Engineered (5e Class)
Engineered/Enhanced
An Engineered. One who wields power that was born before the universe itself. An Infinity Stone. Slaying foes, buffing allies
Warped
Creating a Engineered/Enhanced
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Engineered/Enhanced you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Engineered/Enhanced level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Engineered/Enhanced level after 1st
- Proficiencies
Armor: Light Armor, Shields
Weapons: Simple Weapons, all swords.
Tools:
Saving Throws: Constitution, Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Perception, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword and Padded Leather Armor or (b) Shortsword and Studded Leather Armor or (c) Longbow and Padded Leather Armor.
- (a) Scholar's Pack or (b) Dungeoneer's Pack or (c) Explorer's Pack
- If you are using starting wealth, you have If you use starting wealth, you have 4d6x2 in funds. in funds.
Level | Proficiency Bonus | Energy | Features |
---|---|---|---|
1st | +2 | 10 | Infinite Origin, Lifespan of Eternals, Energy |
2nd | +2 | 13 | — |
3rd | +2 | 15 | Infinite Origin |
4th | +2 | 17 | Ability Score Improvement |
5th | +3 | 19 | Infinite Origin, Lifespan of Eternals |
6th | +3 | 21 | — |
7th | +3 | 21 | G̵̢̟̘̝͐̐͆ͭ͝l̛̮̬̝͛̅ͪ͛̄͢ǐ̢̨͕̼̪̔͛̒͟t̳̰̫͍ͧ̽͆̿̋͠c͕̻͙ͦ͊͗̕͜͜͠ẖ̡̗̞̭̅̌͘͟͜ |
8th | +3 | 23 | Ability Score Improvement |
9th | +4 | 24 | — |
10th | +4 | 25 | Infinite Origin, Lifespan of Eternals |
11th | +4 | 26 | — |
12th | +4 | 27 | Ability Score Improvement |
13th | +5 | 28 | — |
14th | +5 | 29 | — |
15th | +5 | 29 | Infinite Origin, Lifespan of Eternals |
16th | +5 | 30 | Ability Score Improvement |
17th | +6 | 31 | — |
18th | +6 | 33 | Infinite Origin |
19th | +6 | 35 | Ability Score Improvement |
20th | +6 | 35 | Infinite Origin, Lifespan of Eternals |
Infinite Origin
At 1st level, you chose an Infinite Origin. Choose from Reality, Soul, Mind, Power, Space, and Time. Your Source, weather it is an Orb, Amulet, Stave, or Stone, yours must be of the option that is consistent with your stone. All detailed at the end of the class description. Your choice grants you features at 1st and again at 3rd, 5th, 10th, 15th, 18th, 20th.
Lifespan of Eternals
Due to the fact that your being has been warped by forces outside your control, you now age slower, experiencing every 2 years as one. At level 5 that becomes every 4 years, at level ten it becomes every 6 years, at level fifteen it becomes every 8 years, and at level 20 it becomes every 10 years.
Energy
Beginning at level 1, you have Energy. Energy is a measurement of your power. You begin with 2 Energy and get more as you level up, as shown by the Energy column. If you reach 0 Energy from expending more than 10 Energy, you gain a level of exhaustion.
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 20 using this feature.
G̵̢̟̘̝͐̐͆ͭ͝l̛̮̬̝͛̅ͪ͛̄͢ǐ̢̨͕̼̪̔͛̒͟t̳̰̫͍ͧ̽͆̿̋͠c͕̻͙ͦ͊͗̕͜͜͠ẖ̡̗̞̭̅̌͘͟͜
At level 9, you can release a burst of Cosmic Radiation, creating a glitch in the natural mechanics of the world. You may expend 10 Energy to cause one of the following effects:
- Gravity
- You may Amplify or Reduce the gravity of a 30ft cube within a range of 90ft. Anyone who enters the cube must make a Dexterity saving throw against your Energy. On a success, nothing happens. On a failure, if the gravity is Amplified, they take 15d4 force damage as gravity crushes them. Movement within the cube is halved. If you chose Reduce and they fail, unless they weight more than 800 pounds, they fly up 20ft and hover there, each turn rolling a d4. If they roll a 1 , they go up 5ft, if they roll a 2, they go down 5ft, if they roll a 3 , they go up 10ft, if they roll a 4, they go down 10ft. All weapon attacks have a disadvantage in this zone, and all ranged weapon attacks have -10 to the attack roll.
- Statis
- You may freeze time in a 30ft cube within a range of 90ft. Within the cube, all time is frozen. No time passes. Any attacks made against anything in the cube hit a barrier of frozen time and fail. Anyone who attempt to enter the field gets frozen the instant they touch it. No time passes here.
- Shield
- You create a 30ft cube within a range of 90ft. In a 90ft cube around the first cube, everyone must make a Constitution saving throw against your Energy DC except the people inside the first cube. On a fail, they take 15d6 poison damage. On a success, they take half damage. From then on, anyone inside the cube has resistance to all damage and advantages against saving throws for any harmful effects.
The glitch disappears after 9 hours.
Reality
One who warps reality, capable of changing practically anything into something else.
- Enhancements
When you choose this subclass, you may choose between Changer, Shadower, and Skillsetter.
Skillsetter
Soul
One who manipulates and controls others through the orange magic of the soul.
- Enhancements
When you choose this subclass, you may choose between Inflictor, Necromancer, and Pupeteer.
Mind
One who reaches through space and time to access the minds of their enemies and crush them without a second thought.
- Enhancements
When you choose this subclass, you may choose between Searcher, Crusher, and Seer.
Seer
Power
One who uses ancient power to physically enhance one's self.
- Enhancments
When you choose this subclass, you may choose between Speedster, Ironskin, and Pulse.
Space
One who experiments with the boundaries of space, and pushes through them to get where they need to go.
- Enhancements
When you choose this subclass, you may choose between Traveler, Psion, and Sender.
Time
The trickiest of the engineerings, one who delves through time to defeat their enemies, support their enemies
- Enhancements
When you choose this subclass, you may choose between Merger, Diviner, and Recaller.
Merger
Burst Starting at level one, you can expend 5 Energy to take up to two actions or 3 bonus actions. These actions can be anything, but using all of your movement counts as an action if you do this, representing your sudden loss of Energy. This represents you creating alternate timelines and merging them.
Diviner
Minor future sight While you are unconscious, you sometimes have visions of the future. When you are asleep, you can choose to roll a 1d100, if the total is equal to 5x your level or lower, you have a vision of the future. The dungeon master may choose to reveal a piece of information that you wouldn’t know at the current time like “An army is invading the city you are in in the next 5 days”, or something useless like “You will eat a nice meal at the local restaurant today”.
Recaller
Rewind As an action, you can rewind something in time. You can expend 1 Energy for each 10 Rewind points. You distribute these points between two categories: Time and Range. Each point you put into time rewinds 1 minute. Range starts with a 0ft cube for space. Each point towards space expands it by one point. Once you divide your points, you may rewind a space equal to Range by Time minutes. You lose all unspent Rewind points at the end of your turn.
Multiclassing
Due to the large amount of strain placed on your body or mind when becoming Engineered/Enhanced, multiclassing is impossible.
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