Engineer

Health
Hit Dice: 1d8 per Engineer Level

Proficiencies
Armour: Light, Medium and Heavy

Weapons: Light and Medium.

Tools: Any 6.

Saving Throws: Dexterity and Intelligence

Attack DC: 8 + your Proficiency Bonus + your Strength, Dexterity or Intelligence Modifier

Starting equipment
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Invention
Choose an area of knowledge. You are able to gain Upgrades from that area every time you gain an Upgrade on the table.

Gadgetry

Robotics

Weaponry

Augmentation

Genius
You gain access to Genius Points, which you may expend to enhance your abilities. You have a total equal to what is shown in the table above. You regain all Genius Points upon completing a Short Rest. As well as using Genius Points for Subclass Abilities, you may also use them for Engineer Abilities (listed below).

Tech Analysis
You can spend 10 minutes examining a piece of technology to gain an understanding of how it functions and its features. This does not mean you can replicate it, only that you understand how to use it and generally how it does what it does.

Tool Expertise
Choose 3 tools. You gain Expertise in all 3. You also may gain expertise in Engineering or Computers.

You may make Engineering and Computer checks with your choice of Int or Wis.

ASI
As 5e. You also gain a Feat. You gain this Ability again at 8th Level, 12th Level, 16th Level and 19th Level.

Extra Attack
You may make two strikes instead of one when you take the attack action on your turn.

Extra Area
You gain an additional area of invention and it's base technology. You may spend bracketed upgrade points within.

Tool Craft
You may spend a minute to store the effect of an improvisational Creation into a tool which others can use and spending the needed (Spell slot). This tool will only work once and must be used within 8 hours.

Engineer Abilities
You have access to Engineer Abilities from 2nd Level when you unlock Genius Points. You can expend Genius Points of verying level to utilize these abilities.

1st Level Abilities
These abilities have a base cost of a 1st Level Genius Point, alhtough some can be enhanced with a higher level Genius Point.

Basic Repair
You may expend a Genius Point of any level to restore Hit Points to a mechanical device for 1d12 plus an additional d12 for each Level of Genius Point plus your Intelligence Modifier. 'Devices' that you can heal include vehicles, weapons, Cyborgs, Androids and such. Cyborgs can only be repaired by a set amount (varying on the Cyborg) per Long Rest.