Difference between revisions of "Engineer (Intelligence) (5A)"

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mason's tools.
 
mason's tools.
  
You can use Intelligence (Investigation) instead of Strength on checks to break things.
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You can use Intelligence (Investigation) instead of Strength on checks to break, move, and open things.
 
{| class="wikitable"   
 
{| class="wikitable"   
 
|-
 
|-
 
|| '''Trap Danger Zones'''<br>
 
|| '''Trap Danger Zones'''<br>
Several engineer abilities mentions a trap's danger zone. This is the area where the trap can be triggered or where it can harm someone.
+
Several engineer abilities mentions a trap's danger zone. This is the area where the trap can be triggered plus the area where it can harm someone. These are often the same.
 
|}
 
|}
  
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* '''Hazard.''' You can take an action to cause a hazard for an enemy within 30 feet. Typical hazards are environmental effects such as uneven tiles or falling rocks. The target must make a Dexterity saving throw or you can move them 5 feet, they fall prone, and they take bludgeoning damage equal to your Exemplar Die + your Intelligence modifier. This does not use a die from your Exemplar Dice pool.   
 
* '''Hazard.''' You can take an action to cause a hazard for an enemy within 30 feet. Typical hazards are environmental effects such as uneven tiles or falling rocks. The target must make a Dexterity saving throw or you can move them 5 feet, they fall prone, and they take bludgeoning damage equal to your Exemplar Die + your Intelligence modifier. This does not use a die from your Exemplar Dice pool.   
* '''Superior Ground.''' When an opponent is standing next to a wall or other obstruction, at a lower altitude than you, or is on difficult ground, you can use this to your advantage as a free action. Until the start of your next turn you have advantage on attack rolls and you add your Exemplar Die to damage against this opponent. This does not use up you Exemplar Dice pool. The opponent suffers disadvantage on attacks  against you.
+
* '''High Ground.''' When an opponent is standing next to a wall or other obstruction, at a lower altitude than you, or is on difficult ground, you can use this to your advantage as a free action. Until the start of your next turn you have advantage on attack rolls and you add your Exemplar Die to damage against this opponent. This does not use up you Exemplar Dice pool. The opponent suffers disadvantage on attacks  against you.
 
* '''Safe Path.''' You or an ally within 30 feet does not trigger attacks of opportunity and can ignore difficult ground and hazards such as caltrops, traps, lava, narrow paths, tight passages, precarious surfaces, magic tricks on the ground, or similar obstructions that involve danger or ability checks. This lasts until the beginning of your next turn. All movement in the current turn is safe, and the target remains safe on later rounds as long as they remain still, but any later movement is not protected unless you use this ability again.
 
* '''Safe Path.''' You or an ally within 30 feet does not trigger attacks of opportunity and can ignore difficult ground and hazards such as caltrops, traps, lava, narrow paths, tight passages, precarious surfaces, magic tricks on the ground, or similar obstructions that involve danger or ability checks. This lasts until the beginning of your next turn. All movement in the current turn is safe, and the target remains safe on later rounds as long as they remain still, but any later movement is not protected unless you use this ability again.
 
* '''Trap Master.''' You can use this trick to activate a known trap when you are within 30 feet of the traps danger zone. When you do so, you can protect yourself and allies, making the trap miss, making saving throws automatically succeed, or allowing movement up to their speed to the nearest safe space if there is no way the trap could miss, such as a pit trap. Add your Exemplar Die to the damage the trap inflicts on enemies. This does not use a die from your Exemplar Dice pool.
 
* '''Trap Master.''' You can use this trick to activate a known trap when you are within 30 feet of the traps danger zone. When you do so, you can protect yourself and allies, making the trap miss, making saving throws automatically succeed, or allowing movement up to their speed to the nearest safe space if there is no way the trap could miss, such as a pit trap. Add your Exemplar Die to the damage the trap inflicts on enemies. This does not use a die from your Exemplar Dice pool.
  
 
=== Level 3: Engineer' Analysis ===
 
=== Level 3: Engineer' Analysis ===
As a free action you can observe your physical surroundings and learn the relevant ability check and DCs of various interactions with the environment, such as the Strength (Athletics) DC to climb a wall, the Strength DC break down a door, the Dexterity (Acrobatics) DC balance on a precipice, and so on.  
+
As a free action you can observe your physical surroundings within 60 feet and learn the relevant ability check and DCs of various interactions with the environment, such as the Strength (Athletics) DC to climb a wall, the Strength DC break down a door, the Dexterity (Acrobatics) DC balance on a precipice, and so on.  
 
+
If there is a trap in the area, you instantly understand how it works, its danger zone, and how to trigger it.
When you first move within 30 feet of the danger zone of a trap the DM makes an Intelligence (Investigation) check for you to spot the trap.
 
When you spot a trap, ether with this ability or in some other way, you instantly understand how it works, its danger zone, and how to trigger it.
 
  
 
=== Level 6: Engineer Dice ===
 
=== Level 6: Engineer Dice ===
 
An engineer can spend Exemplar Dice in unique ways.
 
An engineer can spend Exemplar Dice in unique ways.
* When interacting with the environment requires an ability check or saving throw or the environmental effect makes an attack roll, you can spend an Exemplar Die to master the situation. This includes simple interactions like climbing a wall, but also dangerous thigs like rockfalls, avalanches, lava flows, and so on. This decreases the DC and any damage taken for you and your allies, and increases the DC and any damage inflicted on your enemies. You affect the environment for one minute and applies to attack rolls against you, to saving throes, checks to climb, swim, balance, open doors, disarm locks, and similar environment interactions within 100 feet of you.
+
* When interacting with the environment requires an ability check or saving throw or the environmental effect makes an attack roll, you can spend an Exemplar Die to master the situation. This includes simple interactions like climbing a wall, but also dangerous thigs like rockfalls, avalanches, lava flows, and so on. This decreases the DC and any damage taken for you and your allies, and increases the DC and any damage inflicted on your enemies. You affect the environment for one hour and the die applies to attack rolls against you, to saving throes, checks to climb, swim, balance, open doors, disarm locks, and similar environment interactions within 100 feet of you. Each time such an event happens roll your Exemplar Die, but do not expend further dice from your pool.
* When using the Hazard engineer trick, you can use an Exemplar Dice to affect multiple creatures at once. Roll an Exemplar Dice, the result is the number of targets you can affect.
+
* When using the Hazard engineer trick, you can use an Exemplar Dice to affect multiple creatures at once. Roll an Exemplar Dice, the result is the number of targets you can affect. All need to be involved in the situation, which usually works out to being within 10 feet times the result of your Exemplar Die of the original target.
 
* At 10th level you can improve the area affected by your Fieldcraft and Mining abilities. Roll an Exemplar Die and add the result in feet to the range and area of the ability. On a grid map round this down to the closest increment of 5 feet.
 
* At 10th level you can improve the area affected by your Fieldcraft and Mining abilities. Roll an Exemplar Die and add the result in feet to the range and area of the ability. On a grid map round this down to the closest increment of 5 feet.
  
 
=== Level 10: Fieldcraft ===  
 
=== Level 10: Fieldcraft ===  
At 10th level, you can take an action to modify the environment to your benefit.  
+
At 10th level, you can take an action to modify the environment to your benefit as an action.  
 
* You can create field works in your space and within 5 feet of you. This counts as difficult ground to your enemies. Allies in this area gain half cover (+2 to AC and Dexterity saving throws). This stacks with the bonus of any other cover allies may have. The fieldworks last until the end of your next long rest. A 15 foot square of fieldworks can be destroyed by the Use an Object action or by attacks. It has an AC of 15, 10 hit points, and immunity to to poison and psychic damage.
 
* You can create field works in your space and within 5 feet of you. This counts as difficult ground to your enemies. Allies in this area gain half cover (+2 to AC and Dexterity saving throws). This stacks with the bonus of any other cover allies may have. The fieldworks last until the end of your next long rest. A 15 foot square of fieldworks can be destroyed by the Use an Object action or by attacks. It has an AC of 15, 10 hit points, and immunity to to poison and psychic damage.
* You can change the danger zone of a trap if you are within 5 feet of the trap itself or its danger zone. The trap itself remains where it is, but the trigger and area the trap effects can be rotated 90 degrees (one cardinal direction on a grid) around the trap.  
+
* You can change the danger zone of a trap if you are within 5 feet of the trap itself or its danger zone. The trap itself remains where it is, but the trigger and area the trap effects can be rotated 90 degrees (one cardinal direction on a grid) around the trap. In the case of traps that are to big to be moved but have not yet triggered, such as pit traps, the trap was actually in the new direction already, but only you understood this.
 
* You can create camouflage in a number of continuous 5-foot squares equal to your proficiency bonus. You and allies can use your Intelligence (Investigation) instead of Dexterity (Stealth) to hide in this space without need for concealment. It otherwise lasts until the next dawn.
 
* You can create camouflage in a number of continuous 5-foot squares equal to your proficiency bonus. You and allies can use your Intelligence (Investigation) instead of Dexterity (Stealth) to hide in this space without need for concealment. It otherwise lasts until the next dawn.
* You can turn all difficult ground within 5 feet into normal ground.  
+
* You can turn all difficult ground you move into before the end of your current turn into normal ground.  
* You can create a ramp that ascends or descends 5 feet in a 5-foot square within 5 feet.
+
* You can create a ramp that ascends or descends 5 feet in a 5-foot square within 5 feet. This ramp is difficult ground, but does not require any roll to traverse.
  
 
=== Level 14: Mining ===
 
=== Level 14: Mining ===
 
{| class="wikitable"; align="right"; margin-left: 50px
 
{| class="wikitable"; align="right"; margin-left: 50px
|+''' Table: Object Armor Class & Vulnerability'''
+
|+''' Table: Object Armor Class'''
|| '''Material''' |||'''Vulnerability''' ||align="right"|  '''Armor Class'''
+
|| '''Material''' |||  '''Armor Class'''
 
|-
 
|-
||Cloth, paper, rope ||| Fire ||align="center"|  11
+
||Cloth, paper, rope ||align="center"|  11
 
|-
 
|-
||Crystal, glass, ice, earth |||Piercing ||align="center"|  13
+
||Crystal, glass, ice, earth ||align="center"|  13
 
|-
 
|-
||Wood, bone ||| Slashing ||align="center"|  15
+
||Wood, bone ||align="center"|  15
 
|-
 
|-
||Stone |||Bludgeoning ||align="center"|  17
+
||Stone   ||align="center"|  17
 
|-
 
|-
||Iron, steel ||| — ||align="center"|  19
+
||Iron, steel ||align="center"|  19
 
|-
 
|-
||Mithral ||| — || align="center"|  21
+
||Mithral || align="center"|  21
 
|-
 
|-
||Adamantine ||| — ||align="center"|  23
+
||Adamantine ||align="center"|  23
 
|}
 
|}
You can blow up walls, reducing them to rubble. As an action, make a Intelligence (Investigation) check against the wall's Armor Class. On a success, you create a 5 feet tunnel into the wall.
+
You can blow up walls, reducing them to rubble. As an action, make a Intelligence (Investigation) check against the wall's Armor Class. On a success, you create a 5 cube of feet tunnel in the wall. Such tunnels are difficult ground. You can do this on floors or ceilings, creating pitfalls or slopes. If you fail to tunnel into a particular space, you cannot try to tunnel into that space again until after you finish a long or short rest.
 +
For large tunnel projects, the DM may require a single Intelligence (Investigation) check with disadvantage to not bog down play by rolling for every 5 foot cube.

Latest revision as of 19:51, 4 July 2024

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This is an original Exemplar subclass for 5A.

"Today is an accursed day! We're literally caught between a rock and a hard place. The walls are closing in, and the hobgoblins on top are pelting us with arrows! Our paladin is trying to shield everyone and I am out of spells. Our engineer is doing something pointless over by the moving wall. Suddenly, the wall collapses, the entire side slipping down to become a slide, with the hobgoblins tumbling down to fall at our feet! Och joy, my mace speaks and heads crack. Today is a blessed day!"

An Exemplar subclass. An engineer is a master of construction and devices. Traps are their toys, walls and doors their weapons and shields. Play an engineer if you enjoy thinking on your feet and using the environment to advantage.

Level 1: Focus Ability

Your Focus Ability is Intelligence. You are proficient in Intelligence and Wisdom saving throws.

Level 1: Engineer Proficiencies

When you choose this focus at 1st level, you gain proficiency with Investigation, carpenter's tools, and mason's tools. If you already know one of these skills or tools, you select another option of the same type: skill or tool.

You gain expertise (double Proficiency Bonus) with Investigation, carpenter's tools, and mason's tools.

You can use Intelligence (Investigation) instead of Strength on checks to break, move, and open things.

Trap Danger Zones

Several engineer abilities mentions a trap's danger zone. This is the area where the trap can be triggered plus the area where it can harm someone. These are often the same.

Level 2: Engineer Tricks

You can choose these tricks only available to Engineers.

  • Hazard. You can take an action to cause a hazard for an enemy within 30 feet. Typical hazards are environmental effects such as uneven tiles or falling rocks. The target must make a Dexterity saving throw or you can move them 5 feet, they fall prone, and they take bludgeoning damage equal to your Exemplar Die + your Intelligence modifier. This does not use a die from your Exemplar Dice pool.
  • High Ground. When an opponent is standing next to a wall or other obstruction, at a lower altitude than you, or is on difficult ground, you can use this to your advantage as a free action. Until the start of your next turn you have advantage on attack rolls and you add your Exemplar Die to damage against this opponent. This does not use up you Exemplar Dice pool. The opponent suffers disadvantage on attacks against you.
  • Safe Path. You or an ally within 30 feet does not trigger attacks of opportunity and can ignore difficult ground and hazards such as caltrops, traps, lava, narrow paths, tight passages, precarious surfaces, magic tricks on the ground, or similar obstructions that involve danger or ability checks. This lasts until the beginning of your next turn. All movement in the current turn is safe, and the target remains safe on later rounds as long as they remain still, but any later movement is not protected unless you use this ability again.
  • Trap Master. You can use this trick to activate a known trap when you are within 30 feet of the traps danger zone. When you do so, you can protect yourself and allies, making the trap miss, making saving throws automatically succeed, or allowing movement up to their speed to the nearest safe space if there is no way the trap could miss, such as a pit trap. Add your Exemplar Die to the damage the trap inflicts on enemies. This does not use a die from your Exemplar Dice pool.

Level 3: Engineer' Analysis

As a free action you can observe your physical surroundings within 60 feet and learn the relevant ability check and DCs of various interactions with the environment, such as the Strength (Athletics) DC to climb a wall, the Strength DC break down a door, the Dexterity (Acrobatics) DC balance on a precipice, and so on. If there is a trap in the area, you instantly understand how it works, its danger zone, and how to trigger it.

Level 6: Engineer Dice

An engineer can spend Exemplar Dice in unique ways.

  • When interacting with the environment requires an ability check or saving throw or the environmental effect makes an attack roll, you can spend an Exemplar Die to master the situation. This includes simple interactions like climbing a wall, but also dangerous thigs like rockfalls, avalanches, lava flows, and so on. This decreases the DC and any damage taken for you and your allies, and increases the DC and any damage inflicted on your enemies. You affect the environment for one hour and the die applies to attack rolls against you, to saving throes, checks to climb, swim, balance, open doors, disarm locks, and similar environment interactions within 100 feet of you. Each time such an event happens roll your Exemplar Die, but do not expend further dice from your pool.
  • When using the Hazard engineer trick, you can use an Exemplar Dice to affect multiple creatures at once. Roll an Exemplar Dice, the result is the number of targets you can affect. All need to be involved in the situation, which usually works out to being within 10 feet times the result of your Exemplar Die of the original target.
  • At 10th level you can improve the area affected by your Fieldcraft and Mining abilities. Roll an Exemplar Die and add the result in feet to the range and area of the ability. On a grid map round this down to the closest increment of 5 feet.

Level 10: Fieldcraft

At 10th level, you can take an action to modify the environment to your benefit as an action.

  • You can create field works in your space and within 5 feet of you. This counts as difficult ground to your enemies. Allies in this area gain half cover (+2 to AC and Dexterity saving throws). This stacks with the bonus of any other cover allies may have. The fieldworks last until the end of your next long rest. A 15 foot square of fieldworks can be destroyed by the Use an Object action or by attacks. It has an AC of 15, 10 hit points, and immunity to to poison and psychic damage.
  • You can change the danger zone of a trap if you are within 5 feet of the trap itself or its danger zone. The trap itself remains where it is, but the trigger and area the trap effects can be rotated 90 degrees (one cardinal direction on a grid) around the trap. In the case of traps that are to big to be moved but have not yet triggered, such as pit traps, the trap was actually in the new direction already, but only you understood this.
  • You can create camouflage in a number of continuous 5-foot squares equal to your proficiency bonus. You and allies can use your Intelligence (Investigation) instead of Dexterity (Stealth) to hide in this space without need for concealment. It otherwise lasts until the next dawn.
  • You can turn all difficult ground you move into before the end of your current turn into normal ground.
  • You can create a ramp that ascends or descends 5 feet in a 5-foot square within 5 feet. This ramp is difficult ground, but does not require any roll to traverse.

Level 14: Mining

Table: Object Armor Class
Material Armor Class
Cloth, paper, rope 11
Crystal, glass, ice, earth 13
Wood, bone 15
Stone 17
Iron, steel 19
Mithral 21
Adamantine 23

You can blow up walls, reducing them to rubble. As an action, make a Intelligence (Investigation) check against the wall's Armor Class. On a success, you create a 5 cube of feet tunnel in the wall. Such tunnels are difficult ground. You can do this on floors or ceilings, creating pitfalls or slopes. If you fail to tunnel into a particular space, you cannot try to tunnel into that space again until after you finish a long or short rest. For large tunnel projects, the DM may require a single Intelligence (Investigation) check with disadvantage to not bog down play by rolling for every 5 foot cube.