your Intelligence modifier to each of the results, then record these two totals. At any point you can replace any attack roll, saving throw, or ability check made by you with one of these preparation rolls. You can choose to do this after you roll, but must do so before knowing whether the roll succeeds and you can only replace a roll this way once per turn.
Each of the preparation rolls can be used only once and when you finish a long rest, you lose any unused preparation rolls.
Mechanical Repair
Beginning at 3rd level, a Citadel Engineer can repair any firearm, gadget, vehicle, or mechanical device. In combat, this takes a full turn. The repair DC is determined by the discretion of the DM.
At 3rd level, add your Intelligence modifier + proficiency bonus to any rolls made to repair a device. At 9th level, this bonus becomes (2x INT) + (2x PB) and in combat repairs can be made as a standard action. At 15th level, you gain advantage on all checks to repair mechanical devices and in combat repairs for handheld firearms and devices can be made as a bonus action, while larger devices and vehicles still require a standard action.
This feature can also be used to repair constructs. At level 3, as a range touch attack on a friendly construct, this feature can heal the construct for 2d8. At level 7, healing increases to 3d8. At level 11, healing increases to 4d8. At level 15, healing increases to 5d8.
Precision Craftsmanship
You've honed your crafting skills to perfection. When crafting a magical item, you can choose to add one additional property or modification to the item, chosen from the list of available options for that item.
You can now craft magical items with a rarity of Rare during a long rest.
Firearm Mastery
Attacks made with firearms use the engineer's Intelligence modifier. At level 11, add double your proficiency bonus to any attack rolls made with a firearm.
Trap Mastery
At 5th level, a Citadel Engineer can spend one minute studying a trap and understand how it functions, how to disarm it, and how to rebuild it. Add their intelligence and proficiency bonus to any checks made to disarm a trap that has been studied. At 11th level, the time it takes to study a trap is reduced to one turn, and any rolls made to study, disarm, or build a trap is rolled with advantage.
Vehicle Mastery
At 5th level, a Citadel Engineer can spend one hour studying a vehicle and understand how it functions, how to build it, and how to pilot it. Add their engineer level + proficiency bonus in checks made to pilot any vehicle. At 11th level, the time it takes to study a vehicle is reduced to ten minutes. Any checks made to pilot the vehicle are made with advantage. At 15th level, any vehicle can be studied in one minute. Add their Int + class level + 2x PB to any checks made to pilot the vehicle. This still includes the advantage gained at level 11.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Flame of Invention
Due to your increased time spent in the forge, you are resistant to fire, taking half of any incoming fire damage.
Artisan's Insight
Your deep understanding of crafting allows you to identify the properties of magical items more easily. You gain advantage on Intelligence (Arcana) checks made to identify the properties and functions of magical items.
You can now craft magical items with a rarity of Very Rare during a long rest.
Action Surge
Starting at 9th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn. At 20th level, you can use it three times before a rest, but only once on the same turn.
Extra-Dimensional Workshop
The Citadel Engineer can create a small non-euclidian cube. When the cube is placed on the ground and activated with a command word of the Citadel Engineer's choosing, the cube grows to be 10ft on each side. The cube has a door on it that will only open when a separate command word is said. When the door is opened, the inside appears to be a decently comfortable workshop space. The space appears to the liking and preferences of the Citadel Engineer who created the device. It has space for any of the large-scale crafting implements that the Citadel Engineer desires to purchase or construct inside of it.
When the Citadel Engineer speaks the original command word again, the cube will shrink back down to one inch on all sides. The cube will not shrink down if someone still occupies the pocket dimension inside the cube.
Master Tinkerer
You've reached the pinnacle of your craft. You can craft magical items with a rarity of Legendary during a long rest.
When crafting a magical item, you can choose to add one additional property or modification to the item, chosen from the list of available options for that item. This is in addition to the benefit granted by Precision Craftsmanship.
Munitions Engineering
Choose two arcane rounds from the options below. You gain the ability to manufacture those rounds. Utilizing your tinker's tools spend at least 1 hour to produce 1d4 rounds of that ammo type.
You may use this feature a number of times equal to your proficiency bonus. Regain all uses of this feature on a long rest.
You may choose two more at 5th, 9th and 15th level. Each time you long rest you may replace one of your manufacturable ammunition types with a different one.
3rd-Level Munitions
Bewitching Round
Infused with a heavy hallucinogenic and bewitching magic, this befuddles its target. On a hit, force the creature to make a wisdom saving throw, or be charmed for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Dazing Round
An impacted point deals large amounts of bludgeoning damage and knocks creatures senseless. On a hit, force the creature to make a constitution saving throw, or be stunned for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Incendiary Round
Infernal wrath trails, as this round screams towards its target. On a hit, deal 1d8 fire damage.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Noxious Round
A round laced with toxins. On a hit, force the creature to make a constitution saving throw, taking 1d8 poison damage and be poisoned, or half that on a success.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
5th-Level Munitions
Sonic Round
An arcane round imbued with hyper speed. As a bonus action, you may use this round to attack on your turn, and then immediately follow up with an extra attack using a different round.
Blasting Round
A powder propelled missile with a volatile warhead. On a hit, the round explodes forcing all creatures in a 15ft radius to make a strength saving throw, taking 2d10 force damage, and be pushed back 10ft on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
Drake Round
Channel a dragon's blaze with this arcane round. Fire jettisons from the front of your weapon in a 20ft cone. Creatures in the area of effect are forced to make a dexterity saving throw taking 2d10 fire damage and be set ablaze on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
9th-Level Munitions
Chloroform Round
This round comes packed with a sharp needle and a powerful sleeping agent. On impact, the creature is injected with a powerful time-delayed sleeping agent. If, at any time within a number of turns equal to your proficiency bonus, the creature's health drops below 30 points, it immediately falls asleep. A creature put to sleep this way wakes up on any damage taken or if another creature uses its action to shake it awake.
Magnetic Round
Magnetized and charged. As this round hits its target it clasps them, pulling them towards the nearest metallic surface, or pulling it towards them. On hit, the creature must make a strength saving throw, or be grappled for a number of turns equal to your proficiency modifier. While grappled, if the creature is within 15ft of any metallic object larger than itself it will be pulled towards it and pinned against it, unable to move. Any attack against it in this state has advantage. Small metallic objects will also be pulled towards it, and may deal additional damage.
15th-Level Munitions
Blink Round
Warping arcana seems to bend space and time around this round. This round passes directly through creatures as it approaches them. As an action, choose any location within attack range of your weapon and make a shot. Roll to hit against any creatures in a line between you and your chosen location. On a hit, those creatures take 3d6 force damage. You are also instantly teleported to the spot of your choosing.
The bullet's damage increases by 1d6 at 17th level (4d6).
Gadgets
At level 1, you gain access to 3 gadgets from the gadget list. If your DM requires it, acquiring a gadget costs money and time to craft, depending on the gadget's tier, as seen on the table below. While on your person, gadgets are always in effect. When you level up, you may choose to replace a gadget you possess and replace it with one gadget for which you meet the requirements. The old gadget is destroyed, and you must craft the new one. If a gadget is somehow damaged, you must repair it with an Intelligence (Tinker's tools) check with a DC=12+Gadget Tier, spending half of the cost and time to repair it. A gadget lost or destroyed must be replaced entirely. Many gadgets have spell-like effects, but these are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
The Gadgets use an Energy cell system you create along your first Gadget.
The cell contains 2 energy per Citadel Engineer level. A Citadel Engineer can have a number of gadgets equal to their level.
Tier Cost
1 25gp / 4 hours
2 50gp / 8 hours
3 100gp / 12 hours
4 250gp / 24 hours
5 750gp / 48 hours
6 2000gp / 36 hours
Tier 1
Power Boots
Increases your walking speed by 10 feet.
Jump distance and height are doubled and you can use your Int score and modifier instead of Str.
Whenever you take fall damage, take half damage and you don't fall prone.
Medic Kit
You have a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your Citadel Engineer level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.
1 Energy- Touch a dying creature as an action to stabilize it and return it to 1 HP.
Eagle Lens
You add your Intelligence Modifier (minimum 1) to Perception checks you make.
You gain a +1 bonus to ranged attack rolls.
1 Energy- Gain advantage on a weapon attack roll you make.
Climbing Hooks
You gain the benefits of constant Spider Climb.
Sustenance Blood Infuser
You do not require food or water to survive. Your Hit Point maximum is increased by 1 for each Citadel Engineer level you have.
2 Energy- You can cure one poison or disease you are afflicted with as a bonus action.
Mage Lens
As an action, you can nonmagically cast detect magic.
1 Energy- As an action use this gadget to nonmagically cast identify on any object within line of sight.
Appendage Retractable Machine (A.R.M)
You have a retractable (as an action) mechanical hand that can move up to 30 feet away from you, and otherwise functions and has restrictions similar to a durationless mage hand spell.
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Tier 2
Requires Level 5
Scout Lens
You can see through darkness (including magical darkness) to a distance of 120 feet and have no perception or inspect penalties.
The lenses can also magnify objects viewed to twice their size.
Voice Changer and Amplifier
If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
1 Energy- You can increase the volume of your voice to 10 times as much.
SCUBA Equipment
You gain a swim speed equal to your walking speed.
2 Energy- As a bonus action, you can breathe underwater for an hour.
Mechanical Helmet
You add 1 to your AC.
2 Energy- As a bonus action, you can send a high-frequency noise from your helmet, that will deafen every other living thing within 15ft until the start of your next turn.
Tinker's Master Gloves
You only use half as much time on the construction of mechanical items, including your gadgets and devices.
You gain advantage on construction and repair checks.
1 Energy-. The pointer finger of the glove pushes out a lighter, which can produce a small hot flame.
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Tier 3
Requires Level 7
Nanite Surge Beam
2 Energy- A beam heals a friendly target within 30ft for 3d4+Int modifier, gain an additional d4 for level 11, and another at level 17.
2 Energy- As a reaction, when a creature within 30ft of you rolls a Con save, you can grant them advantage on the roll.
Grid Shield
2 Energy- As an action, a 5ft by 5ft shield appears in front of you and stays in front of you acting as half cover from attacks in that direction if not destroyed the shield vanishes in one hour.
3 Energy- As an action, a forcefield of hexagonal cells overlaps with your armour. Add your Int modifier to your AC. This effect ends after a 10 minutes or if you fall unconscious.
Thanotic Reader
You can detect the location of undead within 60ft of you.
You can identify how and when a corpse died.
3 Energy- As an action you can nonmagically cast speak with dead.
Disguise Mask
You are proficient in Charisma Saving Throws.
1 Energy- Non-Magically cast Disguise Self.
Soul Reader
You are proficient in Insight Checks
1 Energy- As an action you can nonmagically cast detect good and evil.
2 Energy- Nonmagically cast False Life (1d10+Your Level) on you or an ally.
Power Bank
A Storage Canteen that restores 2d6 energy as an action. It is refilled whenever you take a long rest.
Autoresurrecting Elemental Device
4 Energy- When you would take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP. You must attempt a Con save against DC18
6 Energy- As an action, you try to revive an adjacent creature who died within the last minute. They must attempt a Con save against DC18. On a success, they come back to life at 1HP.
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Tier 4
Requires Level 10
Excess Energy Storage Device
You add 3 + Int modifier to the maximum amount of Energy you have.
Whenever you suffer at least ten points of lightning damage, you can as a reaction regain one energy point. This can be done up to three times in total, restarting when you take a short or long rest.
Omnitranslator
Creatures who understand at least 1 language can understand any language you speak, and you can understand any spoken language.
Overdrive Trigger
3 Energy- As a action, you gain the benefits of Haste for a 12seconds. This does not require concentration.
8 Energy- As an action, you replicate the effects of Time Stop lasting until the end of your next turn. After this effect ends, you gain one exhaustion level.
Jetpack
A device on your back allows you to effectively cast a levitate spell at-will.
4 Energy- Gain a flying speed of 60 feet for ten minutes.
4 Energy- As an action, you can move up to 120ft in a straight line. If you collide with a creature in this path, your movement ends and the creature must make a DEX save. On a failure, the target falls prone. Creatures larger than you gain advantage on this save.
Floating Shoes
You can walk or run across any liquid as if it were solid stone. Any damaging liquids (lava, acid, ect.) cause you 2d6 damage of the appropriate type every round you spend on them.
Engitech Offense System
3 Energy- As a bonus action you may enhance a weapon within 30ft with energy from the system. Choose between acid, cold, fire, lightning, force, poison or thunder. The next attack from this weapon deals an additional 2d8 damage of the chosen type.
3 Energy- As an action you may shoot an energy beam at a target within 10ft. This causes force damage equal to 2d6+your engineer level. You can spend one additional energy points to force the target to make a Str save. On a failure, it is sent flying back 5ft per engineer level, taking appropriate falling damage if it collides with an obstacle. Huge or larger creatures gain advantage in this check and are only pushed back half the distance.
Engitech Defense System
You gain temporary HP equal to half your engineer level. You regain this HP at the start of your turn.
3 Energy- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Engineer Level. If you reduce the damage to 0, you can spend an additional 1 Energy to reflect the projectile back at the attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the initial full damage and half on a success.
Spectravision Goggles
1 Energy- You can see into the ethereal plane to a distance of 30 feet, as well as invisible creatures and objects for 10 minutes.
2 Energy- For a minute, you can see through any object or wall you spend six seconds observing.
Holographic Cloak
You gain a bonus to Stealth equal to your Int modifier.
2 Energy- Automatically whenever you become incapacitated or as part of a Disengage action you can become invisible for three turns and create four illusory duplicates that either run off in opposite directions or perform other actions that could distract the enemy. These duplicates last three rounds, but instantly disappear if they suffer any amount of damage.
5 Energy- Nonmagically cast Greater Invisibility as an action.
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Tier 5
Requires Level 14
Backup Energy Supply
Increase your max energy pool by 6.
Spellshield
If you don't move during your turn, you gain advantage in saving throws against the effects of spells until your next turn.
3 Energy- When you succeed on the save against the effects of a spell that targets only you, you can make it have no effect on you, and instead it targets the original caster using their slot level, spell save DC, attack bonus and spellcasting ability, but you count as the new caster.
Freeze Ray
2 Energy- Spray a large mist of ice onto a target within 30ft, the opponent must make a Constitution Saving Throw, on a fail they will take 6d4 Cold Damage and will be entombed in ice for 2 rounds, if they are suffer damage during these rounds the ice will break and free them. On a pass they will take half damage and have their running speed reduced by half.
2 Energy- Shoot an icicle towards a target within 60ft. The opponent must make a dex save. On a fail, they suffer 4d6 Piercing Damage and 3d6 Cold Damage, and on a Critical Fail they will take an additional 6d6 of Piercing Damage. On a pass they take no damage.
Every use of this gadget increases the energy costs by 1, restarting when you rest.
Disintegrator
5 Energy-A target within 120ft must make a Dexterity saving throw. If the saving throw succeeds, the gadget has no effect. If the saving throw fails, the target takes 10d12 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. Whether a target succeeds or fails, they can only be affected by a Disintegrator once per day.
Lightweight Artillery Engine
This mortar must be carried in separate pieces. It can be partially assembled in a round and fully in a minute. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
While partially assembled, you can spend 2 Energy as an action to replicate the effects of a fireball with a range of 300ft.
While fully assembled, you can spend 5 Energy as an action to replicate the effects of a single detonation from a Meteor Swarm. When you do so, attempt an Int check against DC18, poor visibility or weather conditions may cause disadvantage on this roll. Failure means that the detonation happens 1d20X10ft away from your target in a random direction. You can only shoot in this manner once every five rounds.
Neuroadaptable Headgear
You gain proficiency in Wisdom saving throws.
You resist Psychic Damage.
1 Energy- For the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail.
3 Energy- You nonmagically cast Dominate Person with a duration of up to ten minutes.
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Tier 6
Requires Level 18
Replica Creation Paraphernalia
This set of specialised tools allows you to create replicas of creatures as per the spell Simulacrum. The result duplicate is actually a construct built from clockwork and fake flesh. This construct is nonmagical and cannot be dispelled. You can spend one energy point to recover one hit point of the construct instead of the usual 100GP. You can also allow it to recover a spell by spending an amount of energy equal to the spell's level.
While the duplicate is active, your max energy is decreased by 7, and you can only have one duplicate active at a time.
Bionic Eye
6 Energy- As an action, your critical hit range increases by 4 for a minute. You must still beat the target's AC to hit unless you roll a natural 20. You can also see through all visual illusions during this time, and deal 6d6 extra damage on a critical hit. When this minute ends, you become blinded. This blindness cannot be negated or restored by any means, but it ends after a minute.
Portable Blink Anklets
1 Energy- As a bonus action, you can teleport up to 20ft away to an unoccupied space you can see, without provoking attacks of opportunity.
2 Energy- As an action, you may teleport an object or person within 60ft to another safe position in this area. If you try to teleport someone unwilling or an object they are carrying, they get a Dex save to avoid doing so.
2 Energy- As a reaction to being targeted by an attacker you can see, you impose disadvantage on the attack.
Quantum Possibility Calculator
Once per minute, you can gain the benefits of Guidance.
1 Energy- You nonmagically cast Find Traps.
4 Energy- You nonmagically cast Commune to contact the Matrix of the Possibility Calculator.
4 Energy- You nonmagically cast Find The Path, and you don't need to be familiar with the destination.
7 Energy- You gain the benefits of Foresight for ten minutes.
Gadget Overclock
Overclock Gadget
At level 5, you can enhance the abilities of a number of gadgets equal to your intelligence modifier (min. 1) of your choice beyond standard. Choose two of the following enhancements:
All of the gadget's energy requirements are reduced by 1 (min. 1)
Whenever you roll damage or healing with the gadget, you can maximize the damage of the roll, you can use this feature a number of time equal to your Int modifier (min 1). Recharges on a Longrest
Increase the DC of all saves required by the gadget by 2.
You may change which gadget is overclocked whenever you take a long rest. At level 20, you can change it whenever you take a short or long rest instead.
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