Artificer
Base Class: Artificer

Masters of mechanical mayhem, engineers love to tinker with explosives, elixirs, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemical weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades. Engineer understands Schematics for mechanical creations. They have the
Ability to quickly repair Vehicles mid combat with ease.

Master Artisan

3rd-level Engineer feature

Master Artisan, You Gain proficiency in 4 Artisan Tools

Engineering Spells

3rd-level Engineer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Engineer Spells

Artificer Level Spell

3rd

shield, thunderwave

5th

scorching ray, shatter

9th

fireball, wind wall

13th

ice storm, Creation

17th

cone of cold, wall of force

Gadgets

3rd-level 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 1 energy per Engineer 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 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 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.
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.

 

Tier 3

Requires Level 7

 

Creature Capture Device
  • You can hurl the Creature Capture Device at a creature of the beast type to attempt to capture it. Make an attack roll against a target creature within 20ft. On a success the creature is sucked into the device and you must make an Animal Handling skill check. You have advantage on the throw if the Creature is poisoned, restrained, unconscious, paralyzed, or frozen.
  • The DC to catch it is equal to 15 + CR of the creature. On a success you the creature is captured within the gadget and can thereafter be summoned or dismissed as an action. The creature acts positively towards you as if it had the charmed condition. If you fail the skill check, or the creature dies after being captured, the gadget is destroyed. While a creature remains captured in this way, your max energy is decreased by 2.
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.

 

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 one fifth 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.

 

Tier 5

Requires Level 14

 

Gravity Manipulator
  • 4 Energy- Nonmagically cast Reverse Gravity as an action.
  • 4 Energy- Nonmagically cast Reverse Gravity as an action, but instead you create a zone of greatly intensified gravity. Within this area, the weight of all objects is doubled, movement speed is halved, jump height and distance are halved, and creatures flying must make a Str save every turn it remains in it or fall to the ground. Fall damage within this area is doubled, and Encumbered creatures suffer 2d6 Bludgeoning damage every turn as they are crushed by the pressure.

 

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.

 

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.

 

Backup Energy Supply
  • Increase your max energy pool by 6.
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

5th-level Artillerist 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.

 

Mechanic

9th-level Engineer feature

  • Your knowledge and Practice of gadgets had allowed you to Understand the Intricacies of
    land vehicles. Spending 24hours with the Land vehicle teaches you everything to know
    about it mechanically.

  • Allows you to use Mending to repair damages on Land Vehicles, as long as it is operable
  • You are the best option for repairing anything mechanical, as you can cast your Mending
    with a spell slot to heal mechanical HP equal to (Spell slot used)d10 + your Engineer level

 

Signature Device

15th-level Engineer feature

Signature Device

you gain a signature device, a versatile, and later customizable invention. You choose one between flamethrower, grenade kit, elixir gun, turret, Rocket Hammer Wrench


Building it costs (150*Engineer Level)gp and 36 hours of time. Repairing it requires a DC15 Intelligence (Tinker's Tools) check, and half the money and time it takes to build it.

you choose an upgrade features for your signature device. All Upgrades options are available and must spend time and GP Accordingly
to the upgrade tier level.

Flamethrower

A two-handed weapon that can sear foes and create smokescreens, manipulating the battlefield in interesting ways.

  • Fireblast. As an action, shoot a blazing stream of fire. You project a 40ft long line of fire, making a ranged attack roll against each creature in it, dealing 5d6 + Int fire damage on a hit. The attack roll uses Dexterity.
  • Napalm Spread. As an action, force all creatures within a 15ft cone to make a DC Dex save 14. On a failure, they take 4d6 fire damage. A creature takes half damage on a success. You can spend more energy to deal an additional 1d6 fire per point spent, up to 3 energy.
  • Smokescreen. As a bonus action, and for 1 energy, exhaust smoke from your flamethrower. A 10ft-radius sphere centered around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you.

 

Enhanced Flamethrower (Tier 4 Choose One)
  • Light Frame. You can wield the flamethrower in one hand.
  • Distant Ammunition. Fireblast has a range of 80ft, Napalm Spread affects a 30ft cone, and Smokescreen fills a 20ft sphere.
  • Fine Optics. Grant a +2 bonus to the attack rolls and Dex save DC to the actions your flamethrower.

 

Advanced Flamethrower (Tier 5 Choose One)
  • Incendiary Fireblasts. Fireblast deals d8s of damage instead of d6s, and leaves behind a wall of flames for a round that causes 2d8 fire damage to creatures traversing it.
  • Toxic Smoke. Smokescreen poisons creatures except you for 1 minute when they fail a Con save 14 upon starting their turn in it or entering it for the first time.
  • Sticky Napalm. Napalm Spread deals 1d6 damage to creatures who fail the initial Dex save at the end of each of their turns. This lasts until they spend an action to attempt a successful Dex save, which ends this effect.

 

Ultimate Flamethrower (Tier 6 Choose One)
  • Elemental Converter. Spend 1 energy as a bonus action to deal a different kind of damage (acid, cold, or lightning) with Fireblast and Napalm Spread for a minute.
  • Quickblast. You can spend 1 additional energy to shoot a fireblast as a bonus action instead.
  • Agonizing Napalm. Napalm Spread deals d8s of damage, as well as a bonus amount equal to your Intelligence Modifier (min. 1).

 

Grenade Kit

A bag that contains ingredients to make grenades that can be made on the fly. Creating a grenade costs 1 bonus action, and throwing one is a standard action. These bombs explode as soon as they reach the target. Grenades can be thrown at a point of 20ft away, and have a blast radius of 10ft.

  • Basic Grenade. Creatures within the blast radius must succeed on a Dex save or take 5d6 bludgeoning damage on a failed save, or half as much on a success.
  • Elemental Grenade. For 1 energy, creatures within the blast radius must succeed on a Dex save or take 3d6 (acid, cold, fire, lightning) damage on a failed save, or half as much on a success. For each additional point energy spent, the damage increases by 1d6, to a maximum of 3 energy.
  • Smoke Grenade. For 1 energy, you can create a smoke grenade that fills its blast radius with a cloud of smoke that heavily obscures the area for 2 rounds for all creatures except you.

 

Enhanced Grenade Kit (Tier 4 Choose One)
  • Flash Grenade. 2 Energy. Your grenade causes the effects of a Daylight spell where it lands for a minute. Creatures within fifteen feet of your target must make a Con save or be blinded for five rounds.
  • Poison Grenade. 2 Energy. Creatures in blast make a Con save 14 On a failure, they take 3d10 poison damage and are poisoned for 1 minute. On a success they simply take half damage.
  • Concussive Grenade. For 2 Energy, you can create this disorienting grenade. Creatures in the blast must succeed on a Con save 14 or take 3d10 thunder damage and be deafened for 1 minute. On a success they take just half damage. They may repeat the save at the end of their turns to end the deafness.

 

Advanced Grenade Kit (Tier 5 Choose One)
  • Lightweight Shell. Grenades have a thrown range of 80 feet.
  • Dual Bomb. Two grenades can be created in a bonus action, and two can be thrown in a standard single action. Additionally, they can be thrown at different targets.
  • Black Powder. Grenades have a blast radius of 20 feet, and Basic Grenades do d10s of damage.

 

Ultimate Grenade Kit (Tier 6 Choose One)
  • Dangerous Grenades. Damage dealing grenades deal extra damage equal to twice your Intelligence Modifier
  • Specialized Elementalist. Your Elemental grenades have unique effects, and deal d8s of damage.
    • Acid. Creatures who fail the Dex save suffer an AC loss equal to your Int Mod. until the end of your next turn.
    • Cold. Creatures who fail the Dex save suffer halved speed until the end of your next turn, unless they resist or are immune to cold.
    • Fire. Creatures who fail the Dex save take an additional 1d10 fire damage at the start of your next turn.
    • Lightning. Creatures who fail the Dex save are pushed away from the bomb by 15 feet.
  • Heavy Smoke. You can create and throw up to three smoke grenades with a single action, paying the appropriate energy cost. The smoke cloud also lasts for five rounds, halves the speed of other creatures moving through it, and blinds creatures who fail a Con save 14 upon starting their turn in it or entering it for the first time for 1 minute. They can repeat the save at the end of their turns until they succeed.

 

Elixir Gun

A two-handed weapon that can launch alchemical elixirs and poisons. It has a range of 80/320ft, the loading property, and a capacity of 1. It requires a bonus action to be reloaded.

  • Elixir T. A ranged weapon attack that uses dex, deals 1d8 + Int. Mod poison damage. On a hit, the target must succeed on a CON save or be poisoned until the start of your next turn.
  • Elixir H. x energy. Heals the target for xd8+ Int. Mod HP. (Max 3 Energy)
  • Elixir G. For 2 energy, as an action shoot a cloud of chemical gas. Creatures in a 20ft cone must make a Wis save 14 or be affected as if by Calm Emotions for a number of rounds equal to half your engineer level. Whether they fail or succeed, they cannot be affected by Elixir G again for a day.

 

Enhanced Elixir Gun (Tier 4 Choose One)
  • Light Frame. You can wield and reload the elixir gun with a single hand.
  • Dual-Shot. You can fire the elixir gun twice per turn, and it can be fired twice before needing to be reloaded. A creature hit twice by Elixir T only needs to save once, but suffers disadvantage on the saving throw.
  • Advanced Rifling. Grant a +2 bonus to the elixir gun's attack rolls. Additionally, its range increases to 150/600ft and it makes no sound when shot.

 

Advanced Elixir Gun (Tier 5 Choose One)
  • Super T. Targets hit by Elixir T suffer an additional 1d8 necrotic damage that reduces the target's max HP by the same amount until their next long rest, and if they fail the CON save, they are also blinded until the start of your next turn.
  • Super H. Creatures healed by Elixir H are healed for d10s and are cured of 1 disease or condition (blinded, deafened, poisoned, paralysis). The energy maximum for Elixir H is now 4, and it also multiplies the healing granted by your Int modifier.
  • Super G. When a creature is affected by Elixir G, you can instead make them confused for the duration.

 

Ultimate Elixir Gun (Tier 6 Choose One)
  • Paralysis-Inducing T. The poisoned status caused by Elixir T now lasts 1d4 rounds. Additionally, whenever they fail a save against Elixir T, they gain a level of Exhaustion.
  • S-Infused H. Creatures targeted by Elixir H. Gain the benefits of Haste for a number of rounds equal to the amount of energy used. regain an amount of HP equal to the energy used every round for a minute.
  • Aphrodisiac-Enhanced G. When a creature fails a save against your Elixir G, you can instead make them Charmed. Additionally, the duration of Elixir G increases to one round per engineer level.

 

Turret

 

A small deployable device with an AC of 12 and HP equal to 5+(6Xyour Engineer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box. Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated. A turret can be undeployed while adjacent to it. A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease. As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.

  • Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex 14 save. On a failure they take 6d4 + int mod (min. 1) piercing damage. They take half damage on a success.
  • Healing Mist. xEnergy. As a bonus action, activate this feature. Create a restorative cloud centered on the turret with a range of 15ft. Ally creatures that start and (or) end their turn within heal an amount equal to your Int modifier. The cloud lasts a number of rounds equal to the amount of energy spent. (Max Energy of 3).
  • Force Net. As a bonus action, and for 1 energy, force a creature that you can see within 25 feet of the turret to make a Dex save 14, or be restrained until the beginning of your next turn.

 

Enhanced Turret (Tier 4 Choose One)
  • Sturdy Turret. The turret's AC is increased by your Intelligence Modifier, and its HP by 2Xyour Engineer Level. It resists all damage.
  • Distant Turret. You can deploy and undeploy a turret up to 30 feet away. Automated Strike and Force Net have a range of 50 ft, and Healing Mist has a range of 30ft.
  • Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.

 

Advanced Turret (Tier 5 Choose One)
  • Empowered Strike. Automated Strike deals d6s of damage instead of d4s. Additionally, as a free action you can choose whether Automated Strike causes Piercing Damage or Force Damage.
  • Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of 1 disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
  • Electrified Net. When a target fails their Dex save against Force Net, they take 4d6 lightning damage, and cannot take reactions until free.

 

Ultimate Turret (Tier 6 Choose One)
  • Shield Generator. Friendly creatures (Including yourself) within 30ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
  • Fusion Core. As an action, or upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save 14 or take 12d6+20 bludgeoning damage and be knocked prone on a failure (half damage on a success).
  • Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30ft of itself. Additionally, you can store your turrets in an extradimensional space from which you can retrieve them as a free action.

Rocket Hammer Wrench

A two-handed melee weapon that can bludgeon foes, Restrain and Rocket Charge, manipulating the battlefield in interesting ways.

  • Rocket Propelled Swing. As an action you can swing your Rocket hammer propelled by rockets to deal 5d6 Magical Bludgeoning, Hit creatures must do a DC Str save 14, on fail creatures are knocked back 15ft.
  • Rocket spin. As an action, swing and spin while being propelled by rockets. creatures within a 15ft radius to make a DC Dex save 14. On a failure, they take 4d6 Bludgeoning damage. A creature takes half damage on a success. You can spend more energy to deal an additional 1d6 fire per point spent, up to 3 energy.
  • Rocket Charge. As a bonus action, and for 1 energy, Rocket propels yourself forward into a straight line until You hit a wall or reach double your movement speed. Any creatures in your path must do a DC STR save of 14 upon fail save they are caught in front of your wrench. When you hit a wall, all creatures caught in front of you take d6 + Your Int modifier for every 10ft you charge.
Enhanced Rocket Hammer wrench (Tier 4 Choose One)
  • Light Frame. You can wield the Rocket hammer wrench in one hand.
  • Full blast. Your rocket spin now covers a 20ft radius. And creatures inside this radius must do Dex saves per energy point spent, each failed save equals a hit.
  • Blast off. After a Rocket Charge you can use your action to do an upswing attack roll. Hit creatures must do a DC Str Save 14 on fail creatures smaller than you gets launched up
    Equal to your movement speed. Creatures bigger only takes the damage equal To Rocket Propelled Swing

 

Advanced Rocket Hammer Wrench (Tier 5 Choose One)
  • Larger Hammer head. Your swing deals d8s of damage instead of d6s, and leaves a rocket explosion that causes 2d8 fire damage to creatures 5ft around the target.
  • Residual smoke. Smokescreen covers the radius of your Rocket spin. creatures except you for 1 minute when they fail a Con save 14 are blinded upon starting their turn in it or entering it for the first time. Lasts 2 rounds
  • Hammer down. Using your reaction you can Pick a creature you launched up with Blast off, to do a swing down the ground. This creature automatically falls prone. And sustain similar damage to Rocket propelled swing.

 

Ultimate Rocket Hammer wrench (Tier 6 Choose One)
  • Swordbreaker. Spend 5 energy as a reaction to halve the damage of an incoming melee attack and perform a contested Strength Save. Whoever fails, breaks their melee weapon.
  • Quickswing.  You can spend 5 additional energy to make an additional extra attack.
  • Agonizing Spin. Rocket spin deals d8s of damage, as well as a bonus amount equal to your Intelligence Modifier (min. 1).



Previous Versions

Name Date Modified Views Adds Version Actions
7/7/2021 9:21:24 PM
23
5
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