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Engineer

Raised in the workshops, foundries, and airship docks of Garond, you learned early that progress is paid for in sweat, oil, and the occasional explosion.
You studied mechanisms, trusting pistons, pressure, and precision over prayer or prophecy. Whether designing airship stabilizers, maintaining steam engines, or improvising field repairs with scrap and stubbornness, you embody Garond’s belief that any problem can be solved if you build the right machine. Some engineers serve the state or powerful guilds. Others sell their skills to the highest bidder—or flee Garond carrying secrets better left bolted shut.

  • Ability Scores: Strength, Dexterity, Intelligence
  • Skill Proficiencies: Sleight of Hand, Technology
  • Tool Proficiency: Tinker's Tools
  • Equipment: Tinker's Tools, Magnifying Glass, Parchment (10 sheets), Trinket (a small object of your design), 25
    silber.png

You are trained to understand, maintain, and improve complex machinery through practical engineering, granting you the following benefits:

  • You have advantage on Intelligence (Technology) checks made to analyze, operate, repair, or understand machines, vehicles, or mechanical constructs.
  • During a short rest, you can perform repairs on a machine or vehicle you can reach. At the end of the short rest, the machine regains hit points equal to 5 × your proficiency bonus and you can remove one nonmagical malfunction or operational penalty. This counts as light activity.
  • During a long rest, you can modify one machine or vehicle you have access to, choosing one of the following benefits:
  • Reinforced Frame: The machine gains additional hit points equal to 10 × your proficiency bonus.
  • Improved Reliability: Any ability check made to operate or control the machine is made with advantage.
  • Optimize Storage: The machine can carry twice as much weight.

You can have a number of modifications active equal to half of your Proficiency Bonus (rounded down).

Engineers are shaped by years spent in workshops, foundries, and engine decks rather than temples or courts.
Their thinking is influenced by systems, tolerances, and cause-and-effect logic. They tend to view the world as something that can be optimized—or that has failed due to poor design. Their ideals often center on progress, reliability, or independence, while their bonds may tie them to mentors, guilds, prototypes, or machines they helped create. Their flaws frequently stem from arrogance, obsession, or a tendency to value function over people.

d8 Personality Trait
1 I can’t stop myself from improving things, even when they work fine.
2 I trust mechanisms more than people.
3 Every problem reminds me of a device I once built. Or broke.
4 I talk shop jargon even when no one understands me.
5 I keep meticulous notes... somewhere. Probably.
6 I love the smell of oil, steam, and hot metal.
7 I get defensive when someone calls technology “just tools.”
8 I believe failure is simply data gathered the hard way.
d6 Ideal
1 Progress.
Innovation is worth any risk. (Chaotic)
2 Precision.
A well-made machine reflects a disciplined mind. (Lawful)
3 Utility.
If it works, it’s good enough. (Neutral)
4 Independence.
No ruler should control knowledge. (Chaotic)
5 Responsibility.
Invention without restraint is dangerous. (Good)
6 Supremacy.
Technology will eclipse mere magic. It’s inevitable. (Evil)
d6 Bond
1 I owe my life to an airship crew who trusted my repairs.
2 My mentor vanished after working on a forbidden project.
3 I carry blueprints someone would kill to reclaim.
4 A guild or state agency wants me back—willingly or not.
5 One of my creations caused a disaster I can’t forget.
6 My family still works the foundries of Garond.
d6 Flaw
1 I underestimate dangers I believe I can “fix later.”
2 I panic when my tools are taken from me.
3 I treat people like components in a larger system.
4 I refuse purely magical solutions out of pride.
5 I push prototypes far past safe limits.
6 I believe intelligence excuses arrogance.
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