Class Feats Page 6
Class Name: Engineer
Core Fantasy: Engineers keep New Vance City running by understanding its grids, walls, and machines better than anyone. In battle, they reshape the field, harden allies, and keep systems online while others fight.
Level 1 Features
Urban Technician (Level 1)
You read the bones of the city and its machines.
Rules: You gain proficiency in two tools of your choice that represent technical work (such as tinker's tools, smith's tools, vehicles, or similar tools in your setting). When you make an ability check using a tool you are proficient with to understand, build, repair, or disable a device, structure, or vehicle, you add double your proficiency bonus instead of your normal proficiency bonus.
During a short rest, you can spend 10 minutes repairing a construct, vehicle, or object you can touch. It regains hit points equal to your engineer level + your Intelligence modifier. You can use this repair a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Combat Power Routing (Level 1)
You route spare power from your rigs into motion and shielding.
Rules: When you cast a spell from this class as a bonus action, you can expend one use of this feature to choose one of the following effects:
You move up to 10 feet. This movement does not provoke opportunity attacks.
You gain temporary hit points equal to your Intelligence modifier (minimum of 1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 3 Feature
Quick Barricade (Level 3)
You can rapidly turn city debris and panels into cover or choke points.
Rules: As an action, you can create or dismantle one of the following modifications in an unoccupied 5-foot space on solid ground within 30 feet of you:
Barricade: You deploy a low barrier. Creatures on one side of the barricade have half cover from attacks and effects that pass through it. The barricade is a nonmagical object with AC 10 and hit points equal to 5 × your proficiency bonus.
Rubble Field: You destabilize or scatter material. The 5-foot space becomes difficult terrain for hostile creatures but not for you or your allies.
Each modification lasts for 10 minutes, until destroyed, or until you dismiss it (no action required). You can have a number of modifications created by this feature equal to your proficiency bonus at one time; creating a new one beyond this number causes one of your choice to collapse. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7 Feature
Redundant Systems (Level 7)
You build fail-safes into your gear and nervous system.
Rules: You gain resistance to lightning damage.
In addition, when you fail a saving throw that would cause you to become paralyzed or stunned, you can choose to succeed on that saving throw instead. Once you use this part of the feature, you cannot use it again until you finish a long rest.
Level 11 Feature
Distributed Shielding (Level 11)
You project small defensive fields that catch incoming fire.
Rules: While you are conscious, you and allies of your choice within 10 feet of you gain a +1 bonus to AC against ranged weapon attacks.
In addition, you ignore nonmagical difficult terrain caused by rubble, broken pavement, loose cabling, and similar urban debris.
Level 15 Feature
Command Network (Level 15)
You coordinate allies through tight, efficient calls across the local grid.
Rules: As an action, you choose up to a number of creatures equal to your Intelligence modifier (minimum of one) that you can see within 60 feet of you. For 1 minute, each chosen creature gains a +1 bonus to AC and saving throws while they can see or hear you. This effect ends early on a creature if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 20 Feature
Living Circuit (Level 20)
You and the city’s systems function as one continuous network.
Rules: Your Intelligence score increases by 2, to a maximum of 22.
At the start of each of your turns in combat, you choose one protocol to activate until the start of your next turn (no action required):
Stabilize Protocol: You and each ally of your choice within 30 feet gain temporary hit points equal to your Intelligence modifier.
Lockdown Protocol: Choose a number of creatures equal to your Intelligence modifier that you can see within 60 feet. Each chosen creature’s speed is reduced by 10 feet.
Overclock Protocol: Once before the end of your turn, when you or an ally of your choice within 30 feet makes an attack roll or an ability check, that creature can roll a d4 and add it to the roll.
You can change the active protocol at the start of each of your turns while in combat.
Class Name: Scavenger
Core Fantasy: Scavengers are mobile survivors who know how to move through ruins, avoid danger, and turn junk into advantage. They guide allies, control positioning, and outlast threats in harsh environments.
Level 1 Features
Ruin Runner (Level 1)
You know how to move and survive in broken city zones.
Rules:
You ignore nonmagical difficult terrain caused by rubble, collapsed structures, or urban debris.
You have advantage on Dexterity (Stealth) checks made to hide in or behind ruins, wreckage, or abandoned vehicles.
When you roll initiative and are not surprised, you can move a number of feet equal to 5 × your Dexterity modifier (minimum 5 feet). This movement happens before the first round begins and does not provoke opportunity attacks.
Scrap Savant (Level 1)
You quickly read the value and use of discarded material.
Rules:
You gain proficiency with tinker's tools and one of the following skills of your choice: Investigation, Perception, or Survival. If you are already proficient in the chosen skill, you instead choose another skill from your class skill list.
When you spend at least 1 minute searching an area no larger than a 30-foot cube, you can make an Intelligence (Investigation) check against DC 10. On a success, you find useful salvage worth a number of Solar Credits equal to the result of the check.
Once you benefit from this feature in a specific area, you cannot use it again in that same area.
Level 3 Feature
Coordinated Sweep (Level 3)
You move your team through danger with clear, fast calls.
Rules:
When you cast a Scavenger spell using a bonus action, you can choose yourself or one ally who can see or hear you.
The chosen creature can move up to 10 feet as part of the same bonus action. This movement does not provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 7 Feature
Collapse-Hardened (Level 7)
Your body and mind are toughened by the Collapse and its threats.
Rules:
You gain proficiency in Constitution saving throws. If you already have proficiency in Constitution saving throws, you instead gain proficiency in Strength, Intelligence, or Wisdom saving throws (your choice).
You have advantage on saving throws against being poisoned, diseased, or frightened.
If you took damage from an effect that allows a Constitution or Dexterity saving throw since your last turn, you regain a number of hit points equal to your Scavenger level at the start of your turn.
You can heal using this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 11 Feature
Salvaged Reserves (Level 11)
You reclaim energy and components from the field to keep your tools running.
Rules:
When you finish a short rest, you can choose expended Scavenger spell slots to recover. The combined level of these slots can be equal to or less than your proficiency bonus, and none of the slots can be 4th level or higher.
Once you use this feature, you must finish a long rest before you can use it again.
Level 15 Feature
Perfect Cover Lines (Level 15)
You turn every wall and wreck into a stable firing position.
Rules:
When you are within 5 feet of a wall, large object, or other solid cover, you can use a bonus action to enter a braced stance that lasts until the start of your next turn.
While in this stance, your ranged weapon attacks ignore half cover and three-quarters cover.
While in this stance, you have advantage on Dexterity saving throws against effects that you can see.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 20 Feature
Master of the Ruins (Level 20)
You move, fight, and scavenge in dead cities as if they are your home ground.
Rules:
You cannot be surprised while you are conscious.
Difficult terrain does not cost you extra movement.
When you roll initiative, you gain temporary hit points equal to twice your Scavenger level and can immediately move up to your speed. This movement does not provoke opportunity attacks.
Once per turn, when you hit a creature with a weapon attack, you can add your Dexterity modifier to the damage a second time. You can do this only if either you or the target is within 5 feet of cover, difficult terrain, or a solid object larger than the target.