Base Class: Fighter
Battle Engineers combine martial skill with practical battlefield engineering, using mechanical devices, fortifications, traps, and structural analysis to control the battlefield.
Combat Toolbox
3rd Level: Combat Toolbox
You gain proficiency with smith's tools and tinker's tools.
If you already have proficiency with either of these tools, you gain proficiency with another type of artisan's tools of your choice.
In addition, a single set of tools can fill act as artisans tools for any tool type you have proficiency in without penalty.
Combat Schematics
3rd Level: Combat Schematics
Your tactical engineering knowledge allows you to construct and deploy specialized battlefield equipment.
Schematic Points
You have a number of Schematic Points equal to your Intelligence modifier (minimum of 1).
You regain all expended Schematic Points when you finish a short or long rest.
Schematic Save DC
Some of your schematics require a creature to make a saving throw. The saving throw DC is calculated as follows:
Schematic save DC = 8 + your proficiency bonus + your Intelligence modifier
Schematics
You know the following three schematics.
Caltrop Matrix
As a bonus action, you can expend 1 Schematic Point to deploy a mechanical cluster of caltrops at a point on the ground you can see within 20 feet of you.
The caltrops occupy a 10-foot-by-10-foot area for 1 minute. The area is difficult terrain.
Whenever a creature moves into or through the area for the first time on a turn, it takes 1d4 piercing damage for every 5 feet of movement it willingly travels within the area.
Impact Piston
When you hit a creature with a melee weapon attack, you can expend 1 Schematic Point to trigger a pneumatic impact.
The target must succeed on a Strength saving throw against your Schematic save DC or be pushed up to 15 feet away from you and knocked prone.
Grapnel Harpoon
As an action, you can expend 1 Schematic Point to fire a grappling cable at a creature or object you can see within 30 feet.
Make a ranged weapon attack using your Intelligence modifier for the attack and damage rolls.
On a hit, if the target is Large or smaller, you can pull it up to 15 feet toward you.
If the target is an immovable structure or a creature larger than you, you can instead pull yourself toward it, landing in an unoccupied space within 5 feet of the target.
Deployable Cover
3rd Level: Deployable Cover
You have learned to construct lightweight defensive partitions that can be rapidly deployed during combat.
As an action, you can deploy a Fortification Panel in an unoccupied space adjacent to you.
A Fortification Panel occupies a 5-foot space and provides half cover to creatures standing directly behind it.
A creature behind the panel gains a +2 bonus to AC and Dexterity saving throws.
The panel has the following statistics:
Armor Class: 10 + your Intelligence modifier
Hit Points: 5 × your Fighter level
Damage Immunities: poison, psychic
You can have a maximum number of Fortification Panels deployed at one time equal to your proficiency bonus.
You can reclaim a deployed panel as a bonus action while you are adjacent to it. A reclaimed panel can be deployed again.
Structural Weakness
Structural Weakness
Your ability to identify structural weaknesses allows you to dismantle even heavily reinforced targets.
Your weapon attacks deal double damage to objects, structures, and constructs.
Additionally, when you hit a creature wearing heavy armor or a creature with a natural armor class greater than 16, you can use a bonus action to analyze its defenses.
The next attack roll you make against that creature before the end of your current turn gains a bonus equal to your Intelligence modifier.
Structural Fortitude
7th Level: Structural Fortitude
You know how to repair and reinforce equipment under battlefield conditions.
During a short rest, you can repair all of your deployed Fortification Panels to their maximum hit points.
You can also spend 10 minutes reinforcing one suit of armor or one shield worn by a willing creature.
Until that creature finishes a long rest, it gains a +1 bonus to AC while wearing or wielding the reinforced equipment.
You can reinforce only one suit of armor or shield at a time. Reinforcing another piece of equipment causes the previous reinforcement to end.
Automated Sentry
10th Level: Automated Sentry
You have mastered the construction of autonomous defensive hardware.
You can spend 10 minutes and 1 Schematic Point to construct an Automated Sentry Turret in an unoccupied space within 10 feet of you.
The turret is a Small object with the following statistics:
Armor Class: 15
Hit Points: Your Fighter level
Duration: 1 hour
The turret disappears when its duration expires or when it is reduced to 0 hit points.
When you construct the turret, choose one of the following configurations.
Crossbow Configuration
As a bonus action, you can command the turret to attack one creature within 60 feet of it.
The turret makes a ranged attack using your Intelligence modifier.
Hit: 1d10 + your Intelligence modifier piercing damage.
Flame Configuration
As a bonus action, you can command the turret to release a burst of flame in a 15-foot cone.
Each creature in the area must make a Dexterity saving throw against your Schematic save DC.
A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Upgraded Payload
15th Level: Upgraded Payload
Your engineering designs have reached exceptional efficiency.
Your schematics and Automated Sentry gain the following improvements.
Caltrop Matrix
The damage dealt by Caltrop Matrix increases to 2d4 piercing damage for every 5 feet a creature willingly travels within the area.
Impact Piston
A creature that fails its saving throw against Impact Piston also takes 2d6 force damage.
Grapnel Harpoon
When you hit a creature with Grapnel Harpoon, the creature is restrained until the start of your next turn.
A restrained creature can use its action to make a Strength check against your Schematic save DC, ending the restrained condition on itself on a success.
Automated Sentry
Your Automated Sentry no longer requires your bonus action to attack.
At the start of each of your turns, the sentry automatically attacks the closest hostile creature within its range using its chosen configuration.
Architect of War
18th Level: Master Architect of War
You have become a master of battlefield engineering, capable of transforming an open battlefield into a fortified position in moments.
Whenever you use your Action Surge, you regain 2 expended Schematic Points.
Immediately after using Action Surge, you can deploy up to two Fortification Panels or construct one Automated Sentry without using an action.
You do not expend a Schematic Point when constructing the Automated Sentry as part of this feature.
Additionally, your Fortification Panels now provide three-quarters cover instead of half cover.
A creature standing directly behind one of your panels gains a +5 bonus to AC and Dexterity saving throws from the panel.
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