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Engineer of Chaos • Engineer of Perfection

Subclasses Designed by Omnitarian

About these subclasses

Engineer of Chaos is every TTRPG fan’s favorite: yep, it’s a Chaos Table! The Accident Table’s features were designed to be comparable power-wise with the Troubadour Bard’s songs, envisioning ~3 triggers per long rest. Obviously, they’re a lot more volatile though, and there’s a few that are bad (but not *so* bad), like being teleported away for the rest of the fight or turning into a hamster. I wasn’t bashful and added a few effects that might raise a GM’s eyebrows, like goblin cheerleaders that demand money and dead adversaries giving tragic monologues. I wanted to provide the ridiculous table moments and sense of wacky experiments you’d expect from this concept.

Engineer of Perfection is the thematic opposite of the Engineer of Chaos, making it easy for any character to choose a subclass. Engineer of Perfection is designed around the concept of dependability, with simple but thinky benefits that improve their accuracy, interact with experiences, and reward positioning. The ability to apply experiences *after* you roll has a subtle but profound change on how it feels to play the game; you can make your rolls with much more confidence.

ACCIDENT TABLE:
[d4,d6 | Name: Effect]
1,1 Divine Light: You and all allies within Close range of you gain a Hope.
1,2 Floral Aroma: You and all allies within Close range of you clear a Stress.
1,3 Poisonous Burst: The adversary that damaged you becomes temporarily Vulnerable.
1,4 Shadowblink: You and each ally in Close range can choose to move to a spot within Far range and become Cloaked.
1,5 A Single Horseshoe: Remove a Fear from the Fear pool.
1,6 Sudden Muscle: Choose an ally. The next attack they make has +2 to its attack roll and +3 to its damage roll.
2,1 Lashing Chains: The adversary that damaged you becomes temporarily Restrained.
2,2 Skin of Wood: Temporarily reduce all damage you and your allies take by an amount equal to your proficiency.
2,3 Din of Cicadas: All adversaries within Far range mark a Stress.
2,4 Fire Eruption: Deal d10 magic damage using your proficiency to all adversaries within Close range.
2,5 Gentle Faeries. You and all allies within Close range of you clear 1 Hit Point.
2,6 Red Thread. Choose an ally. You immediately make a Tag Team roll with that ally, without spending Hope. This doesn’t count toward the Once per Session limit on initiating tag team rolls.
3,1 Wings. You temporarily gain the gift of flight, and are strong enough to carry one ally while flying.
3,2 Iron Skin. Until danger passes, you are immune to physical damage.
3,3 Holiday. You are teleported to the most relaxing place you can think of. You return once danger has passed, and gain 3 Hope.
3,4 Badass Weapon. You gain 3 Slayer Die, each a d6. When making an attack or damage roll, you can roll any number of Slayer Die and add them to the result.
3,5 Missile. Mark 1d4 HP on an adversary within Far range. If they’re resistant to physical damage, they mark half as many HP.
3,6 Beast Within. You and all allies within Close range gain the claws and fangs of a predator, increasing your Evasion by 1 and increasing all of your damage dice to d12s.
4,1 Covered in Bees. Choose an adversary within Far range and roll a d6. They mark that much Stress.
4,2 Conscious Swap. You and a willing player temporarily trade characters and each clear 2 Stress.
4,3 Goblin Cheer Squad. You and each ally roll a d6, which can be added to your next action roll, or used to clear that much Stress. When danger passes, the Goblins demand payment.
4,4 Curtain Call. Roll your weapon’s damage against an adversary. If this marks their last HP, they deliver a biographical monologue about their unfortunate life and death.
4,5 Hamsterfication. You temporarily turn into a tiny fluffy creature incapable of dealing damage. You can freely run around on adversaries: while you do, that adversary is Vulnerable.
4,6 Revival. Somewhere, a person of the GM’s choosing is brought back to life. Once this effect has been activated, rolling this effect again makes them die again.

Designed for class

Artificer
Homebrew class
Artificer

Subclass details

Engineer of Chaos

Engineer of Chaos

Spell trait: Finesse

Play the Engineer of Chaos to treat life as one big, bold experiment.

Foundation
Tier 1

On the Fritz: Once per rest, after you mark HP from an adversary's attack, you can accidentally set off an experimental effect. Roll 1d4 and 1d6 and the matching effect from the Accident Table occurs. Any ongoing effects caused by the Accident Table dissipate once danger has passed, or if you activate the Accident Table again.

Specialization
Tier 2

Everyone Stand Back: Once per rest, rather than rolling duality dice for an action roll, you can flip a coin. On a heads, treat the result as a critical success. On a tails, treat the result as a failure with Fear and either gain 2 Hope or clear 2 Stress.

Try Anything: Your advantage and disadvantage dice are d8s. This includes the advantage die you roll when you Help An Ally.

Mastery
Tier 3

Energy Roulette: Describe a fickle source of energy you can share with your allies. Once per long rest, randomly choose one target, picking between yourself and all of your allies. That target refreshes the exhaustion limit of one of their domain cards.

Miracles Happen: When you would make a death move, you can instead take a Scar, regain 2d4 Hit Points, and immediately roll on the Accident table.

Engineer of Perfection

Engineer of Perfection

Spell trait: Finesse

Play the Engineer of Perfection to hone your skills to a flawless point.

Foundation
Tier 1

Double Time: When attacking with a weapon, you can mark a Stress to target an additional adversary in range. If your weapon is Close range or farther, choose the additional target in a line between you and the original target.

Expertise: You can choose to apply Experiences after seeing a roll's result, rather than applying them before rolling.

Specialization
Tier 2

Tailor Made: When you take this specialization, all allies except yourself choose one box on their tier 3 level-up sheet and mark it, receiving that benefit. Describe the work you've put in to make this all possible.

When a new player character joins your party, they receive this same benefit.

Mastery
Tier 3

Quick Change: Mark 3 Stress to swap any number of Domain Cards between your loadout and your vault. You can also do this for an ally within Melee range.

Best in the Business: Gain a permanent +1 bonus to your Experiences.

Printable cards

Foundation / Specialization / Mastery
Engineer of Chaos
Artificer

Engineer of Chaos

Foundation

SPELLCAST TRAIT: Finesse

On the Fritz: Once per rest, after you mark HP from an adversary's attack, you can accidentally set off an experimental effect. Roll 1d4 and 1d6 and the matching effect from the Accident Table occurs. Any ongoing effects caused by the Accident Table dissipate once danger has passed, or if you activate the Accident Table again.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Engineer of Chaos
Artificer

Engineer of Chaos

Specialization

Everyone Stand Back: Once per rest, rather than rolling duality dice for an action roll, you can flip a coin. On a heads, treat the result as a critical success. On a tails, treat the result as a failure with Fear and either gain 2 Hope or clear 2 Stress.

Try Anything: Your advantage and disadvantage dice are d8s. This includes the advantage die you roll when you Help An Ally.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Engineer of Chaos
Artificer

Engineer of Chaos

Mastery

Energy Roulette: Describe a fickle source of energy you can share with your allies. Once per long rest, randomly choose one target, picking between yourself and all of your allies. That target refreshes the exhaustion limit of one of their domain cards.

Miracles Happen: When you would make a death move, you can instead take a Scar, regain 2d4 Hit Points, and immediately roll on the Accident table.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Engineer of Perfection
Artificer

Engineer of Perfection

Foundation

SPELLCAST TRAIT: Finesse

Double Time: When attacking with a weapon, you can mark a Stress to target an additional adversary in range. If your weapon is Close range or farther, choose the additional target in a line between you and the original target.

Expertise: You can choose to apply Experiences after seeing a roll's result, rather than applying them before rolling.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Engineer of Perfection
Artificer

Engineer of Perfection

Specialization

Tailor Made: When you take this specialization, all allies except yourself choose one box on their tier 3 level-up sheet and mark it, receiving that benefit. Describe the work you've put in to make this all possible.

When a new player character joins your party, they receive this same benefit.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Engineer of Perfection
Artificer

Engineer of Perfection

Mastery

Quick Change: Mark 3 Stress to swap any number of Domain Cards between your loadout and your vault. You can also do this for an ally within Melee range.

Best in the Business: Gain a permanent +1 bonus to your Experiences.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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