Walker Engineering
Those engineers who choose the Walker Engineering discipline focus on the production, implementation, and continued improvement of their customized armored transport walkers for battlefield domination.
Bonus Proficiencies
Walker Engineering: 3rd Level
You gain proficiency in Mechanic’s Kits and the Piloting skill. Additionally, when you engage in crafting with the Mechanic's Kit, the rate at which you craft doubles.
Custom Walker Vehicle
Walker Engineering: 3rd Level
You employ your mastery over vehicular engineering to create an armored walker.
Over the course of a long rest, you can use your mechanic's kit to create a Custom Walker Vehicle (CWV). It appears in an unoccupied space of your choice within 30 feet of you. If it is adjacent to you, you can use 10 feet of your movement speed to mount it. The CWV is inoperable without a pilot and is a valid target of the tracker droid interface tech power. While you operate it, you have darkvision to 60 feet. A creature who attempts to operate it against your will must first succeed on an Intelligence check, DC equal to your techcasting save DC, and must remake the check every hour they continue to operate it. The walker has a primary weapon, a secondary weapon, and the slam attack. See its game statistics of both forms in the accompanying Custom Walker Vehicle stat blocks, which use your proficiency bonus (PB) and techcasting save DC in several places.
In combat, the CWV shares your initiative count and moves as you direct it. To make a 90-degree turn, the walker must expend 20 feet of movement. The CWV remains until it is reduced to 0 hit points, until you use this feature to create a new CWV, or until you die. When it disappears, you can choose for the CWV to detonate, creating its secondary weapon's effect, centered on its location. Anything the CWV was carrying is left behind when the CWV vanishes.
At 3rd level, you can only create your CWV in its Recon Walker form, which is size Large, uses d10 hit die, and has a movement speed of 50 feet. Its primary weapon is a repeating blaster, and its secondary weapon is a mortar launcher. It can use its reaction on the Redirect reaction.
Your Custom Walker Vehicle has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one). Some modification effects require saving throws. When you use such an effect from this class, or use a secondary weapon, the DC equals your tech save DC.
Lastly, while you are operating your CWV and you would use your action to cast a tech power, you can have it originate from your CWV instead. You still expend tech points as normal, and if the power requires concentration, it still uses your concentration.
Battlefield Control
Walker Engineering: 3rd Level
When you are operating your CWV and you force a hostile creature to make a saving throw against your techcasting save DC, you can use your reaction and expend one use of your Potent Aptitude to decrease their total saving throw by the amount rolled. If this would reduce the total value of the saving throw to 1 or less, their roll is considered a critical failure.
Combat Subroutine Protocols
Walker Engineering: 6th and 14th Level
While operating the CWV, you can make two slam or repeating blaster attacks as part of the same Action. You can make a third attack at 14th level.
Additionally, when you use your Action to cast a tech power while operating the CWV, you can use your bonus action to make an attack with the CWV's primary weapon or slam attack.
Advanced Walker Schematics
Walker Engineering: 14th Level
When you create your CWV, you can now choose its Scout Walker form, which is size Huge, uses d12 hit die, and has a movement speed of 40 feet. Its primary weapon is a medium repeating blaster, and its secondary weapon is a grenade launcher. Additionally, while in the Scout Walker form, the CWV gains the Towering and Vulnerable Interior features.
While piloting the Scout Walker form, you are considered to have total cover within its confines. A creature can use an Action to attempt to climb your CWV, and a Bonus Action to breach the roof of your Scout Walker's cockpit; both require a Strength (Athletics) or Dexterity (Acrobatics) check equal to your techcasting save DC. If they are successful in breaching the cockpit, you are exposed to their attacks until they are no longer atop your cockpit.
Your Scout Walker can house an additional Medium-sized creature. A humanoid passenger proficient with the Intelligence (Piloting) skill or Martial Blasters can serve as a gunner, and can make two primary weapon attacks or one secondary weapon attack on their turn. Alternatively, while the CWV has less than its maximum hit points, a humanoid passenger proficient with Mechanic's Kits can use their Action to attempt to Patch the CWV: the CWV expends a hit die, and makes a Constitution check with proficiency (DC = 10 or half the CWV’s missing hit points, whichever number is higher). On a failure, the hit dice is rolled with disadvantage. On a success, it is rolled normally.
Exceptional Weapon
Walker Engineering: 18th Level
Your CWV's primary and secondary weapons ignore damage resistance, treat damage immunity as resistance, and deal double damage to objects and structures.
Additionally, you may select one of the following secondary weapons to substitute for your CWV's original secondary weapon: the Cluster Missile Pod, Siege Laser Cannon, or Tractor Beam. You may change your selection each time you create a new CWV.
Cluster Missile Pod
The CWV gains twin missile pods, and gains the Missile Barrage action.
Missile Barrage (2/Day). The CWV releases a heavy barrage of cluster missiles at a target point within 150 feet. Each creature within 20 feet of the target must make a Dexterity saving throw, taking 10d6 kinetic damage on failure, or half as much on success.
Siege Laser Cannon
The CWV gains a siege laser cannon, and gains the Siege Laser Cannon action.
Siege Laser Cannon. The CWV targets a point within 240 feet and lets loose a blast. Each creature in a 15-foot cube must make a Dexterity saving throw. A creature takes 3d10 energy damage on failure, or half as much on success.
Tractor Beam
The CWV gains a miniaturized tractor beam, and gains the Tractor Beam Focus and Tractor Beam Thrust actions.
Tractor Beam Focus. The CWV attempts to set the tractor beam to grasp and lift one creature or object of size Large or smaller that it can see within 90 feet. It can affect the same target round after round, or choose a new one at any time. If the CWV switches targets, the prior target is no longer affected by the power. A creature can make a Strength saving throw to resist the effect, or is moved in 30 feet in a direction chosen by the CWV. A creature moved by this effect is restrained in the tractor beam's grip. The CWV can use its action to attempt to maintain the grip on subsequent turns by repeating the contest.
Tractor Beam Thrust. The CWV uses the tractor beam and attempts to move a Large or smaller creature or object not being worn or carried within 90 feet. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of the CWV's choice based on its size. A Tiny or Small creature or object can be moved up to 90 feet, a Medium creature or object can be moved up to 60 feet, and a Large creature or object can be moved up to 40 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 4d8 force damage.
Walker Modifications
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Accelerated Drive Motor
Prerequisite: 5th Level
Your CWV's movement speed increases based on its walker form. The Recon Walker's speed increases by 10 times your proficiency, and the Scout Walker's speed increases by 5 times your proficiency.
Adaptive Balancing
Your CWV ignores difficult terrain.
Advanced Plating
The Armor Class of your CWV is increased by +1. You may choose this modification up to 3 times.
Algorithmic Targeting
Prerequisite: 5th Level
The attack bonus for your CWV's primary weapons increases by 1. This bonus increases to +2 at 9th level and +3 at 13th level.
Anti-Intrusion Measures
Hostile creatures attempting to climb or breach your CWV make the check with disadvantage. On failure, they take 1d4 lightning damage.
Basic Shielding
As a bonus action on your turn, you give your CWV a number of temporary hit points equal to your Intelligence modifier. While it has these hit points, your CWV is resistant to Kinetic and Energy damage.
Droidbrain Enhancement
You install a droid brain that can effect basic control of your CWV in your stead. In combat, if you did not initiate combat while piloting the CWV, it rolls its own initiative. It can only take the Dodge action, unless you command it with a bonus action on your turn.
Enhanced Scanners
Prerequisite: 13th Level
While you are piloting your CWV, you gain truesight to 120 feet.
Environmental Shielding
Prerequisite: 9th Level, Basic Shielding
While your CWV has temporary hit points, it is resistant to your choice of acid, cold, or fire damage. You may change your selection at the end of a short or long rest.
Excess Munitions
When you have used all the remaining charges for your CWV's secondary weapon(s), you can use it again by expending a number of tech points equal to the number of damage die used by the weapon.
Gauss Rounds
Prerequisite: 5th Level
When you roll a 1 or 2 on a damage die with your CWV's primary weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Gyroscopic Balancing
Your CWV has advantage on saving throws against effects that would knock it prone.
Hazard Resiliency
Your CWV gains proficiency in a saving throw of your choice. You may choose this modification up to 3 times.
Heavy Durasteel Plating
Prerequisite: 13th Level
The outer layer of your CWV is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds double your Intelligence modifier, the CWV takes no damage from that attack. Ion damage ignores this feature.
Hull Integrity Reinforcement
Prerequisite: 5th Level
Your CWV's' hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, its hit point maximum increases by an additional point. You may choose this modification up to 3 times.
Ion Repeater Cells
Prerequisite: 9th Level
Your CWV's primary weapon deals ion damage instead of energy, but deals -1 damage per damage die.
Improved Droidbrain Enhancement
Prerequisite: 9th Level, Droidbrain Enhancement
You upgrade your droidbrain to handle more complex maneuvers. You no longer have to use a bonus action to command the CWV, and it may use one slam or primary weapon attack each round.
Improved Payload
Prerequisite: 5th Level
The save DC for your CWV's secondary weapons increases by 1. This bonus increases to +2 at 9th level and +3 at 13th level.
Interceptor Shielding
Prerequisite: Basic Shielding, 13th Level
The temporary hit points granted by your Bonus Action increase to twice your Intelligence modifier. Additionally, you can now gain these hit points as a reaction to taking damage, applying damage resistance if applicable.
Missile Launcher
Prerequisite: 9th Level
Your CWV gains an additional secondary weapon: a missile launcher.
Missile Launcher (1/day). Ranged Weapon Attack: +2 plus PB to hit, range 100/300 ft., one target. Hit: 1d10 (Recon Walker) or 2d10 (Scout Walker) plus PB kinetic damage. Hit or miss, the missile then explodes. Each creature in 15 feet must make a Dexterity saving throw. A creature takes a number of fire damage die and kinetic damage die equal to half your engineer level (rounded up) on failure, or half as much on success. For this ability, the Recon Walker uses d6 damage die, and the Scout Walker uses d8 damage die. A targeted creature beyond 100 feet makes this save with advantage.
Munitions Upgrade
Prerequisite: 5th Level
Your CWV's secondary weapons deal an additional damage die. This bonus increases to two additional damage die at 9th level and three additional damage die at 13th level.
Paired Mounted Weapon
Prerequisite: 17th Level
Your CWV gains the secondary weapon of the walker form it is not currently taking.
Power Supply Port
Your CWV gains the ability to charge expended power cells and power generators connected to its exterior. It has a charging capacity of 1 hour. It can spend 10 minutes of this charging capacity to replenish an expended power cell, or 1 hour replenishing an expended power generator. Connecting or disconnecting a weapon takes an action.
If you connect to the CWV and attempt to replenish an enhanced power cell, power generator, or a specialized power cell, the ammunition loses its enhanced or specialized properties.
Remote Techcasting
When you would cast a tech power through your CWV, you can instead cast it while you are within 60 feet of your CWV. When you cast a power in this way, you consume a number of uses of this feature equal to that power’s level. You can use this feature four times, and you gain more uses at higher levels, as shown in the Modification Slots column of the engineer table.
Specialized Munitions
Prerequisite: 5th Level
Select a creature type. That creature has disadvantage on saving throws against your secondary weapons. If a creature of that type rolls a natural 1 on the saving throw against your secondary weapon, it instead takes maximum damage.
Superior Droidbrain Enhancement
Prerequisite: 17th Level, Improved Droidbrain Enhancement
You maximize the potential of your CWV's droidbrain with expansive processors. Its bonus to attack and damage rolls increases by +2, it gains one additional saving throw proficiency of your choice, and it can take a number of attacks equal to the amount afforded by the Combat Subroutine Protocols feature.
Tech-Inhibitor Subsystems
Prerequisite: 5th Level
When you cast a tech power through the CWV that requires a saving throw, the DC increases by 1. This bonus increases to +2 at 9th level and +3 at 13th level.
Weapons Discharge Upgrade
Prerequisite: 5th Level
The CWV's primary weapons deal an additional damage die. This bonus increases to two additional damage die at 9th level and three additional damage die at 13th level.
Custom Walker Vehicle (Recon Form)
Large construct, unaligned
Armor Class 13 + PB (armor plating)
Hit Points 6 + six times your engineer level (the construct has a number of d10 Hit Dice equal to your engineer level)
Speed 50 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 15(+2) 8(-1) 14(+2) 8(-1)
Saving Throws Dex + 1 + PB, Con +2 + PB
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge -
Proficiency Bonus equal to your bonus
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Forced March. The construct has advantage on Constitution saving throws made to avoid Exhaustion due to prolonged travel, as described in Chapter 8.
Piloted. The construct may be manually operated by a pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.
Actions
Slam. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB kinetic damage.
Repeating Blaster. Ranged Weapon Attack: +2 plus PB to hit, range 60/240 ft., one target. Hit: 2d6 plus PB energy damage.
Mortar Cannon (3/Day). The construct launches a mortar at a point it can see within 100 feet. Each creature within 20 feet must make a Dexterity saving throw. A target takes 2d12 kinetic damage on a failed save, or half as much on a successful one.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
Custom Walker Vehicle (Scout Form)
Huge construct, unaligned
Armor Class 13 + PB (armor plating)
Hit Points 7 + seven times your engineer level (the construct has a number of d12 Hit Dice equal to your engineer level)
Speed 40 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 15(+2) 8(-1) 14(+2) 8(-1)
Saving Throws Str +3 + PB, Con +2 + PB
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge -
Proficiency Bonus equal to your bonus
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Forced March. The construct has advantage on Constitution saving throws made to avoid Exhaustion due to prolonged travel, as described in Chapter 8.
Piloted. The construct may be manually operated by a pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.
Towering. Creatures of Medium size or smaller can stand in the construct’s space.
Vulnerable Interior. The construct’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Slam. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB kinetic damage.
Medium Repeating Blaster. Ranged Weapon Attack: +2 plus PB to hit, range 120/240 ft., one target. Hit: 2d10 plus PB energy damage.
Grenade Launcher (3/Day). The construct launches a barrage of grenades at a point within 120 feet. Every creature within 15 feet must make a Dexterity saving throw, taking 4d12 kinetic damage on a failed save, or half as much damage on a successful one.