Difference between revisions of "Engineer (5A)"
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This is a [[Fencer (5A)|Fencer]] subclass for [[5A]]. | This is a [[Fencer (5A)|Fencer]] subclass for [[5A]]. | ||
− | An engineer has a technological education, focused on building fortifications and fieldworks. | + | An engineer has a technological education, focused on building and defending fortifications and fieldworks. |
− | This in contrast to the [[Sapper (5A)|Sapper]], a similar [[Rogue (5A)|Rogue]] | + | This in contrast to the [[Sapper (5A)|Sapper]], a similar [[Rogue (5A)|Rogue]] subclass focused on destroying such things. |
=== Siege Weapons === | === Siege Weapons === | ||
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You are a master of constructions, which is any Large or larger object not carried by a creature. | You are a master of constructions, which is any Large or larger object not carried by a creature. | ||
You and all allies within 30 feet of you works three times as fast when building or repairing constructions. | You and all allies within 30 feet of you works three times as fast when building or repairing constructions. | ||
− | You can spend an action to stabilize constructions within 30 feet of you, giving those construction resistance to all damage until the end of your next turn. | + | You can spend an action to stabilize all constructions within 30 feet of you, giving those construction resistance to all damage until the end of your next turn. |
=== Punch Code === | === Punch Code === | ||
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=== Architectural Secrets === | === Architectural Secrets === | ||
At 11th level you are immediately aware of any trap, secret door, compartment, trap door, or other unusual construction within 20 feet. | At 11th level you are immediately aware of any trap, secret door, compartment, trap door, or other unusual construction within 20 feet. | ||
− | If you cannot see the location, you only get a vague sense of direction | + | If you cannot see the location, you only get a vague sense of direction to each feature detected. |
− | You can use an action to | + | You can use an action to detect such devices at a range of 10 feet times your Proficiency Bonus. |
=== Fieldworks === | === Fieldworks === |
Latest revision as of 19:37, 10 January 2024
Starfox's 5th Edition Fan Page |
This is a Fencer subclass for 5A.
An engineer has a technological education, focused on building and defending fortifications and fieldworks. This in contrast to the Sapper, a similar Rogue subclass focused on destroying such things.
Siege Weapons
When you choose this archetype at 3rd level, you gain proficiency with all crossbows, all firearms, and all siege engines.
Engineering
At 3rd level you gain proficiency with carpenter's tools, cartographer’s tools, and mason's tools.
You are a master of constructions, which is any Large or larger object not carried by a creature. You and all allies within 30 feet of you works three times as fast when building or repairing constructions. You can spend an action to stabilize all constructions within 30 feet of you, giving those construction resistance to all damage until the end of your next turn.
Punch Code
At 7th level, when you inflict damage on a creature of the construct type, the construct must make an Intelligence saving throw (DC 10 + your Dexterity modifier + your proficiency bonus) or come under your control. Until the start of your next turn the construct becomes friendly to you and your companions, and obeys your commands. It will ignore its earlier instructions and instead take instructions from you. The construct keeps its own initiative count and can take an action in its stat block or some other action.
Architectural Secrets
At 11th level you are immediately aware of any trap, secret door, compartment, trap door, or other unusual construction within 20 feet. If you cannot see the location, you only get a vague sense of direction to each feature detected. You can use an action to detect such devices at a range of 10 feet times your Proficiency Bonus.
Fieldworks
At 15th level you can spend an action to 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.