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Dwemer Engineer


Although the dwemer have been lost to myth and legend, their legacy lives on with the unmatched craftsmanship of their creations. Dwemer Engineer's are those who have studied the science and magic that shapes these inventions. This new class is based significantly on the Artificer, which was released in a previous unearthed arcana.

QUICK BUILD

You can make a dwemer engineer quickly by following these suggestions. First, put your highest attribute score in Intelligence, followed by Endurance or Agility. Second, choose the guild artisan background.

CLASS FEATURES

As a Dwemer Engineer, you gain the following class features:

HIT POINTS

Hit Dice: 1d8 per dwemer engineer level

Hit Points at 1st Level: 8 + your Endurance modifier

Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per bard level after 1st

PROFICIENCIES

Armor: Light and medium armor

Weapons: axe, blunt, marksman, and short blade.

Tools: Thieves tools, two other tools of your choice

Saving Throws: Endurance, Intelligence

Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a handaxe and a light hammer or (b) any shortblade

  • a light crossbow with 20 bolts

  • (a) scale mail or (b) studded leather armor

  • thieves' tools and a dungeoneer's pack

ENGINEERING SPECIALTY

At 1st level, you choose the Engineering Specialty you have focused on: Ballistic Tech, Construct Master, or Tonal Architect, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 9th, 14th, and 17th level.

MAGIC ITEM ANALYSIS

Starting at 1st level, your superior understanding of engineering and crafting items allows you to analyze and understand their secrets. You know the dwemer engineer spells detect magic and identify, and can cast them as a ritual. You don't need to provide a material component when casting identify with this class feature.

TOOL EXPERTISE

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

WONDROUS INVENTION

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.

Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.

You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.

These magic items are detailed in the Dungeon Master’s Guide.

2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones

5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets

10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack

15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing

20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying

SPELLCASTING

As part of your studies, you've gained the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

MAGICKA

The Dwemer Engineer table shows how much magicka you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table. You regain all expended magicka when you finish a long rest.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER

You know three 1st-level spells of your choice from the dwemer engineer spell list.

The Spells Known column of the Dwemer Engineer table shows when you learn more dwemer engineer spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the table.

Additionally, when you gain a level in this class, you can choose one of the dwemer engineer spells you know from this feature and replace it with another spell from the dwemer engineer spell list, which also must be of a level that you can cast.

SPELLCASTING ATTRIBUTE

Intelligence is your spellcasting attribute for your dwemer engineer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a spell refers to your spellcasting attribute. In addition, you use your Intelligence modifier when setting the saving throw DC for a dwemer engineer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

INFUSE MAGIC

Starting at 4th level, you gain the ability to channel your dwemer engineer spells into objects for later use. When you cast a dwemer engineer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend magicka points, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

ATTRIBUTE SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

SUPERIOR ATTUNEMENT

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three magic items at a time.

At 15th level, this limit increases to five magic items.

MECHANICAL SERVANT

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.

Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

  • It is a construct instead of a beast.

  • it can’t be charmed.

  • It is immune to poison damage and the poisoned condition.

  • It gains darkvision with a range of 60 feet if it doesn’t have it already.

  • It understands the languages you can speak when you create it, but it can’t speak.

  • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 4,000 septims of raw materials.

SOUL OF ENGINEERING

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

ENGINEERING SPECIALTY

Dwemer Engineers pursue a variety of specializations. The three most common ones, ballistic tech, construct machinist, and tonal architect, are presented here.

BALLISTIC TECH

A master of engineering, you forge powerful crossbows powered by a combination of ancient science and magic.

DWARVEN SMITHING

When you choose this specialty at 1st level, you gain proficiency with smith's tools.

CROSSBOW EXPERTISE

Also at 1st level, you adopt a style of expertise while wielding any crossbow weapon. Choose one of the following options. You can't take a Crossbow Expertise option more than once, even if you later get to choose again.

HEARTSEEKER

You gain a +2 bonus to attack rolls made with a crossbow.

ARBALEST

When you are wielding a single crossbow and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

HEAVY CROSSBOW MASTERY

When you roll a 1 or 2 on a damage die for an attack you make with a heavy crossbow that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

ANCIENT TECHNOLOGY

Starting at 3rd level, you learn how to augment a crossbow of your choice with a unique trait called a Crossbow Augmentation. Augmenting a crossbow in this way makes the weapon difficult to use and only you and other characters with the Ancient Technology feature are proficient in it.

You learn another Crossbow Augmentation at 9th, 14th, and 17th level, allowing you to augment a new crossbow or one that you have augmented previously. You can not learn the same augmentation twice, unless the crossbow augmentation indicates otherwise.

Only one crossbow gains this trait immediately. If you want to augment another crossbow or if you lose your augmented crossbow, you can augment a new crossbow with 8 hours of work and expending 400 septims worth of metal and other raw materials.

CROSSBOW AUGMENTATIONS

The crossbow augmentations are presented in alphabetical order.

Blast Wave. You can channel force energy into your crossbow. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the crossbow. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 1d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 13th level (3d6) and 17th level (4d6).

Concussive Shot. When you attack with your crossbow, you can choose to use a blunt, weighted bolt. On a successful attack, your attacks deals bludgeoning damage instead of piercing and a creature must make an Endurance saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature is stunned until the end of its next turn. When you use this augmentation, your attack does not gain additional damage granted by your Elemental Shot augmentation.

The bludgeoning damage increases by 1d6 when you reach certain levels in this class: 5th level (1d6), 9th level (2d6), 13th level (3d6), and 17th level (4d6)

Distant Shot. You reinforce and strengthen your crossbow's string, effectively doubling the normal range of your crossbow.

Elemental Shot. You learn how to channel destructive elemental energy into your crossbow. Choose either cold, fire, lightning, or poison damage. When you attack with your crossbow, your attack deals an extra 1d6 damage of the type you've chosen on a hit.

You can choose this crossbow augmentation multiple times, allowing you to choose a new type of elemental damage. When you know more than one type of elemental damage, you can choose what type of damage you deal on each attack.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Exploding Bolt. You can channel fiery energy into your crossbow. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an exploding bolt from the crossbow. The bolt detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make an Agility saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 1d8 fire damage.

This damage increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Piercing Bolt. You can shoot piercing lightning energy through your crossbow. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the crossbow to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Agility saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 1d6 lightning damage.

This damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 11th level (4d6), 15th level (5d6), and 19th level (6d6).

CONSTRUCT MACHINIST

Those that have learned the secrets to dwemer metals and the arcana gyros and power cores that animate their guardians are nearly unheard of, as those were mysteries believed to have been lost with the dwarves. Construct machinists are dedicated and hardworking engineers that have unlocked the mysteries of deep folk, and create powerful weapons and constructs to protect them.

BONUS PROFICIENCIES

When you choose this specialty at 1st level, you gain proficiency with heavy armor and smith's tools.

MECHANICAL IDENTIFICATION

Also starting at 1st level, you can use the identify spell to determine the properties, mechanisms, and functions of a construct or mechanical device, including statistics, hit points, any weaknesses or immunities, how to operate, activate, or deactivate it.

HEAVY BLOWS

Beginning at 3rd level, on your first attack each turn, you can roll one additional weapon damage die when determining damage done by melee or ranged attacks.

This increases to two additional dice at 11th level, and three additional dice at 17th level.

MECHANICAL SUPERIORITY

At 9th level, your extended research allows you to upgrade your mechanical servant. You are assumed to have been working on the servant, finally finishing the upgrade during a short or long rest after you reach 9th level.

You can now select a Large beast with a challenge rating of 3 or less. You can choose to upgrade your mechanical servant to a similar creature, or choose a different creature entirely. Use the new beast’s game statistics, along with the modifications determined by the Mechanical Servant feature.

When you reach 14th level in this class, you can choose a Large beast with a challenge rating of 4 or less.

AMALGAM OF FLESH AND STEEL

Starting at 17th level, you've enhanced your mechanical servant to become an exo-skeleton you can wear and control. As an action, you can combine with your mechanical servant. You can leave this form as a bonus action. You automatically leave this form if your mechanical servant drops to 0 hit points, or it dies. While in this form, the following rules apply:

  • You act on your initiative.

  • Your games statistics are replaced with the statistics of your mechanical servant, but you retain your Intelligence, Willpower, and Personality scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your mechanical servant. If your mechanical servant has the same proficiency as you and the bonus in its stat block is higher than yours, use the servant's bonus instead of yours.

  • When you merge with your mechanical servant, you assume your mechanical servants hit points. If you leave this form as a result of dropping to 0 hit points, any excess damage carries over to you.

  • You gain resistance to bludgeoning, piercing, and slashing damage.

  • While in this form, you can speak and cast spells as normal, and retain the benefit of any features from your class, race, or other source and can use them if your mechanical servant form is capable of doing so.

TONAL ARCHITECT

Tonal architects look at the world differently than others. They see the Aurbis as a song that can be manipulated and altered, allowing them to shape the physics of the world around them.

DEEP MAGIC

When you choose this specialty at 1st level, you learn the mending cantrip and you gain the Deep Magic spells at the Dwemer Engineer levels listed.

TONAL ARCHITECT DEEP MAGIC SPELLS

Dwemer Engineer Level Spells

1st charm person, comprehend languages

7th hold person, magic weapon

13th hypnotic pattern, sending

19th confusion, greater invisibility

BLESSINGS OF KNOWLEDGE

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. You can choose to become proficient in an artisan's tools of your choice instead of a skill.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills or tools.

WORLD SHAPER

Also at 1st level, you've mastered the ability to shape the world by manipulating the vibrations that make up the song of the Aurbis. You have created a unique mechanical instrument that produces unique sounds and vibrations.

If you lose this mechanical instrument, you can create a new one over the course of three days of work (eight hours each day) and by expending 400 septims worth of raw materials.

You can use your mechanical instrument to create one of the following effects;

Conjure Darkness. As an action, you are able to absorb all visible light and create magical darkness in a 10-foot radius within 60 feet of you. The magical darkness blocks vision, including darkvision, lasts for 1 minute and then disappears. Once you use this ability, you can't do so again for 1 minute.

Eruption of Force. As an action, you create a powerful blast of energy that flows from a point you choose within 30 feet of you. Each creature within 10 feet of that point must succeed on an Endurance saving throw or be knocked prone and pushed 10 feet away from you.

Unstable Terrain. As an action, you alter the surface of earth, stone, or metal to become treacherous and unstable. Choose a surface within 60 feet of you. That surface becomes difficult terrain in a 10-foot radius for 1 minute. Any creature that starts its turn on the surface in that area has its speed halved for that turn. Once you use this ability, you can't do so again for 1 minute.

MOLD METAL AND STONE

When you reach 3rd level, you gain the ability to reshape earth, metal, or stone by using your a mechanical instrument. You can choose a Small object or section of earth, metal, or stone no more than 2 feet in any dimension that is within 30 feet of you and form it into any shape that suits your purpose. So for example, you could shape metal into a small weapon, such as a dagger, a trinket, such as a key, or make a small opening in a metal door to peer through. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

As an action, you can use this ability to repair a construct or metal object to restore hit points equal to 2d6. Once you use this feature to repair an item in this way, you can't do so again until you finish a long rest.

You can also attempt to reshape armor worn by another creature, or shape a creature made from earth, stone or metal. As an action, a creature you choose within range takes 2d6 bludgeoning damage on a failed Endurance saving throw, or half as much on a successful one. An object automatically takes that damage, and the damage is maximized. This damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The healing and damage increases by 1d6 when you reach certain levels in this class: 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Additionally, when you cast the spell Stone Shape, you can cast this spell with a range of 30 feet and the spell can affect earth and metal in addition to stone.

TONES OF TIME

Starting at 9th level, you can use your mechanical instrument to create a momentary magical aegis that envelops and protects a creature while reversing the recent affects of time. As an action, a creature of your choice that you can see within 30 feet of you gains a protective shield that grants them resistance to the last type of damage they received in the past 10 minutes. If they have not received any damage in this time, the shield does not grant any resistance. At the start of that creature's next turn, they regain 5d4 hit points and the magical aegis disappears, ending their resistance.

The affects of reversing time is especially taxing on the body and soul. A creature gains one level of exhaustion each time it is healed in this way, after the first time, until that creature finishes a long rest.

The healing from this aegis increases by 1d4 when you reach certain levels in this class: 11th level (6d4), 13th level (7d4), 15th level (8d4), 17th level (9d4), and 19th level (10d4).

GRAVITY WELL

When you reach 14th level, you gain the ability to use your mechanical instrument to momentarily disrupt the natural forces that surround you. As an action, you severely increase the forces of gravity, allowing you to crush your enemies. Each creature within a 10-foot radius centered on a point you choose within 60 feet of you must make an Endurance saving throw. On a failed save, a creature takes 5d6 force damage, or half as much on a successful one.

The force damage increases by 1d6 when you reach certain levels in this class: 16th level (6d6), and 19th level (7d6).

ALTER GLITCH

At 17th level, you gain the ability to make minor adjustments in time, possibly altering events. As a reaction, when you see a creature make a saving throw, attack roll, or ability check, you can force that creature to reroll the die and they must use the new roll.

Once you use this feature, you must finish a short rest before you can use it again.

DWEMER ENGINEER SPELLS

1ST LEVEL

alarm

cure wounds

disguise self

expeditious retreat

false life

jump

longstrider

sanctuary

shield of faith

2ND LEVEL

aid

alter self

arcane lock

blur

continual flame

darkvision

enhance ability

enlarge/reduce

invisibility

lesser restoration

levitate

magic weapon

protection from poison

rope trick

see invisibility

spider climb

3RD LEVEL

blink

fly

gaseous form

glyph of warding

haste

protection from energy

revivify

water breathing

water walk

4TH LEVEL

arcane eye

death ward

fabricate

freedom of movement

Leomund’s secret chest

Mordenkainen’s faithful hound

Mordenkainen’s private sanctum

Otiluke’s resilient sphere

stone shape

stoneskin

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