Engineer (Intelligence) (5A)
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"Today is the worst day ever. We're literally caught between a rock and a hard place. The walls are closing in, and the hobgoblins on top of them 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 sliding 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 the best day ever!"
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 3: Focus Ability
Your Focus Ability is Intelligence. You are proficient in Intelligence and Wisdom saving throws.
Level 3: 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 or Strength (Athletics) on checks to break things.
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.
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.
Trap Danger Zones 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. |
Level 3: 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. 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.
- 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 next time the creature moves, all movement in the current turn is safe, and the target is safe 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 within 5 feet. When you do so, you can protect yourself and allies in the danger zone, 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 up you Exemplar Dice pool.
Level 6: Engineer Dice
An engineer can spend Exemplar Dice in unique ways.
- When interacting with the environment requires an ability check, you can spend an Exemplar Die to master the situation. This decreases the DC and any damage taken for you and your allies, and increases the DC and any damage inflicted on your enemies. This lasts for one minute and applies to checks to climb, swim, balance, open doors, disarm locks, and similar environment interactions within 100 feet of you.
Level 10: Fieldcraft
Material | Vulnerability | Armor Class |
Cloth, paper, rope | Fire | 11 |
Crystal, glass, ice, earth | Piercing | 13 |
Wood, bone | Slashing | 15 |
Stone | Bludgeoning | 17 |
Iron, steel | — | 19 |
Mithral | — | 21 |
Adamantine | — | 23 |
At 10th level, you can take an action to modify the environment to your benefit. You use whatever resources are lying about, which is usually not a problem. In a very pristine environment this ability may not work unless you bring your own materials. Make a check using only your proficiency Bonus against a DC depending on the material. If you are able to do the damage type listed on the Object Armor Class & Vulnerability table, you have advantage on this check. On a successful check, you can do one of the following things:
- 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 create camouflage in a number of 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. You need to be concealed or in full cover to hide like this, but can remain hidden even when enemies move so that there is no cover or concealment. As soon as a creature hidden in camouflage moves, the camouflage ends. It otherwise lasts until the next dawn.
- As an action you can give a creature within 5 feet half cover (+2 to AC and Dexterity saves) or a creature that already has half cover (including one you gave half cover) three-quarters cover (+5 AC and Dexterity saves). This cover reverts to how it originally was as soon as the creature moves.
- You can turn difficult ground into normal ground and normal ground into difficult ground 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.
Level 14: Mining
You can blow up walls, reducing them to rubble. As an action, make a check using only your proficiency Bonus against the wall's Armor Class, see Fieldcraft above. On a success, you create a 5 feet tunnel into the wall that is difficult ground.