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Arcane Engineer
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Armor: Medium (AC 15)
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Primary Abilities: Strength +4, Intelligence +4, All Others +3
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Saves: Constitution +5, Intelligence +6
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Skills: Arcana +6, Investigation +6
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Signature Attack: Warhammer: +6 to hit, reach 5 ft., one target. HIt: 8 (1d8 + 4) bludgeoning damage. At 7th level they can make two signature attacks during their turn.
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Special Actions
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3rd Level (3/Day, Reaction) Repelling Blast: When a creature hits the engineer with a melee weapon attack, they must make a DC 14 Strength saving throw. On a failed save the creature takes 10 (3d6) force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
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5th Level (3/Day) Arcane Lock
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7th Level (1/Day) Shield Automaton: The engineer activates a small construct which protects them or another chosen creature they can see within 30 feet. The recipient of this protection gains 25 (6d6 +4) temporairy hit points. Until these temporairy hit points are lost, the automaton also provides a +2 bonus to its AC and to Dexterity saving throws.
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Brewmaster
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Armor: Medium (AC 15)
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Primary Abilities: Constitution +4, Intelligence +4, All Others +3
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Saves: Constitution +6, Intelligence +6
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Skills: Arcana +6, Medicine +5
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Signature Attack: Acid Splash: DC 14 Dexterity saving throw, range 60 ft., one target or two targets that are within 5 ft of each other. On a failed save a creature takes 4 (1d6) acid damage, increasing to 7 (2d6) at 7th level.
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Special Actions
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3rd Level (3/Day) Failed Experiment: The brewmaster hurls a vial up to 20 feet, shattering it on impact and releasing a cloud of poisonous gas in a radius of 10 feet. Creatures that begin their turn inside the cloud must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage and becoming poisoned until the beginning of their next turn on a failed save. The cloud lingers for 1 minute or until a light wind disperses it.
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5th Level (3/Day) Enhance Ability
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7th Level (2/Day) Fortifying Draught: The brewmaster administers a dose of medicine to either themselves or one creature within 5 feet, which provides the effects of the lesser restoration spell and bestows 13 (2d8 +4) temporary hit points.
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Empowered Arbalest
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Armor: Medium (AC 15)
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Primary Abilities: Dexterity +4, Intelligence +4, All Others +3
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Saves: Constitution +5, Intelligence +6
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Skills: Arcana +6, Perception +5
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Signature Attack: Light Crossbow: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. At 7th level the damage increases by 4 (1d8) force damage.
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Special Actions
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3rd Level (3/Day) Magic Missile
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5th Level (2/Day) Scorching Ray
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7th Level (1/Day) Explosive Bolt: The arbalest fires a specially prepared bolt up to 80 feet, where it detonates. Creatures in a 20-foot radius must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much damage on a successful one.
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Ironclad
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Armor: Heavy (AC 18)
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Primary Abilities: Strength +4, Intelligence +4, All Others +3
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Saves: Constitution +5, Intelligence +6
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Skills: Arcana +6, Athletics +6
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Signature Attack: Powered Gauntlets: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. At 7th level they can make two signature attacks during their turn.
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Special Actions
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3rd Level (3/Day, Reaction) Reflection Field: When an attack is made against the ironclad they can cause the attack to instead target one other creature that is within 5 feet.
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5th Level (2/Day) Enlarge/Reduce
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7th Level (1/Day) Energy Cannon: The ironclad unleashes a bolt of magical energy from their armor. Creatures in a line that is 100 ft long and 5 ft wide must make a DC 14 Dexterity saving throw, taking 27 (6d8) force damage on a failed save, or half as much on a success.
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Aeronaut
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Armor: Medium (AC 15)
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Primary Abilities: Constitution +4, Intelligence +4, All Others +3
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Saves: Constitution +6, Intelligence +6
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Skills: Acrobatics +5, Arcana +6
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Signature Attack: Fire Bolt: +6 to hit, range 120 ft., one target. Hit: 6 (1d10) fire damage, increasing to 11 (2d10) at 7th level.
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Special Actions
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3rd Level (3/Day) Feather Fall
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5th Level (3/Day) Take to the Skies: The aeronaut pilots a custom made apparatus, which requires at least one hand to operate at all times. They gain a flying speed equal to their movement for the next minute.
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7th Level (1/Day) Deadly Dirigible: The aeronaut releases a tiny blimp filled with explosive gas, which either hovers in place or drifts in one direction at a speed of 20 feet each round. The dirigible explodes after one minute or when it suffers any amount of fire damage. Creatures in a 20-foot radius must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much damage on a successful one.
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Gadgeteer
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