A Magical Engineer masters arcane machinery, turning gemstones into power
cores and shaping battlefields with constructs, barriers, and defensive devices. Rather than
overwhelming enemies with raw destruction, you build control zones, reinforce allies, and
redirect incoming harm.
As a Magical Engineer, you gain the following class features.
Hit Dice
1d10 per Magical Engineer level
Primary Ability
Constitution
Saves
Intelligence, Constitution
Armor Training
Light armor, medium armor, shields
Unless a feature says otherwise, you regain expended uses when you finish a long rest.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows
Tools: Tinker's tools and one type of artisan's tools
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, Investigation, Insight, Medicine, Nature, Perception
Equipment
(a) a hand crossbow and 20 bolts or (b) a light crossbow and 20 bolts or (c) any simple weapon
(a) scale mail or (b) leather armor
Tinker's tools and an engineer's kit
Spellcasting (1st Level)
You cast spells through arcane knowledge, channeling them through your Magical Cores. Constitution is your spellcasting ability for your Magical Engineer spells. You keep an archive of Magical Engineer spells that you discover and record through study, and you prepare your spells from this archive when you finish a long rest.
When you cast a Magical Engineer spell of 1st level or higher, you must expend a nonmagical gemstone of sufficient value for the spell’s level (see Gem Expenditure). Cantrips don’t require a gem. You regain all expended spell slots when you finish a long rest.
Spell Save DC
8 + your proficiency bonus + your Constitution modifier
Spell Attack Modifier
Your proficiency bonus + your Constitution modifier
Magical Engineer Level
Cantrips Known
1st
2nd
3rd
4th
5th
6th
1st
2
2
-
-
-
-
-
2nd
2
2
-
-
-
-
-
3rd
2
3
-
-
-
-
-
4th
2
3
2
-
-
-
-
5th
2
4
2
-
-
-
-
6th
2
4
3
-
-
-
-
7th
2
4
3
2
-
-
-
8th
2
4
3
2
-
-
-
9th
2
4
3
3
-
-
-
10th
3
4
3
3
2
-
-
11th
3
4
3
3
2
-
-
12th
3
4
3
3
3
-
-
13th
3
4
3
3
3
2
-
14th
3
4
3
3
3
2
-
15th
3
4
3
3
3
3
-
16th
3
4
3
3
3
3
2
17th
4
4
3
3
3
3
2
18th
4
4
3
3
3
3
3
19th
4
4
3
3
3
3
3
20th
4
4
3
3
3
3
3
Archive and Preparation
You maintain an archive, recording Magical Engineer spells in it. You can add a spell to your archive if you find it on a scroll or in a spellbook, provided the spell is of a level you can cast and no higher than 6th level. You prepare a list of Magical Engineer spells from your archive when you finish a long rest. The number of spells you can prepare equals your Intelligence modifier + your Magical Engineer level (minimum of one spell).
Ritual Casting
You can cast a Magical Engineer spell as a ritual if that spell has the ritual tag and you have it in your archive.
Gem Expenditure
When you cast a Magical Engineer spell of 1st level or higher, you must expend a nonmagical gemstone worth at least the amount shown on the Gem Costs table; the gemstone is consumed by the casting. Cantrips do not require a gemstone. A gemstone set into a Magical Core can’t be used for this purpose.
Spell Level
Gem Value
1st
10 gp
2nd
25 gp
3rd
50 gp
4th
100 gp
5th
250 gp
6th
500 gp
Magical Engineer Spell List
You choose your spells from the Magical Engineer spell list.
Loading spells...
Spell Name
School
Ritual
Engineer Charges
You have an internal reserve of arcane energy used to activate your engineering features.
Your Engineer Charges equal your proficiency bonus + your Constitution modifier (minimum one
charge), and you regain all expended charges when you finish a long rest.
Use
Cost
Deployable Device
2 charges
Metamagic
2 charges
Create Construct
4 charges
Magical Cores
At 1st level, you gain the ability to transform gemstones into Magical Cores. A Magical
Core serves as your spellcasting focus and can alter spells cast through it.
Creating a Core
During a 1-hour ritual using tinker's tools, you convert a suitable gemstone into a core.
Core Tiers
Tier
Gem Value
Effect
Lower
Up to 500 gp
+1 bonus to spell attack rolls
Mid
501 to 1,500 gp
+2 bonus to spell attack rolls
High
1,501 gp or more
+3 bonus to spell attack rolls
Core Limits
You can use only one core at a time.
You can maintain a number of prepared cores equal to your Constitution modifier (minimum one core).
You can switch your active core as a bonus action.
Gem Resonance
When you create a Magical Core, you embed a gemstone into it. The gemstone's color determines
a minor resonance effect.
Gem Color
Example Gems
Damage Type
Resonance Effect
Red
Ruby, garnet
Fire
When a spell you cast through this core deals fire damage, it deals an extra 1d6 + your proficiency bonus fire damage to one target of the spell (once per turn).
Blue
Sapphire, lapis lazuli
Lightning
When a spell you cast through this core deals lightning damage, it deals an extra 1d6 + your proficiency bonus lightning damage to one target of the spell (once per turn).
Green
Emerald, jade
Poison
When a spell you cast through this core deals poison damage, it deals an extra 1d6 + your proficiency bonus poison damage to one target of the spell (once per turn).
Yellow
Topaz, citrine
Radiant
When a spell you cast through this core deals radiant damage, it deals an extra 1d6 + your proficiency bonus radiant damage to one target of the spell (once per turn).
Purple
Amethyst
Psychic
When a spell you cast through this core deals psychic damage, it deals an extra 1d6 + your proficiency bonus psychic damage to one target of the spell (once per turn).
Black
Onyx, obsidian
Necrotic
When a spell you cast through this core deals necrotic damage, it deals an extra 1d6 + your proficiency bonus necrotic damage to one target of the spell (once per turn).
White / Clear
Diamond, pearl
Radiant
When a spell you cast through this core deals radiant damage, it deals an extra 1d6 + your proficiency bonus radiant damage to one target of the spell (once per turn).
Core Overload
As a bonus action, you can overload your active core for one spell. For that spell, double
the core's tier bonus to spell attack rolls. Immediately after casting, roll a d20. On a 1 to 5, the core
shatters and is destroyed.
Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Constitution modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Deployable Devices (2nd Level)
Preparation
Before a device can be placed on the battlefield, you must craft and prepare it using Magical Tinkering. Crafting a single device takes up to 1 hour and requires nonmagical materials worth at least 30 gp. Once prepared, a device is inert until you deploy it.
You can deploy temporary arcane devices onto the battlefield. Deploying a device requires an
action and expends Engineer Charges as noted under Engineer Charges.
Each device has AC 12 and 15 hit points and remains active for up to 12 hours unless it is destroyed or you dismiss it.
Device Limits: You can have at most three Teleport Pylons deployed at once, at most two Shield Generators, and at most four Arcane Traps. If you deploy a device of a type you already have at its maximum, one existing device of that type of your choice immediately deactivates.
Device
Function
Teleport Pylon
Pylons must be built in pairs, with each pylon within 60 feet of the other. A creature can teleport between linked pylons by using an action.
Shield Generator
Creates a 15-foot-radius aura; at the start of each of your turns, each ally of your choice in the aura gains temporary hit points equal to your Constitution modifier (minimum 1), up to a maximum number of temporary hit points on that ally equal to your Magical Engineer level.
Arcane Trap
Stores and triggers any 1st-level evocation spell you know when the trap condition is met. The trap can be detected by a spellcaster using the detect magic spell or by DC 16 intelligence investigation check.
Engineer Specialization (3rd Level)
At 3rd level, choose one specialization.
Specialization
3rd-Level Benefit
Defensive
You gain +1 AC and +1 spell save DC.
Offensive
You add your spellcasting modifier to all weapon damage rolls.
Control
When you cast a spell that imposes a saving throw, you can spend 1 Engineer Charge to cause one creature affected by the spell to roll that saving throw with disadvantage.
Metamagic
Starting at 3rd level, you gain access to Metamagic options. When you cast a Magical Engineer spell, you can spend Engineer
Charges to apply one Metamagic option, using the cost listed in the table below.
Metamagic
Effect
Cost
Careful Spell
Protect a number of creatures from your spell effects up to your Constitution modifier.
2 charges
Distant Spell
Double spell range, or make a touch spell range become 30 feet.
2 charges
Empowered Spell
Reroll a number of damage dice up to your Constitution modifier.
2 charges
Extended Spell
Double spell duration up to 24 hours.
2 charges
Quickened Spell
Change casting time from action to bonus action.
2 charges
Subtle Spell
Cast without somatic or verbal components.
2 charges
Ability Score Improvement (4th Level)
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.
Extra Attack (5th Level)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
At 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Armor Reinforcement
While you are wearing armor, you gain a bonus to AC equal to half your Constitution modifier, rounded down.
At 15th level, this bonus increases to half your Constitution modifier, rounded down, plus 3.
Constructs (6th Level)
Construct: Clockwork Spider
Starting at 6th level, you can build and deploy a Clockwork Spider. It takes its turn immediately after yours, acting independently and following your verbal commands (no action required). The construct uses
your proficiency bonus for attack rolls and saving throws, and you can repair it during a
long rest. When you create a Clockwork Spider, you must sacrifice one of your Magical Cores, destroying it; the spider's damage type is the damage type associated with the sacrificed core.
Creating a construct requires up to 8 hours of dedicated work using your tinker's tools. Creating the Clockwork Spider consumes 1,500 gp worth of clockwork components. You can have only one construct active at a time; if you create a new construct, any previously active construct immediately deactivates and becomes inert until repaired and reactivated during downtime.
Projected Shield
Also at 6th level, you learn the shield spell if you do not already know it. You can cast shield without expending a spell slot a number of times equal to half your proficiency bonus (rounded down, minimum of 1), and you regain all expended uses when you finish a long rest. When you cast shield using this feature, you can choose a creature you can see within 30 feet that is targeted by an attack; that creature gains the benefits of the spell instead of you.
Clockwork Spider Statblock
Clockwork Spider
Medium construct, unaligned
Armor Class 17
Hit Points 22 (5d8)
Speed 30 ft., climb 30 ft.
STR
5 (-3)
DEX
15 (+2)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
3 (-4)
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
The spider is immune to any spell or effect that would alter its form.
Actions
Bite.
Melee Weapon Attack: your proficiency bonus + 2 to hit, reach 5 ft., one target. Hit: 3 (1d6) damage of the core's damage type.
Flame Spit.
Ranged Weapon Attack: your proficiency bonus + 2 to hit, range 30/60 ft., one target. Hit: 7 (2d6) damage of the core's damage type.
Self-Destruct.
The spider explodes, destroying itself. Each creature within 10 feet must make a Dexterity saving throw against your spell save DC, taking 11 (2d10) damage of the core's damage type on a failed save, or half as much on a success.
Projectile Barrier (9th Level)
At 9th level, you can use your action to create a field of deflecting force that extends 15 feet around you and lasts for 1 minute. The field moves with you. The field blocks all physical projectiles: any ranged weapon attack that would pass into the field automatically misses.
Living Arsenal (10th Level)
At 10th level, you can perform a special 1-hour ritual while wearing a nonmagical suit of armor you have forged or modified, turning it into living armor. While you wear this armor, you have resistance to all damage types but vulnerability to thunder damage.
The armor must be nonmagical when you perform the ritual, and you can have only one suit of living armor at a time. If you perform the ritual on a new suit of armor, the previous suit loses its living properties and becomes normal armor again.
As part of the same kind of ritual, you can also transform a nonmagical weapon you have forged or modified into a living weapon. While you wield this weapon, its attacks count as magical, and once on each of your turns when you hit with it, you deal an extra 1d6 + your proficiency bonus damage of a type you choose when you complete the ritual and you regain hit points equal to your proficiency bonus.
The weapon must be nonmagical when you perform the ritual, and you can have only one living weapon at a time. If you perform the ritual on a new weapon, the previous living weapon loses its special properties and becomes a normal weapon again.
Magitech Adept
When you reach 10th level, you develop a deeper understanding of attuning to magic items:
You can attune to up to four magic items at once.
Redirection (11th Level)
At 11th level, when a creature within 5 feet of you that you can see would take damage, you can use your reaction to take that damage instead. You take the damage that would have been dealt to the ally, reduced by an amount equal to your proficiency bonus.
Construct: Iron Servitor (12th Level)
At 12th level, you unlock a second construct option: an Iron Servitor. Creating it follows the same creation rules as your other constructs and requires up to 8 hours, consuming 3,000 gp worth of clockwork components and rare alloys. It takes its turn immediately after yours and follows your verbal commands; no action is required to direct it. You can have only one construct active at a time.
Iron Servitor
Large construct, unaligned
Armor Class 18 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
The servitor is immune to any spell or effect that would alter its form.
Magic Resistance.
The servitor has advantage on saving throws against spells and other magical effects.
Actions
Slam.
Melee Weapon Attack: your proficiency bonus + 4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) damage of the core's damage type. On a hit, the target must succeed on a Strength saving throw against your spell save DC or fall prone.
Shockwave (Recharge 5-6).
The servitor releases a concussive pulse. Each creature within 15 feet must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn. On a success, a creature is not stunned.
Self-Destruct.
The servitor overloads and explodes, destroying itself. Each creature within 10 feet must make a Dexterity saving throw against your spell save DC, taking 22 (4d10) damage of the core's damage type on a failed save, or half as much on a success.
Accelerated Casting (13th Level)
At 13th level, when you cast a Magical Engineer spell of the enchantment or abjuration school that has a casting time of 1 action, you can choose to cast it as a bonus action instead.
In addition, when a creature you can touch casts a spell, you can use your reaction to apply one of your Metamagic options to that spell by spending the normal Engineer Charge cost.
Toxic Immunity (17th Level)
At 17th level, you are immune to poison damage and the poisoned condition.
Magitech Mastery (18th Level)
Starting at 18th level, you can attune up to five magic items at once.
Construct: Living Sphere (19th Level)
At 19th level, you unlock a third construct option: a Living Sphere. Creating it follows the same creation rules as your other constructs and requires up to 8 hours, consuming 6,000 gp worth of clockwork components and rare alloys. It takes its turn immediately after yours and follows your verbal commands; no action is required to direct it. You can have only one construct active at a time.
The sphere is immune to any spell or effect that would alter its form.
Mobile Shelter.
While you and your allies are inside the sphere, you have full cover from sources outside it. You can see and make attacks and cast spells through the sphere's viewports; your attacks ignore the sphere for line of sight and line of effect.
Reactive Matrix (1/Turn).
When the sphere takes damage, roll 1d4 to trigger a spell at 5th level (save DC equals your spell save DC): 1 - Lightning Bolt; 2 - Mass Healing Word; 3 - Elemental Bane; 4 - Blight. If the sphere makes an attack, any ongoing effect from this trait ends at the end of its turn.
Actions
Core Ram.
Melee Weapon Attack: your proficiency bonus + 4 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) damage of the core's damage type.
Self-Destruct.
The sphere overloads and explodes, destroying itself. Each creature within 10 feet must make a Dexterity saving throw against your spell save DC, taking 36 (8d10) damage of the core's damage type on a failed save, or half as much on a success.
Soul of the Workshop (20th Level)
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection.
You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
If you're reduced to 0 hit points but not killed outright, you can use your reaction to shatter one of your prepared Magical Cores, causing you to drop to 1 hit point instead of 0. You can use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a long rest.