Presence of Leadership
Additionally, after taking a long rest, if you wear no armor and wield no weapons, you have advantage with either Charisma or Intelligence skill checks (select one) until you make an attack roll or cast a spell.
Compelling Directive
Additionally, after you finish a long rest, roll a d20, and put the result aside. You can swap out any roll you or an ally that can communicate with you makes for that result. You should always have a d20 result put aside this way, but after swapping four die rolls, you cannot swap another until you finish a short or long rest. After you finish a long rest, you always roll a new d20.
Brains and Good Looks
Additionally, after taking a long rest, if you wear no armor and wield no weapons, you gain a +2 bonus to Charisma or Intelligence (select one) until you make an attack roll or cast a spell. Select either Charisma or Intelligence as your primary born leader ability.
Frail Frame
You do not handle pain very well. Each time you suffer damage, you lose 1 additional hit point.
Eidetic Memory
You remember nearly every- thing. You automatically pass any Intelligence checks to recall any information you have been exposed to.
Engineers Rank 6: Head Engineer
A head engineer is the highest level of an engineer, and they hold the most power and responsibility within the faction. They coordinate and direct the shops, experiments and engineering services for the entire camp. They supervise staff and conduct hiring and performance reviews. They train and mentor staff and update and enforce engineering policies, which include regulations, technology and experiment laws.
In this role, you are advised — and ordered around — by the Board of Hope. You are in regular communication with the board members, who places you in charge of all major faction initiatives. You might be tasked with improving recruitment, developing a plan for improve infrastructure with in the camp, or collaborating with another faction to fashion needed equipment.
- You can maintain yourself at an Aristocratic lifestyle between adventures.
- You can call upon 1d4 Principal Engineers (along with their underlings) to complete research and experiments for you. Use the Common Person for the Senior Engineers. The senior engineers have +12 to their engineering skill.
Engineers
The Engineers are a faction of brilliant, eccentric tinkerers driven by an insatiable curiosity and an obsession with experimentation. Originally tasked with maintaining Camp Hope’s essential infrastructure, they have evolved into a chaotic collective of innovators, inventors, and sometimes inadvertent demolishers. Their creations, which range from life-saving technologies to dangerously unpredictable gadgets, are the product of their unorthodox approach: embrace the unknown and let curiosity lead the way. Whether they’re restoring remnants of Before Time technology or devising entirely new contraptions, the Engineers are a force of creative chaos whose explosive enthusiasm ensures that no two days in their workshops are ever the same. Though their unpredictable methods often make others wary, the Engineers are indispensable for keeping the wheels of progress—and sometimes destruction—turning.
Feature: Urban Infrastructure
The popular conception of the Engineers is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the Engineers are also involved with mundane tasks of construction and architecture — primarily in crafting the infrastructure that allows Camp Hope to enjoy running water, functioning computers, and technological wonders.
You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn’t unlimited. If obtaining or using the information gets you in trouble with the law, the faction can’t shield you from the repercussions.
The Long Walk
Beginning when you choose this archetype at 3rd level, you have advantage on Intelligence (Demolitions) checks. Additionally, anytime you make an attack with a weapon with the EXP property (grenades, demotions, or rockets), you gain a damage bonus equal to your level. This includes both direct attack rolls and when imposing Dexterity saves.
Render Safe Procedures
Starting at 7th level, if forced to make a Dexterity saving throw, you can move 5 feet as a reaction but before needing to roll (possibly escaping the area of effect).
Slight Chemical Improvement
Starting at 11th level, with an explosive attack (via a thrown grenade, planted explosive, or a weapon with the “exp” property) with a blast radius of 10 feet or more, you increase the blast radius by another 5 feet.
Proper Application
Starting at 15th level, when determining the saving throw DC for explosives you set, double your Intelligence modifier. Additionally, if a target fails a saving throw against your explosives attack (via a thrown grenade, planted explosive, or a weapon with the “exp” property), increase the number of damage dice by two.
Shiny Red Button
Pressing the button takes no action. When you press the button, you spend the tech points corresponding with each of the functions added. If you don’t have enough tech points when you press the button, the entire configuration does not function. Once pressed, its effects last five minutes. (She owns one gun with a Shiny Red Button)
Ammo 20, Range 50/200 feet, +10 to hit, 1d6+5 piercing damage to any creature that fails the saving throw
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