Legends of Tolria
The Galactic Game

Class Compendium · support / specialist / striker

Engineer

Half-channeler via gear. Channels Rift Energy through machinery, augmentation, and infrastructure — wielding tools instead of formulas.

Hit Die · d8 INT Saves · INT / CON charges RA · ki-charges

Identity

The builder. The Halcyion Tech-Priest is the iconic Engineer — a person who treats every machine as a sacrament — but Engineers exist in every faction: Echelon Cybersmiths grafting black-market augments in back-alley clinics; Aurelion Ship Engineers tuning solar-cruiser cores; frontier Combat Engineers welding armor plate to truck cabs by lamplight. Mastery through making.

Proficiencies

Armor · light, medium
Weapons · simple, firearms
Tools · Smith's tools, Tinker's kit
Skills · choose 2 from Arcana, Athletics, History, Investigation, Lore, Medicine, Perception, Religion, Technology

Level Progression

  • L1
    Apparatus

    You carry a personal Rift-channeling device — a forearm-mount, a backpack rig, a chest-piece, or similar. The Apparatus serves as your channeling focus and houses your Charges. If you lose your Apparatus, you can build a replacement during 8 hours of work using 100 credits of components. Without your Apparatus, you cannot cast channels but can still use class features that don't require Charges.

    Schematics Codex

    You begin play with a Schematics Codex containing four 1st-level channels of your choice from the Engineer channel list. Each time you gain a level in Engineer, you may add two new channels of a level you can cast to your Codex. You can copy schematics from other Engineers' Codices, salvaged Tier IV gear, or Halcyion Federation reliquary plates.

    Tinker's Insight

    When you examine a piece of technology (Tier I–IV), you can spend 1 minute studying it to learn its primary function, any obvious modifications, and one weakness or maintenance vulnerability. Tier V items require a successful Intelligence (Technology) check (DC set by GM).

  • L2
    Adaptive Tooling

    Choose two additional tool proficiencies from this list: Hacker's kit, Cyber-jack, Medical kit, Communications array, Disguise kit, Forger's kit, Navigator's tools, Thieves' tools. You can swap one of your Adaptive Tooling choices for another from the list during a long rest.

  • L3 Subclass feature
    Engineering Discipline

    Choose your Engineering Discipline — Halcyion Tech-Priest, Combat Engineer, Cybersmith, Ship Engineer, or Field Medic. Your Discipline grants features now and at 7th, 11th, 15th, and 18th level.

  • L4 ASI / Feat
  • L5
    Field Engineering

    As an action, you can spend 1 Charge to grant an ally within 30 ft one of: +1 AC for 1 hour (as you reinforce their gear in the field), +1 to attack rolls for 1 hour (as you fine-tune their weapon), or 1d8 + INT mod temporary HP (as you patch them with reactive paste). Each ally can only benefit from one Field Engineering effect at a time.

  • L6
    Mechanical Insight

    You gain proficiency in one additional skill from your class skill list. You also have advantage on Investigation checks to identify the source, age, or origin of any Tier II–IV item.

  • L7 Subclass feature
  • L8 ASI / Feat
  • L9
    Mass Modification

    You can apply your Field Engineering to up to three allies in a single 1-action casting, at a cost of 3 Charges instead of 1. All targets must be within 30 ft of you and within 30 ft of each other.

  • L10
    Apparatus Synergy Capstone

    Your Charge pool regenerates 1 Charge at the end of a short rest. Your Apparatus can intercept incoming attacks: as a reaction when you are hit by an attack, you can spend 1 Charge to reduce the damage by 2d6 + your INT modifier. The Apparatus must be on your person and functional.

  • L11 Subclass feature
  • L12 ASI / Feat
  • L13
    Master Architect

    You can craft Tier IV items at half the standard credit cost and in half the standard time, provided you have access to a workshop with appropriate equipment. You can craft Tier V items at standard cost (Tier V items are typically not available for craft at all, by design; Master Architect partially unlocks this).

  • L14
    Combat Engineering

    Once per short rest, as an action and at a cost of 3 Charges, you can deploy a Combat Apparatus within 15 ft — a turret, drone, or sentry — with HP equal to 4× your Engineer level, AC 14, and a ranged attack action you can direct with a bonus action. The Apparatus uses your channel attack modifier and deals 2d8 + INT damage on a hit. It persists for 1 minute or until destroyed.

  • L15 Subclass feature
  • L16 ASI / Feat
  • L17
    Modular Discipline

    Choose a 3rd-level feature from an Engineering Discipline other than your own. You gain that feature. You can change the chosen feature during a long rest spent in workshop-quality conditions.

  • L18 Subclass feature
  • L19 ASI / Feat
  • L20
    Engineering Apex Capstone

    Your Apparatus has become an extension of you. You have advantage on channel attack rolls when wielding it. Once per long rest, you can cast a channel of 5th level or lower without spending Charges. Additionally, when you take a long rest with your Apparatus in active maintenance, you gain temporary HP equal to your Engineer level + your INT modifier that lasts until your next long rest.

Subclasses (5)