Engineer
Engineers are builders, inventors, technicians, and machinists of every stripe. They live to create (and destroy) with their own hands. Military organizations often deploy their engineers with strike crews to build forward operation camps, and many voidrunner crews would be lost without the expertise of whoever runs their ship’s engines. Other engineers might represent homegrown inventors, cybernetic implant enthusiasts, and space colonists hardened by severe living conditions.
Metallurgist’s Mettle
At 1st level, you are more hardy and tenacious than the average scientist. Your scientist hit points change to the following:
Hit Dice: 1d8 per scientist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scientist level after 1st
You also gain the following proficiencies and features:
- You gain proficiency in medium armor and three martial weapons of your choice
- You gain proficiency in Engineering and an expertise die on all Engineering checks
- You gain an expertise die on checks using an engineer’s toolbox.
- Expertise dice on Engineering checks and your tool of science can be upgraded from d8 to d12, exceeding the usual limit on expertise dice.
Tools of Science
Additionally at 1st level you gain an engineer’s toolbox which is your tool of science.
Analytical Attack
Also at 1st level you can use an action to make an attack against a creature with the construct type. The attack is made as normal with a a weapon which you are wielding, but does no damage. The target must make a Constitution saving throw against your maneuver DC or gain your choice of the blinded, deafened, or slowed condition until the end of its next turn.
Alternatively, you can choose to inflict the charmed, confused, or restrained condition, but the target makes its saving throw with advantage.
Miracle Worker
At 2nd level, if you can fix it, you can fix it with your engineer’s toolbox. You can use an engineer’s toolbox in lieu of any tool with which you’re proficient for the purposes of making repairs, and using it in this way does not incur the normal penalties.
You can also undertake repairs at breakneck speed. On each of your turns, you can use a bonus action to use a tool you are proficient with in a way that normally requires an action. When you spend 1 minute or longer to craft, repair, or dismantle an item or vehicle using one of your proficient tools, the total time it takes you is reduced by half.
Field Deployment
At 6th level, you can prepare a little something special for your adventures. Choose one of the following options.
Deploy Automaton. Once between long rests, when you have access to your gear, you can spend 1 minute to deploy a robot of a variety of your choice (Chapter 8: Alien Bestiary). Your robot appears in an unoccupied space adjacent to you. It is active for 1 minute, after which it returns to sleep mode and stores itself in your gear. Whenever you finish a long rest, any hit points lost by your robot are restored. While active, its AI is limited, and unless directed it uses its turn to take the Dodge action.
You can command the robot using voice control or one of your devices with no action required, which it follows to the best of its ability until the task is completed or you issue a new command. Any saving throws caused by your robot utilize your science save DC and your robot gains a bonus to its attack and damage rolls equal to your Intelligence modifier. If your robot is lost or destroyed, you can create a new one over the course of a long rest with 50 credits worth of replacement parts.
Hot-Swap. Once between long rests you can spend one minute to make adjustments to an energy weapon using your engineer’s toolbox. Select a damage type from the following list: cold, fire, force, lightning, radiant, thunder. The weapon’s damage type changes to that damage type for 1 hour.
After 1 hour, the weapon breaks and cannot be used until you have completed a long rest.
Emergency Fortifications
At 10th level, using your engineer’s toolbox, you can provide additional protection for you and your allies. Choose one of the following options:
Carbon Lattice. You have a small army of nanites which can produce walls of carbon fiber lattice in moments. You can command your nanites as an action to instantly build a wall in an area you designate within 120 feet. Between long rests, your nanites can produce a total of up to 100 feet of carbon fiber lattice. Each 10-foot section of lattice is 6 inches thick, has 15 AC and 100 hit points. Reducing a panel to 0 hit points destroys it. The carbon fiber lattice is not proofed for use against a hard vacuum.
Personal Shielding. You can create a temporary personal forcefield. Spend one minute and choose one of the following damage types: cold, fire, force, lightning, radiant, thunder. A number of creatures within 60 feet of your choice which you can see up to your proficiency bonus gains resistance against that damage type for one hour.
Prototype Armor
At 14th level, you’ve pieced together a prototype for the next evolution in personal protective gear. You gain proficiency with heavy armor. You also have a set of prototype armor, which you have pieced together bit by bit over your adventures. Prototype armor is heavy armor and has the statistics shown below.
Only you are proficient with this armor. If it lost, you can reconstruct a new set during a long rest, consuming 450 credits of materials.
Strength. This armor grants you advantage on Strength checks and saving throws.
Type: Prototype Armor
Cost: --
Weight: 90 lbs.
AC: 18
Material Properties: Spacefaring (8 mod ports), Strength
Strength Requirement: --
Stealth Penalty: --
Repairability: DC 15 tinker's tools