An Engineer is a half-caster who builds the battlefield using prepared Schematic spells. Their signature identity is the Deployment Rig and managing an Active Deployable Limit. Their magic is entirely physical devices: traps, pylons, turrets, emitters, foam, coils, and hardpoints.
Prepare schematics → deploy devices → control space → reposition deployables → force enemies through kill zones → scale by increasing deployable count and efficiency.
Spellcaster: Yes (Half caster)
Ability: Intelligence
Preparation: Prepared
Flavor: Every spell is a device with audible mechanics and visible parts.
Engineered Spellcasting (Lv1): non-magical in-world, spell rules mechanically.
Deployment Rig (Lv1): Active Deployable Limit starts at 1; oldest deactivates if exceeded.
Rig Reconfiguration (Lv2): swap one prepared spell on short rest.
Reposition Deployable (Lv5): move one deployable 15 ft (bonus action).
Dual Deployment (Lv7): limit becomes 2.
Remote Trigger (Lv9): bonus action force trigger or safe shutdown.
Quick Setup (Lv11): once/short rest cast a deployable spell as bonus action.
Reinforced Hardpoints (Lv13): deployables gain temp HP; +1 to concentration saves tied to deployables.
Triple Deployment (Lv15): limit becomes 3.
Fail-Safe Latching (Lv18): succeed concentration save by sacrificing a deployable.
Master of the Grid (Lv20): 1-minute peak state: free reposition, movement on deploy, INT damage bonus.
Blueprint language + sensory detail:
“Anchor bolts bite,” “valves hiss,” “coil charges,” “warning lights blink,” “brass petals unfold,” “cartridge clicks,” “steam vent.”
Always describe emitter vs field, durability, and how it can be destroyed/disabled if relevant.
Engineers love corridors, chokepoints, and predictable enemy movement.
Let enemies respond intelligently: shoot the turret, avoid the gel, disable the plate.
Keep placement clear: where is the deployable, what squares does it affect?