![[Engineer Art.jpg]]
## The Engineer
|||||Hack Slots Per Level
-|-|-|-|-|-|-|-|-
**Level**|**Proficiency Bonus**|**Features**|**Hacks Known**|**1st**|**2nd**|**3rd**|**4th**|**5th**
1st|+2|[[#Hacking]], [[#Technical Expertise]]|3|4|-|-|-|-
2nd|+2|[[#Construct Gear]]|4|5|-|-|-|-
3rd|+2|[[#Engineer Archetype]]|5|6|-|-|-|-
4th|+2|[[#Ability Score Improvement]]|6|7|-|-|-|-
5th|+3|[[#Builder Contact]]|7|7|1|-|-|-
6th|+3|[[#Engineer Archetype\|Archetype Feature]]|8|7|2|-|-|-
7th|+3|[[#Tech Upgrade]]|9|7|3|-|-|-
8th|+3|[[#Ability Score Improvement]]|10|7|4|-|-|-
9th|+4|[[#Structural Exploit]]|11|8|5|1|-|-
10th|+4|[[#Engineer Archetype\|Archetype Feature]]|12|8|5|2|-|-
11th|+4|[[#Tech Upgrade]]|13|8|5|3|-|-
12th|+4|[[#Ability Score Improvement]]|14|8|5|4|-|-
13th|+5|[[#Builder Contact\|Builder Contact (2nd)]]|14|9|5|5|1|-
14th|+5|[[#Engineer Archetype\|Archetype Feature]]|15|9|5|5|2|-
15th|+5|[[#Tech Upgrade]]|16|9|5|5|3|-
16th|+5|[[#Ability Score Improvement]]|17|9|5|5|4|-
17th|+6|[[#Engineer Archetype\|Archetype Feature]]|17|10|5|5|5|1
18th|+6|[[#Tech Upgrade]],[[#Builder Contact\|Builder Contact (3rd)]]|18|10|5|5|5|2
19th|+6|[[#Ability Score Improvement]]|19|10|5|5|5|3
20th|+6|[[#Patented Hacks]]|20|10|5|5|5|4
Engineers are auto mechanics, MIT whiz kids, weapons developers, demolitions experts, electricians, or any other person that is obsessively talented with hardware.
Being able to create or modify gadgets, robots, bombs, and vehicles with creative expertise is what defines an engineer. They love working with their hands and take great pride in their custom electronics, cars, drones, and gizmos.
Engineers are just as comfortable performing a demolition as they are creating or repairing, having the chemical and electrical know-how to build a great variety of different explosives, and destroy machines.
The tech-centric world of 2090 is the perfect playground for engineers, with electronics and machines being ubiquitous. Taking the latest models off the factory line and remodeling them to suit your own purposes is the engineer’s bread and butter.
Wanting to test out their custom machines, get funds for further tinkering, or simply wanting some adventure and excitement is what draws many engineers into a cadre.
## Class Features
As a engineer, you get the following class features.
#### Hit Points
**Hit Dice:** 1d8 per engineer level
**Hit Points at 1st Level:** 13 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per engineer level after 1st
#### Proficiencies
**Armor:** Light armor
**Weapons:** Simple weapons
**Saving Throws:** Constitution, Intelligence
**Skills:** Mechanics, and then choose two from Bureaucracy, Computers, Deception, Drive, Investigation, Life Science, Physical Science, Social Science, and Stealth
#### Equipment
In addition to the equipment granted by your background, you start with either シ5,000 or the following equipment:
- 9mm, 10mm, or 11mm handgun
- Tech’s pack
- Reinforced clothing
- シ1,500
### Technical Expertise
You gain expertise in Mechanics. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
### Hacking
Starting at 1st level you are able to use hacks to modify, create, and enhance technology.
Intelligence is your hacking ability, and you use your Intelligence whenever a hack refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hack you run and when making an attack roll with one.
- **Hack save DC** = 8 + your proficiency bonus + your Intelligence modifier
- **Hack Attack modifier** = your proficiency bonus + your Intelligence modifier
#### Hack Slots
The Engineer table shows how many hack slots you have. To use one of these hacks, you must expend a slot of the hack’s level or higher. You regain all expended hack slots when you finish a long rest.
For example, if you know the 1st-level hack [[Alert]] and have a 1st-level and a 2nd-level hack slot available, you can run [[Alert]] using either slot.
#### Hacks Known
At 1st level, you know three 1st-level hacks of your choice from the engineer hack list (Chapter 10: Hacking), as well as the [[Arc Drone]] and [[Tase]] hacks. You learn additional hacks as shown on the Engineer table.
### Construct Gear
You can fabricate your own devices and gadgets, either repairing second-hand stuff that people have thrown away or making it from scratch in a DIY fashion.
Instead of buying any item listed in the gear section of Chapter 4, you can make it yourself, paying only half of the money for it. Using this feature takes 1 hour for every シ1,000 in the listed price (minimum 1 hour). The listed price of the gear may not exceed シ5,000 x your engineer level. This feature can't be used to construct weapons or armor.
In addition, you must have access to an appropriate area to work, and the proper tools (you couldn’t use this feature while hiking in the mountains, unless the GM rules otherwise).
A side effect of this DIY gear is that you must roll a 1d20 every time you use it; on a roll of a 1, it malfunctions and doesn’t work for 1 minute. You may attempt another roll after this time has elapsed.
### Engineer Archetype
The engineer archetype you choose reflects your approach to engineering. Your engineer archetype choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 17th level. The individual features of this feature are detailed at the end of this class description.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above your maximum using this feature.
### Builder Contact
Starting at 5th level, you gain a [[Contacts|contact]] who is somehow connected to mechanics, construction, or engineering. This could be a street racer, autobody mechanic, electrician, contractor, junkyard tinkerer, or anything else you can think of. You get an additional contact at level 13 and 18.
### Tech Upgrade
At 7th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 11th, 14th, and 18th level. You gain these upgrades through your connection to potentially illicit channels, so you can get upgrades that are restricted or banned.
- 7th level: You may select an upgrade worth up to シ 50,000
- 11th level: You may select an upgrade worth up to シ 100,000
- 14th level: You may select an upgrade worth up to シ 200,000
- 18th level: You may select any upgrade
Additionally, at levels 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ.
As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest.
### Structural Exploit
At 9th level, you can see design flaws in machines, and exploit them to your advantage. Any time you inflict damage on a droid, drone, or vehicle, you inflict the maximum damage instead of rolling dice for damage. This ability works no matter what the source of the damage is.
### Patented Hacks
At 20th level, you have achieved such mastery over certain hacks that you can run them with ease. Choose two 1st-level and one 2nd-level hacks that you know. You can run those hacks at their lowest level without expending a hack slot.
## Engineer Archetype
While all engineers are good with electronics and mechanics, different engineers choose different areas to focus their hacking on.
### Gadgeteer
The tech-crazy gadgeteers are incredible at taking existing technology and adapting and enhancing it to suit their needs. Talent with all hardware is their hallmark with explosives, electronics, and bombs being a particular specialty of this archetype.
#### Upgrade Tech
Starting at 3rd level, you can modify much of the equipment that you purchase, upgrading it in some meaningful way. You learn the following hacks for free:
- [[Armor Plating]]
- [[Armor Smith]]
- [[Gunsmith]]
If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know.
You can also think of other modifications to any equipment at the GM’s discretion, usually involving a small bonus to the gear’s primary function, making it smaller, changing its appearance, adding an additional function, etc.
#### Improved Construct Gear
At 3rd level, you may use your [[#Construct Gear]] feature to construct weapons and armor. In addition, when you use the [[#Construct Gear]] feature, you don’t need to roll a 1d20 to see if the equipment malfunctions.
#### Demolitions Expertise
At 6th level, you gain fluency in setting and disarming explosives. You gain advantage on any Intelligence (Mechanics) ability check relating to explosives of any type.
#### Construct Explosives
At 6th level, you gain expertise in constructing various explosives. You learn the following hacks for free:
- [[Concussion Bomb]]
- [[Flashbang Bomb]]
- [[Fragmentation Bomb]]
- [[Smoke Bomb]]
- [[Specialty Detonator]]
If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know.
#### Reliable Taser
Starting at 6th level, you’ve crafted a custom Taser. Using
the [[Tase]] hack no longer expends a hack slot. Additionally,
you can run the [[Tase]] hack as a bonus action.
#### Bomberman
At 10th level, you’ve mastered the creation of even more explosives. You learn the following hacks for free:
- [[EMP Bomb]]
- [[Incendiary Bomb]]
- [[Knockout Bomb]]
- [[Poison Bomb]]
- [[Shaped Charge Bomb]]
- [[Sticky Bomb]]
If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know.
#### Megataser
Starting at 10th level, the [[Tase]] hack does an additional 1d10 electrical damage. This increases to 2d10 electrical damage at level 14, and 3d10 electrical damage at level 17.
#### Blast Master
Starting at 14th level, you can pack your explosives with extra punch. When you run a craft explosive hack, you can either spend an extra シ500 to add your Intelligence modifier to the damage roll when the explosive actually detonates, or another シ2,000 so that anyone caught in the blast radius must make their saving throw at a disadvantage when they first must make a save.
#### Sublime Mods
Starting at 17th level, your tech upgrades are especially potent. When you use the [[Armor Plating]], [[Armor Smith]], or [[Gunsmith]] hacks, the effects are doubled if you spend twice as much money.
### Gearhead
Gearheads are obsessed with vehicles. They excel at both the mechanical enhancement and piloting of. Racecar drivers, body shop grease monkeys, chop shop mechanics, and getaway drivers all find a home with this archetype.
#### Driver
At 3rd level, you gain proficiency in the Drive skill. If you already have this proficiency, or you gain it at a later time, you can add twice your proficiency bonus to Drive ability checks. In addition, you get a +3 bonus to Move checks in a Chase (see Chapter 8: Completing Contracts) while driving a vehicle, and the ram maneuver in vehicle combat inflicts additional damage equal to your proficiency bonus.
#### Soup-Up
Starting at 3rd level, you can modify vehicles, like cars, motorcycles, planes, etc. You learn the following hacks for free:
- [[Armor Plating]]
- [[Tough Tires]]
- [[Upgrade Vehicle Handling]]
- [[Upgrade Vehicle Speed]]
- [[Weapon Mount]]
If you already know one or more of these hacks, you may immediately select any other hack of your choice for each one you already know.
Additionally, you can think of other modifications to vehicles at the GM’s discretion, usually involving a small bonus to the vehicle’s function, changing its appearance, adding an additional function, etc.
#### Vehicular Restoration
Beginning at 3rd level, restoring cars, bikes, and other vehicles to pristine status is a passion and talent of yours. You can use the [[#Construct Gear]] class feature on vehicles as well as gear, and there is no listed cost maximum when you use it to construct vehicles (though it still takes you the normal amount of money and time). Additionally, vehicles acquired in this fashion do not have to roll a 1d20 to see if they malfunction.
#### Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
#### Martial Weapon Proficiency
At level 6, you gain proficiency with martial weapons.
#### Action Surge
Starting at 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
#### Merge with the Machine
Starting at 10th level, when you drive, you take in the camera feed and other sensor information from the vehicle into your own consciousness. Essentially, you take on the sense perceptions of the vehicle, making it a part of your body. In addition to your Dexterity modifier, you can also add your Intelligence modifier to any Dexterity (Drive) checks. In addition, while piloting a vehicle, your bonus to Move checks during a Chase increases to +6, and the ram maneuver in vehicle combat inflicts additional damage equal to your twice your proficiency bonus.
#### Master Mechanic
Starting at 14th level, you gain advantage on all Intelligence (Mechanics) ability checks dealing with vehicles. In addition, when using your [[#Construct Gear]] feature to restore vehicles, you only need to pay ¼ of the vehicles listed cost, not ½.
#### Ultimate Pimp Out
At 17th level, your ability to soup-up vehicles has reached near perfection. When you use the [[Armor Plating]], [[Nitro Boost]], [[Upgrade Vehicle Handling]], and [[Upgrade Vehicle Speed]] hacks, the effects are doubled if you spend twice as much money.
### Roboticist
Robots are the air you breathe, and you relish constructing marvels of technology, be it drones or droids. You tinker with one prototype robot in particular, making it the pinnacle of your talents, a perfect expression of your mastery of robotics.
#### Drone Enthusiast
Beginning at 3rd level, the [[Arc Drone]] hack’s duration is increased from 1 minute to 10 minutes. In addition, you can launch this hack or inflict damage with it using your action instead of your bonus action.
#### Prototype Robot
At 3rd level, you can construct your own robot, based on the blueprints of a base factory model, but improved by your own ingenious modifications! With 1 week of work and the expenditure of シ 2,000 worth of materials, you fabricate a robot of one of the following types: a [[Eupro–Riff Raff]], a [[Grease Monkey]], a [[Lab Rat]], a [[Spot]], a [[Tarantula MK I]], or a [[Phantom MK I]]. If you have another idea on building a base robot from scratch, work with your GM based upon the robots above to make your own base model. Your prototype robot has the same game statistics as the base model, except it uses your proficiency modifier rather than its own, and it complete recovers hit points on a long rest.
In combat, it takes its turn on your initiative. On your turn, you can verbally or wirelessly command the prototype robot where to move (no action required by you). You can use your bonus action to command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the prototype robot takes the Dodge action.
If you are incapacitated or absent, the prototype robot acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If your prototype robot is destroyed beyond repair, you can create another one. You can only have one prototype robot at once.
#### Ingenious Improvements I
At 3rd level, your prototype robot gains two of the following improvements:
- **Tanky Boi.** Your prototype robot adds your proficiency bonus to its AC.
- **Redundancy Systems.** Your prototype robot adds 3 hit points per engineer level to its maximum hit points.
- **Savvy Boi.** Your prototype robot gains proficiency in three skills and can speak every known language.
- **Olfactory Boost.** Your prototype robot can recognize people’s unique scent, track them easily (as long as it hasn’t rained), and gain incredible details about an object based on its scent. While tracking people, your robot can learn their exact number, their sizes, and how long ago they passed through the area. If the robot is downwind of someone, it is impossible for that person to hide, or keep themselves disguised without some major alteration of their scent. Additionally, your robot has advantage on Wisdom (Perception) checks that rely on smell.
#### Robot Artisan
Beginning at 6th level, your expertise at robotics grants you the [[Upgrade Robot]] hack for free. In addition, you can run this hack using a 2nd-level hack slot, instead of a 3rd-level slot. If used to enhance your prototype robot, it costs シ2,000 rather than the cost listed in the hack description.
#### Ingenious Improvements II
At 6th level, your prototype robot gains two improvements from the following list, or from [[#Ingenious Improvements I]].
- **Insulated.** Your prototype robot no longer has vulnerability to electrical damage.
- **Reliable Systems.** Your prototype robot gains proficiency in all saving throws.
- **Weapons Programs.** Your prototype robot gains proficiency in all weapons.
- **Smarty Boi.** Your prototype robot increases their Intelligence and Wisdom scores by 4 each (up to a maximum of 20).
- **Fierce Boi.** Your prototype robot adds your proficiency bonus to its damage rolls.
#### Ingenious Improvements III
At 10th level, your prototype robot gains two improvements from the following list, or from [[#Ingenious Improvements I]] or [[#Ingenious Improvements II|II]].
- **Combat Firmware.** Your prototype robot can attack twice, instead of once, whenever it takes the Attack action on your turn.
- **Turtle Boi.** Your prototype robot increases their DR by your proficiency bonus but decreases their movement by 3 meters.
- **Speedy Boi.** Your prototype robot increases its speed by 6 meters.
- **Inhuman Skill Software.** Your prototype robot gains expertise in two skills they are already proficient in. Their proficiency bonus is doubled for any ability check made using either skill.
#### Drone Master
Beginning at 10th level, you learn the [[Drone Swarm]] hack for free. If you already know this hack, you may immediately select any other hack of your choice. In addition, you can launch this hack or inflict damage with it using either your action or your bonus action.
#### Master Craftsman
At 14th level, your ability to take any factory model robot and bring it to the next level is second nature. When you run the [[Upgrade Robot]] hack, the effects are doubled if you spend twice as much money. Additionally, its maximum ability score for Strength and Dexterity becomes 24 instead of 20.
#### Ingenious Improvements IV
At 17th level your prototype robot gains two improvements from the following list, or from [[#Ingenious Improvements I]], [[#Ingenious Improvements II|II]], or [[#Ingenious Improvements III|III]].
- **Bodyguard Software.** Whenever you are hit by a weapon or unarmed strike, and your prototype robot is within 6 meters of you, you can choose for your robot to spend their reaction to move adjacent to you, ignoring opportunity attacks, and take the damage instead of you.
- **Effortless Commands.** As long as you don’t move this turn, you can command your prototype robot to take the Attack, Dash, Disengage, or Help action without spending your bonus action.
- **Sensor Overhaul.** Your prototype robot gains blindsight within 9 meters, and spectrum vision within 18 meters, as well as advantage on Wisdom (Perception) checks.
- **Sacrificial Bomb-Boi. Y**our prototype robot can overload its power systems, self-destructing and doing massive damage. As an Attack action, your prototype robot explodes, inflicting 50 heat damage and 10d10 piercing damage to everything in a 6-meter radius. As a result, your prototype robot drops to 0 hit points and becomes irreparable, since it is a molten collection of slag and shrapnel.
### Armor Jock<sup>SOK</sup>
Modern armor can make you a veritable tank, and the armor jock takes full advantage of this. Cramming every nook and cranny with options and features, this archetype has one particular suit of armor that is tailor- made for their own body and purposes.
#### Armor Enthusiast
At 3rd level, you gain proficiency in both medium and heavy armor and learn the [[Armor Smith]] hack for free. In addition, you can use your [[#Construct Gear]] feature on armor and armor upgrades, and you don’t need to roll a 1d20 to see if the armor or armor upgrade malfunctions.
#### Prototype Armor MK I
At level 3, you can select a custom suit of either medium or heavy armor that you’ve poured your heart and soul into. This armor can’t fit anyone other than you.
You get the first set for free as you’ve been saving up the materials for a while now. If you lose your armor or it gets destroyed, you must spend シ10,000 to get the materials, and it takes 1 week to construct a new one in a workshop. All armor upgrades that were added are lost, not including the ones resulting directly from your Prototype Armor features as you level up. Your base medium armor is a modded Durile assault suit and your base heavy armor is a modded ballistic plate suit (CRB, p. 121).
You can add upgrades to your armor by spending the usual amount of money (or constructing them yourself).
In addition, you may incorporate gear or weapons directly into your armor by spending 6 hours in a workshop and paying シ1,000 (the weapons or gear have to be acquired separately). Communicate with your GM where you want the gear or weapon to be incorporated into your armor. Smaller items can be concealed within the armor and made to be retractable, while larger ones would have to be attached externally.
#### Prototype Armor MK II
At level 6 your armor has been improved even more, gaining +1 AC and +2 DR. In addition, it gains one improvement from the following list.
**Blocking Plates.** You can use your reaction to gain a +2 to AC until the start of your next turn.
**Kinetic Blaster.** As an action, you can release a bolt of concussive force at a target within 9 meters of you. The target must make a Dexterity saving throw versus your hack DC. On a failed save, they take 2d12 bludgeoning damage and are pushed back 3 meters away from you in a straight line unless they are huge or larger. This damage increases to 3d12 at level 11 with the push being 4.5 meters, and 4d12 damage at level 17 with the push being 6 meters.
#### Prototype Armor MK III
At level 10, your armor has been improved even more, gaining an additional +1 AC. In addition, it gains one improvement from the following list, or from [[#Prototype Armor MK II]].
**Electric Arcs.** As a bonus action, you can inflict an amount of electrical damage equal to your engineer level to any target within 3 meters of you.
**Fluid Joints.** If your prototype armor is a heavy armor, you longer suffer disadvantage on Dexterity (Stealth) checks. If it’s a medium armor, your maximum allowable Dexterity bonus to armor class becomes +5 instead of +4.
#### Prototype Armor MK IV
At level 14, your armor has been improved even more, gaining an additional +1 AC and +2 DR. In addition, it gains one improvement from the following list, or from [[#Prototype Armor MK II]] or [[#Prototype Armor MK III|III]].
**Shock Absorption.** You gain resistance to bludgeoning damage.
**Structural Analyzer.** All damage that you inflict is considered armor piercing.
#### Prototype Armor MK V
At level 17, your armor has been improved even more, gaining an additional +1 AC. In addition, it gains one improvement from the following list, or from [[#Prototype Armor MK II]], [[#Prototype Armor MK III|III]] or [[#Prototype Armor MK IV|IV]].
A**blative Plating.** Your armor bestows 50 temporary hit points. It requires シ5,000 and one hour in a workshop to restore these temporary hit points.
**Shock Core.** You can activate your shock core as a bonus action, and it remains active for 1 minute. Your melee attacks do an additional 1d6 electrical damage, or 1d12 electrical damage if they are unarmed strikes. You must take a long rest before using this feature again.