B1 04 T1 - The Engineer

by AspireGames

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The Engineer

Class
Level
Class
Features
Modification
Slots
1st Techcasting, Casting Practice
2nd Improvised Casting, Modify Object 2
3rd Technologic Trait, Engineer Subclass 2
4th Ability Score Improvement, Major Feat 2
5th Technologic Trait, Extra Reaction 3
6th Subclass feature, Minor Feat 3
7th Technologic Trait 3
8th Ability Score Improvement, Major Feat 3
9th Technologic Trait 4
10th Subclass feature, Minor Feat 4
11th Technologic Trait 4
12th Ability Score Improvement, Major Feat 4
13th Technologic Trait 5
14th Subclass feature, Minor Feat 5
15th Technologic Trait 5
16th Ability Score Improvement, Major Feat 5
17th Technologic Trait 6
18th Subclass feature, Minor Feat 6
19th Engineer Capstone, Tech Capstone 6
20th Ability Score Capstone 6

Class Traits

As an Engineer, you gain the following class traits.

Hit Points


  • Hit Dice: 1d6 per Engineer level
  • Hit Points at 1st Level: 6 + your Constitution
    modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Engineer level after 1st

Proficiencies


  • Skills: Any five of your choice
  • Tools: Any two of your choice

  • Armor: Light armor
  • Weapons: Simple weapons

  • Saving Throws: Fortitude

Equipment


  • Armor: (a) partial light armor and 400 cr; or (b) 500 cr
  • Shield: (a) light physical shield and 450 cr; or (b) 500 cr
  • Weapon: (a) quarterstaff and 300 cr; (b) short bow, 20 arrows, and 105 cr; or (c) 500 cr
  • School: tech pad and (a) one creator's implements or provider's kit; (b) one gaming set or musical instrument and 150 cr; or (c) 300 cr
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Class Features

As an Engineer, you gain the following class features.

1st level: Techcasting

You are a full Technologist. See chapter 10 for the full rules of techcasting.

1st level: Casting Practice

You are practiced with a particular style of casting. Choose one of the casting practice options, detailed in Chapter 6.

2nd level: Improvised Casting

You learn to experiment with your techcasting. You can attempt to cast a module you do not know, provided it is of a degree you could know. When you do so, you expend tech points as normal (if the module is 1st degree or higher) and you must make a DC 10 techcasting ability check. On a success, the module is cast. On a failure, the power is not cast, but the tech points are still spent.

Each time you use this feature after the first within a module subtype, the DC increases by 5 for that subtype. When you finish a short or long rest, all DCs reset to 10.

2nd level: Modify Object

You learn how to modify objects through use of a unique capacity. You start with one such feature—Infuse Item—and you gain additional options from your Engineer subclass. If a modification requires a saving throw, it uses your tech save DC.

You can maintain two modifications, and you can maintain more at higher levels, as shown in the Modification Slots column of the Engineer table. Some modifications have a duration; that modification slot refreshes after a short rest, provided the modification has ended.

Infuse Item

Over the course of 1 minute, which can be done during a quick rest, you can infuse one item within your reach with your tech prowess. You must have appropriate tools or a tech focus to complete this infusion. At the completion of this infusion, the item gains a +1 bonus of your choice, depending on item type and provided the item does not provide a similar bonus. You can infuse the same item multiple times.

  • Arcanic Conduit: +1 bonus to melee spell attacks, ranged spell attacks, Fortitude spell save DC, Reflex spell save DC, or Will spell save DC.
  • Armor or Shield: +1 bonus to AC or DR.
  • Clothing: +1 bonus to AC or DR.
  • Focus Icon: +1 bonus to focus attack modifier or +1 bonus to focus save DC.
  • Maneuver Catalogue: +1 bonus to maneuver attack modifier or +1 bonus to maneuver save DC.
  • Psionic Conduit: +1 bonus to melee psi attacks, ranged psi attacks, Fortitude psi save DC, Reflex psi save DC, or Will psi save DC.
  • Strikewraps: +1 bonus to attack or damage rolls with unarmed strikes.
  • Tech Conduit: +1 bonus to melee tech attacks, ranged tech attacks, Fortitude tech save DC, Reflex tech save DC, or Will tech save DC.
  • Weapon: +1 bonus to attack or damage rolls.

This bonus lasts until the end of your next short rest, and it increases to +2 at 9th level and +3 at 17th level.

3rd level: Technologic Trait

You gain a technologic trait. You can choose your trait or role on the table below to determine it randomly.

d8 Trait
1 Carrying Caster
2 Jumping Caster
3 Resourceful Techcaster
4 Skillful Caster
d8 Trait
5 Technologist
6 Throwing Caster
7 Variable Techcaster
8 Vaulting Caster

3rd level: Engineer Subclass

You choose an Engineer subclass, which is detailed at the end of the class description.

4th level: Ability Score Improvement

Increase an ability score of your choice by 1.

4th level: Major Feat

You gain a major feat of your choice.

5th level: Technologic Trait

You gain an additional technologic trait.

5th level: Extra Reaction

You gain a second reaction.

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6th level: Subclass Feature

You gain a feature from your subclass.

6th level: Minor Feat

You gain a minor feat of your choice.

7th level: Technologic Trait

You gain an additional technologic trait.

8th level: Ability Score Improvement

Increase an ability score of your choice by 1.

8th level: Major Feat

You gain a major feat of your choice.

9th level: Technologic Trait

You gain an additional technologic trait.

10th level: Subclass Feature

You gain a feature from your subclass.

10th level: Minor Feat

You gain a minor feat of your choice.

11th level: Technologic Trait

You gain an additional technologic trait.

12th level: Ability Score Improvement

Increase an ability score of your choice by 1.

12th level: Major Feat

You gain a major feat of your choice.

13th level: Technologic Trait

You gain an additional technologic trait.

14th level: Subclass Feature

You gain a feature from your subclass.

14th level: Minor Feat

You gain a minor feat of your choice.

15th level: Technologic Trait

You gain an additional technologic trait.

16th level: Ability Score Improvement

Increase an ability score of your choice by 1.

16th level: Major Feat

You gain a major feat of your choice.

17th level: Technologic Trait

You gain an additional technologic trait.

18th level: Subclass Feature

You gain a feature from your subclass.

18th level: Minor Feat

You gain a minor feat of your choice.

19th level: Engineer Capstone

You can use your Infuse Item feature as an action, instead of over 1 minute, and you can infuse an item you can see within 30 feet, instead of your reach.

Additionally, when you roll initiative, you can immediately expend up to six uses of Modify Object to immediately infuse one or more items with your Infuse Item feature. This feature refreshes after a short rest.

19th level: Tech Capstone

When you roll initiative, you can choose to recover up to six expended tech points. This feature refreshes after a short rest.

20th level: Ability Score Capstone

Increase an ability score of your choice by 2. Your maximum for this score increases by 2. Then, do so a second time.

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Armorsmith Engineer

Armorsmith Engineers meticulously forge intricate armor and sturdy shields, blending ancient craftsmanship with innovative designs to create the ultimate defense.

3rd level: Subclass Traits

As an Armorsmith Engineer, you gain the following subclass traits.


  • Armor Proficiency, Medium: You are proficient in medium armor.
  • Tool Proficient: You are proficient in armorsmith's implements.

Armorsmith's Armory

As a part of your subclass traits, you also gain one of the following armory traits.


  • Dexterously Shielded: The dexterity number for shields with which you are proficient is reduced by one step (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, 13 to 11, or 11 to none).
  • Strongly Armored: The strength number for armor with which you are proficient is reduced by one step (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, 13 to 11, or 11 to none).

3rd level: Versatile Defense

Your techcasting ability is your Versatile Defense ability. Choose two of the following options:

  • While you are unarmored, you can add your Versatile Defense ability modifier to your AC as long as you aren't adding it to your armor DR.
  • While you are unarmored, you can add your Versatile Defense ability modifier to your armor DR as long as you aren't adding it to your AC.
  • While you are wearing armor, you can use your Versatile Defense ability modifier instead of your Dexterity modifier when determining your AC.
  • While you are wearing armor, you can use your Versatile Defense ability score instead of your Strength score when meeting an armor's strength requirement.
  • While you are wielding a shield, you can use your Versatile Defense ability modifier instead of your Strength modifier when determining your AC.
  • While you are wielding a shield, you can use your Versatile Defense ability score instead of your Dexterity score when meeting a shield's dexterity requirement.

You can't add the same ability modifier to your AC twice in this way, and when you complete a quick rest, you can change these options out for other options.

3rd level: Modified Armory

Over the course of a long rest, you can modify one suit of armor or a shield. You must have the armor or shield and armorsmith's implements to perform this modification.

Your modified item is enhanced, requires attunement, and can only be used by you. It counts as a tech conduit for you while you're wearing or wielding and attuned to it.

You learn an additional modification from those available to this subclass. You learn another additional modification at 7th and 15th levels.

6th level: Near Hit

When you are hit by an attack while wearing your modified armor or wielding your modified shield, you can use your reaction to roll a d6 as a boon die and add the result to your AC for that attack, potentially causing it to miss you. This increases to a d8 at 9th level, d10 at 13th level, and d12 at 17th level.

You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. All uses refresh after a long rest.

10th level: Accessible Armory

Your modified armor and shield can be used by friendly creatures of your choice. Additionally, you can now maintain both a modified suit of armor and a shield. You also gain two bonus modifications which can only be used for your second item, and you gain a third bonus modification at 15th level. When these modifications are selected, however, your maximum tech points are reduced by 1 per modification for the duration.

14th level: Reflective Armory

When you use your Near Hit feature and the attack still hits, you can attempt to deflect a projectile when you are dealt damage by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10 + your techcasting ability modifier + your Engineer level.

If you reduce the damage to 0, you can redirect it to another target. You make a ranged tech attack with a range of 20/3x as you deflect the projectile, as part of the same reaction. The attack deals 1d4 + your techcasting ability modifier of the triggering damage's type. This increases to a d6 at 5th level, d8 at 9th level, d10 at 13th level, and d12 at 17th level.

This feature refreshes after a short rest.

18th level: Reliable Armory

While wearing your modified armor or wielding your modified shield, ability checks and saving throws you make that use physical abilities gain a minimum roll threshold.

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Armormech Modifications

The modifications are presented in alphabetical order.

Blindsight Armor


  • Prerequisite: Armor

While wearing your modified armor, you gain the Blindsight trait.

Covering Shield


  • Prerequisite: Shield

You can use your bonus action to anchor or deanchor your shield. While anchored, you gain no benefit from it, and it does not require the use of a hand. Instead, while anchored, a light shield provides light cover, a medium shield provides moderate cover, and a heavy shield provides heavy cover.

Dabbler's Armory

You gain the Defense or Shield fighting dabble, or another fighting dabble of your choice. When you complete a long rest, you can change this dabble out for another one.

Indistinguishable Armory

Your modified armor and shield are no long readily identifiable as such. Instead, to identify them, a creature must succeed on an Intelligence (Investigation) check against your tech save DC to realize their true nature. Additionally, their weight decreases by half.

Launching Armory

Your modified armor or shield becomes equipped with a wrist launcher. This wrist launcher has the mental property for you and, when using ammunition that calls for a save DC, you can use your tech save DC if it would be higher than the item’s DC.

Locomotive Armor


  • Prerequisite: Armor

While wearing your modified armor, you gain your choice of the Burrower or Flyer traits.

Mobile Armor


  • Prerequisite: Armor

While wearing your modified armor, your walking speed increases by 10 feet.

Powerful Armory

Choose two of the following: proficiency in heavy armor, the Carrying Caster trait, the Skilled Lifter trait, or the Strong Lifter trait. When you complete a long rest, you can change your choices for other ones.

Quick Deploy Armory

You gain the following benefits:

  • The time it takes for you to don and doff armor is reduced by one step (from 10 minutes to 1 minute, 1 minute to 1 round, or 1 round to 1 action).
  • The time it takes for you to don and doff a shield is reduced by one step (from action to bonus action, bonus action to reaction, or reaction to object interaction).

Reinforced Armory

While wearing your modified armor or wielding your modified shield, you have advantage on ability checks and saving throws to forcefully move a creature or avoid forced movement, reroll one.

Relentless Shield


  • Prerequisite: Shield

While wielding your modified shield, when you are reduced to 0 hit points but don't instantly die, you can drop to 1 hit point instead. This feature refreshes after a long rest.

Resistant Armory

Choose one uncommon, rare, or exotic damage type. While wearing your modified armor or wielding your modified shield, you gain resistance to the chosen damage type.

Returning Shield


  • Prerequisite: Shield

When you use your shield as an improvised weapon, you are proficient with it, it gains the thrown (range 40/3x) and returning properties, and its damage increases by one step (from d4 to d6 or d6 to d8).

Striking Armory

You gain the following benefits:

  • While wearing your modified armor, your damage die for unarmed strikes increases by one step (from 1 to d4, d4 to d6, or d6 to d8) and your critical hit range with unarmed strikes increases by 1.
  • When you use your modified shield as an improvised weapon, you are considered proficient with it, its damage increases by one step (from d4 to d6 or d6 to d8), and your critical damage multiplier with it increases by 1.

Recovering Armory

Your Near Hit uses refresh on a short rest, instead of just long.

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Gadgeteer Engineer

Gadgeteer Engineers meticulously design and construct versatile harnesses, weaving together durable straps and intricate mechanisms to create a seamless fusion of utility and innovation.

3rd level: Subclass Traits

As a Gadgeteer Engineer, you gain the following subclass traits.


  • Skill Proficient: You are proficient in Savvy.
  • Tool Proficient: You are proficient in gadgeteer's implements and writer's implements.

3rd level: Superiority

You are a minimal Superior. See chapter 10 for the full rules of superiority.

3rd level: Modified Gadgetry

Over the course of a long rest, you can create a modified harness that can host a series of gadgets. You must have gadgeteer's implements to perform this modification.

Your modified harness is enhanced, requires attunement, and its gadgets can only be used by you. It counts as a tech conduit for you while you're wearing and attuned to it.

You learn an additional modification from those available to this subclass. You learn another additional modification at 7th and 15th levels.

Additionally, while you are wearing your modified harness, you can use your bonus action to deploy a personal barrier on a friendly creature you can see within 30 feet. When you do so, the chosen creature gains a barrier equal to 1d4 + your techcasting ability modifier + half your Engineer level that lasts for 1 minute. This increases to a d6 at 5th level, d8 at 9th level, d10 at 13th level, and d12 at 17th level. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. All uses refresh after a long rest.

6th level: Superior Tech

When you hit a creature with a tech attack or a creature fails a saving throw against a module you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.

When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.

10th level: Superior Trait

You gain a superior trait. You can choose your trait or role on the table below to determine it randomly.

d4 Trait
1 Resourceful Superiority
2 Skillful Superiority
3 Superiority
4 Variable Superiority

14th level: Superior Barriers

Your barrier increases to your full Engineer level, instead of half.

Additionally, when you grant a barrier to an ally, you can choose a tactic you know and expend a superiority die. While they have your barrier, the ally can use the chosen tactic once, using your maneuver ability, maneuver attack, and save DC, as appropriate.

18th level: Reinforced Barriers

When you cast a tech module while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power's level, or 1 hit point for an at-will power. This can't increase a barrier's hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

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Gadgeteer Modifications

The modifications are presented in alphabetical order.

Blindsight Goggle


  • Prerequisite: Nightvision Goggles

You gain an upgrade for your goggles. Choose one from echolocation, aromasight, or tremorsense. As a bonus action, you can gain blindsight with the chosen source out to 30 feet for 1 minute.

This feature refreshes after a short rest.

Cloaking Array

As an action, you can become Invisible until the start of your next turn. This effect ends early if you make an attack roll, damage roll, force a creature to make a saving throw, or otherwise take a hostile action.

You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th levels. All uses refresh after a short rest.

Crafting Array

You learn to create special consumable infusions. Over the course of a short rest, you can create two infusions from those you know. You can create a third infusion at 5th level, fourth at 9th level, fifth at 13th level, and sixth at 17th level. Your infusions can only be used by you, and they lose their potency at the end of your next short rest.

You start with one such infusion option from the following adventuring gear options: ball bearings or caltrops. You gain the other option at 6th level.

Additionally, when determining the save DC Gadget adventuring gear, you can use your tech save DC if it would be higher than the item’s DC.

Dabbler's Array

You gain the Trickster fighting dabble, or another fighting dabble of your choice. When you complete a long rest, you can change this dabble out for another one.

Flying Jetpack

You integrate a jetpack into your modified harness. While wearing your jetpack and harness, you can use your bonus action to activate or deactive the jetpack. While active, you gain a flying speed of 30 feet.

The jetpack has a cumulative duration of 1 minute. Each time you activate it, you use a minimum of 1 round. This feature refreshes after a short rest.

Launching Array

Your modified harness becomes equipped with a wrist launcher. This wrist launcher has the mental property for you and, when using ammunition that calls for a save DC, you can use your tech save DC if it would be higher than the item’s DC.

Locomotive Array

Choose two from the Climber, Crawler, and Swimmer traits. While wearing your modified harness, you gain the chosen traits.

Mechanical Array

You gain two mechanical limbs, such as arms, tails, or tentacles, which each function as an arm. You can only gain the benefit of two arms at a time, and once per round you can switch which arms you are benefiting from (no action required). Additionally, you gain an additional object interaction while you have more than two arms.

Mobile Jetpack


  • Prerequisite: Skirmishing Jetpack

Your jetpack's duration increases by 1 minute. Additionally, while your jetpack is active, your flying speed increases to 40 feet.

Nightvision Goggles

You integrate goggles into your modified harness. While wearing your goggles and harness, you can use your bonus action to gain nightvision for 1 minute.

You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th levels. All uses refresh after a short rest.

Regenerating Array

While wearing your modified harness, you gain the Regeneration trait.

Recovering Array

Your barriers refresh on a short rest, instead of just long.

Resistant Array

Choose one uncommon, rare, or exotic damage type. While wearing your modified harness, you gain resistance to the chosen damage type.

Skirmishing Jetpack


  • Prerequisite: Flying Jetpack

Your jetpack's duration increases by 1 minute. Additionally, while your jetpack is active, you can take the Dash or Disengage actions as a bonus action.

Truesight Goggles


  • Prerequisite: Blindsight Goggles

You gain an additional upgrade for your goggles. As a bonus action, you can gain truesight out to 10 feet for 1 minute.

This feature refreshes after a long rest.

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Weaponsmith Engineer

Weaponsmith Engineers artfully forge blades, blasters, and bows, blending the strength of steel with the precision of technology to create instruments of both destruction and beauty.

3rd level: Subclass Traits

As a Weaponsmith Engineer, you gain the following subclass traits.


  • Tool Proficient: You are proficient in weaponsmith's implements.
  • Weapon Proficiency, Intermediate Melee: You are proficient in intermediate melee weapons.
  • Weapon Proficiency, Intermediate Ranged: You are proficient in intermediate ranged weapons.

Weaponsmith's Arsenal

As a part of your subclass traits, you also gain one of the following arsenal traits.


  • Weapon Proficiency, Martial Melee: You are proficient in martial melee weapons.
  • Weapon Proficiency, Martial Ranged: You are proficient in martial ranged weapons.

3rd level: Modified Weaponry

Over the course of a long rest, you can modify one weapon. You must have the weapon and weaponsmith's implements to perform this modification.

Your modified item is enhanced, requires attunement, and can only be used by you. It counts as a tech conduit for you while you're wielding and attuned to it.

You learn an additional modification from those available to this subclass. You learn another additional modification at 7th and 15th levels.

3rd level: Near Miss

When you miss with an attack with your modified weapon, you can roll a d4 as a boon die and add the result to your attack (no action required), potentially causing it to hit. This increases to a d6 at 5th level, d8 at 9th level, d10 at 13th level, and d12 at 17th level.

You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. All uses refresh after a long rest.

6th level: Extra Attack

You can attack twice, instead of once, whenever you take the Fight action on your turn.

10th level: Accessible Arsenal

Your modified weapon can be used by friendly creatures of your choice. Additionally, you can now maintain two modified weapons. You also gain two bonus modifications which can only be used for your second item, and you gain a third bonus modification at 15th level. When these modifications are selected, however, your maximum tech points are reduced by 1 per modification for the duration.

14th level: Tech Arsenal

When you cast a module of 1st-degree or higher, you gain an arsenal die, which lasts for 1 minute. The die's size varies depending on the degree of the module cast: 1d4 for 1st degree, 1d6 for 2nd degree, 1d8 for 3rd degree, 1d10 for 4th degree, and 1d12 for 5th degree or higher. When you hit with a modified weapon attack while you have an energy die, you can expend the die to deal additional damage on the attack. You can only have one die at a time.

18th level: Weaponsmith's Celerity

When you use your action to take the Fight or Tech actions, you can use your bonus action to make a single attack with your modified weapon.

You can use this feature six times. All uses refresh after a long rest.

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Weaponsmith Modifications

The modifications are presented in alphabetical order.

Dabbler's Arsenal

You gain a fighting dabble of your choice. When you complete a long rest, you can change this dabble out for another one.

Demolition Arsenal

Your modified weapon becomes equipped with a grenade launcher. As an action, you can load the grenade launcher with a grenade. While it is loaded, when you take the Fight action, you can replace one attack to launch the grenade at a point you can see within 60 feet. When you do so, the grenade can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). Additionally, when firing grenades in this way, you can use your tech save DC if it would be higher than the item’s DC.

Distant Shot


  • Prerequisite: Ranged Weapon

You gain the Expert Shooter trait. Additionally, the normal range for your ranged attacks with your modified ranged weapon increases by an amount equal to 5 x half your techcasting ability modifier. If you are wielding the weapon in two hands, it instead increases by your full techcasting ability modifier.

Elemental Arsenal

Once per turn, when you deal damage with your modified weapon, you can choose to change your weapon’s normal damage type to poison, pressure, radition, or an uncommon damage type of your choice. When you do so, your weapon’s damage is reduced by one step (from 3d4 to 2d6, 2d6 to 1d12, 1d12 to 1d10, 1d10 to 2d4, 2d4 to 1d8, 1d8 to 1d6, 1d6 to 1d4, 1d4 to 1d3, or 1d3 to 1d2).

Imbued Arsenal

When you cast an at-will module with a casting time of 1 action that requires a tech attack or calls for a saving throw into your modified weapon. When you do so, the effects of the module don’t occur immediately. Instead, the next time you hit with the weapon, the module immediately takes effect. If the module would affect an area, it does so as normal with the target you hit as its origin. If the module would affect multiple creatures, the creature you hit is automatically affected, as if you had hit it with a tech attack or it had failed a saving throw to resist the module’s effects. Any other creatures affected require attack rolls and saving throws, as appropriate. You do not suffer disadvantage due to being Threatened when making attack rolls in this way.

Launching Arsenal

Your modified weapon becomes equipped with a wrist launcher. This wrist launcher has the mental property for you and, when using ammunition that calls for a save DC, you can use your tech save DC if it would be higher than the item’s DC.

Maneuverable Arsenal

Once per turn, when you deal damage with your modified weapon, you can move up to 5 feet without provoking opportunity attacks.

Recovering Arsenal

Your Near Miss uses refresh on a short rest, instead of just long.

Protecting Arsenal

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your techcasting ability modifier + your Engineer level.

Reaching Strikes


  • Prerequisite: Melee Weapon

Once on each of your turns, your reach with your modified weapon increases by 5 feet.

Shoving Arsenal

When you hit a Large or smaller creature with your modified weapon, you can spend 1 tech point to force the creature to make a Strength (Fortitude) or Dexterity (Reflex) saving throw against your tech save DC. On a failure, the creature is moved 5 feet in a direction of your choice. You can affect Huge creatures at 9th level and Gargantuan creature at 17th level in this way. Huge and larger creatures have advantage on their saving throw.

Smiting Shot


  • Prerequisite: Ranged Weapon

Once per turn, when you hit a creature with a ranged weapon attack with your modified weapon, you can expend tech points to deal additional damage to the target. The additional damage is 1d6 for each point spent in this way, to a maximum of 6d6. You can spend 2 tech points in this way at a time. You can spend an additional tech point at 5th, 9th, 13th, and 17th level.

Smiting Strike


  • Prerequisite: Melee Weapon

Once per turn, when you hit a creature with a melee weapon attack with your modified weapon, you can expend tech points to deal additional damage to the target. The additional damage is 1d8 for each point spent in this way, to a maximum of 6d8. You can spend 2 tech points in this way at a time. You can spend an additional tech point at 5th, 9th, 13th, and 17th level.

Versatile Shot


  • Prerequisite: Ranged Weapon

While you are wielding your modified weapon, you can use your techcasting ability score instead of your Strength score when meeting a ranged weapon's strength requirement.

Versatile Strike


  • Prerequisite: Melee Weapon

While you are wielding your modified weapon, you can use your techcasting ability score instead of your Dexterity score when meeting a melee weapon's dexterity requirement.

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