An Engineer specializes in the production of supporting their allies in the best way possible: guns, explosions and plenty of collateral damage. This destructive power is valued by the private security forces protecting the corps' precious properties, as well as those rebels who are brave enough to take the fight straight through those fancy gilded gates.
3rd-level Engineer feature
You gain proficiency with electrician's tools. If you already have this proficiency, you gain proficiency with one other type of technician's tools of your choice.
3rd-level Engineer feature
You always have certain tech prepared after you reach particular levels in this class, as shown in the Engineer Tech table. These spells count as mechanist spells for you, but they don't count against the number of mechanist spells you prepare.
Engineer Tech table
Mechanist Level |
Tech |
3rd |
Emergency Barrier, Shockwave |
5th |
Scorching Ray, Sonic Boom |
9th |
Incendiary Grenade, Wind Wall |
13th |
Supercooled Disposable Drones, Wall of Fire |
17th |
Nitrogen Blast, Wall of Force |
3rd-level Engineer feature
You've learned how to create a remote turret. Using electrician's tools or mechanic's tools, you can take an action to magically create a Small or Tiny remote turret in an unoccupied space on a horizontal surface within 5 feet of you. A Small remote turret occupies its space, and a Tiny one can be held in one hand.
Once you create a turret, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one turret at a time and can't create one while your turret is present.
The turret is a technological object. Regardless of size, the turret has an AC of 18 and a number of hit points equal to five times your mechanist level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Quick-Fix tech is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the turret, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Remote Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Remote Turrets table
Turret Type |
Turret Effect |
Flamethrower |
The turret emits fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your tech save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Pulse Cannon |
Make a ranged tech attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 kinetic damage, and if the target is a creature, it is pushed up to 5 feet away from the turret. |
Defence Pylon |
The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
5th-level Engineer feature
You know how to integrate a dongle, cyberdeck, or crack into a custom firearm, a conduit for your destructive techs. When you finish a long rest, you can use electrician's tools to integrate circuitry into a dongle, cyberdeck, or crack and thereby turn it into your custom firearm. This circuitry breaks if you later integrate it into a different item, but otherwise lasts indefinitely.
You can use your custom firearm as a techcasting focus for your mechanist techs. When you cast a mechanist tech through the firearm, roll a d8, and you gain a bonus to one of the tech's damage rolls equal to the number rolled.
9th-level Engineer feature
Every remote turret you create is more destructive:
15th-level Engineer feature
You're a master at forming well-defended emplacements using Remote Turret: