Base Class: Fighter
Siege Engineers specialize in static warfare, preferring to fight from behind prepared defenses and possessing the expertise needed to effectively breach enemy strongpoints. Fighters who specialize in siege combat are often more strategic than their fellow warriors, requiring more time to engage and disengage due to the nature of their heavy weapons. They often serve as an anchor for their allies, creating areas of denial to foes and clearing paths forward for their friends.
Weaponsmith
When you choose this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft the weapons and ammunition you gain at 3rd level, which are listed under Siege Weapons below. You may use the Tinker's Tools to craft a weapon or ammunition that is not listed below, but it should be no more powerful than the examples provided. Your DM has the final say in this regard.
Siege Weapons
Starting at 3rd level, your experiences in combat inspire you to supplement your equipment with heavy weapons. You gain the use of one of the Siege Weapons listed below. Because these weapons are so heavy and unwieldy, they require an action to deploy before becoming usable, and also sacrifice the use of the Extra Attack feature for each turn they are used. Weapons that are deployed are stationary for the duration of their deployment, and you must spend another action packing a weapon before it can be moved again. Deployed weapons retain the ability to rotate in a full circle.
If a siege weapon requires a target to make a saving throw, they must beat a save DC equal to 8 + your Intelligence modifier + your proficiency bonus.
You gain the use of one additional Siege Weapon at 7th, 10th, 15th, and 18th level.
Armor Piercing Rifle
You fire a single steel-capped bullet from a heavy rifle. The bullet punches through total cover, penetrating through 3 feet of wood or dirt, 1 foot of stone, or 1 inch of metal before making the attack at disadvantage. Alternatively, when fired directly at a target wearing heavy armor, a shield, or benefitting from natural armor, you gain +2 to the attack. Upon hitting a target out to a range of 80/240, the bullet deals 2d12 piercing damage. This damage increases to 4d12 at 5th level, 6d12 at 11th level, and 8d12 at 20th level.
Bolt Thrower
You unleash a bolt of lightning from this tripod-mounted rifle. Make an attack roll against a single target you can see within a 120/480 range, gaining advantage against targets that are flying or in water. On a hit, target takes 2d12 lightning damage. This damage increases to 4d12 at 5th level, 6d12 at 11th level, and 8d12 at 20th level.
Breaching Charges
You mount a set of breaching charges onto a wall, door, or some other barrier, and set a timer for anywhere between one round and 1 hour. Upon the count reaching zero, the charges explode and attempt to breach the barrier they were placed on. The charges automatically score a critical on the barrier, and any creature within 10 feet must make a Dexterity saving throw. On a failed save, a creature takes 1d12 fire damage and 1d12 thunder damage, or half as much on a successful save. This damage increases to 2d12 of both types at 5th level, 3d12 of both types at 11th level, and 4d12 of both types at 20th level.
Canister Cannon
You deploy a light cannon and fire a shell type of your choice at a point you can see out to a range of 120 feet.
-Chlorine Gas: A 5ft radius cloud of chlorine gas bursts from the shell on impact. Breathing creatures must make a Constitution saving throw. On a failed save, a creature takes 1d4 poison damage and is incapacitated until the end of your next turn, falling into a fit of uncontrollable coughing as the gas burns its eyes and lungs. Damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 20th level.
-Flashbang: You launch a grenade at a point where it explodes with an extremely loud bang and bright light. Creatures within a 5 foot radius must make a Constitution saving throw. On a fail, they are blinded and deafened until the end of your next turn.
-Smokescreen: A 20ft radius cloud of smoke bursts from the shell on impact, spreading around corners and heavily obscuring the area for 1 minute or until a strong wind blows it away.
-Star Shell: You fire a shell upwards, whereupon a parachute deploys and it slowly falls to the ground at a rate of 10 feet per round. For one minute after launch, the shell sheds bright light to a distance of 120 feet, and dim light for an additional 120 feet.
Heavy Sniper Rifle
You fire a single bullet from a heavy sniper rifle. Upon hitting a target out to a range of 300/1200, target takes 2d12 piercing damage. This damage increases to 4d12 at 5th level, 6d12 at 11th level, and 8d12 at 20th level.
Incendiary Rockets
You deploy a rack of rockets filled with highly-flammable fuel. Each creature in a 15 foot cube centered on a point within 300 feet must make a Dexterity saving throw as the rocket ignites anything flammable. On a failed save, a creature takes 1d8 fire damage and is set on fire, taking 1d6 fire damage at the start of each of their turns until they use an action to put it out. On a successful save, a creature takes half damage and is not set on fire. The subsequent fire damage from burning increases to 2d6 at 5th level, 4d6 at 11th level, and 8d6 at 20th level.
Light Machine Gun
A storm of steel erupts from the muzzle of the machine gun. Each creature in a 60 foot cone must make a Dexterity saving throw. On a failed save, a creature takes 1d12 piercing damage and has its movement halved until the end of your next turn. On a successful save, a creature takes half damage and its speed remains unaffected. This damage increases to 2d12 at 5th level, 4d12 at 11th level, and 6d12 at 20th level.
Rocket Launcher
You fire a high-explosive rocket at a target area. Creatures within a 15 foot cube centered on a point you can see within 80 feet must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and 1d6 thunder damage, and becomes either blinded or deafened until the end of your next turn. If the creature fails the save by 5 or more, it takes both conditions, and if it fails the save by 10 or more, it takes both conditions and is stunned. On a successful save, a creature takes half damage and takes no other effects. Damage increases to 2d6 of both types at 5th level, 3d6 of both types at 11th level, and 4d6 of both types at 20th level.
Spotting Apparatus
You deploy a heavy set of adjustable binoculars on a tripod. As an action, you can look through them and choose one of the modifiers to apply:
-Night Vision: Your view becomes varying shades of white and black. You gain Darkvision out to a distance of 600 feet.
-Rangefinder: You look through heads-up display made up of a crosshair and range indicators. You know the precise distance to any visible target or location.
-Targeting Reticle: You target a creature or object within 600 feet and release a beam of bright light, illuminating the outline of the target. Target must make a Dexterity saving throw. On a failed save, attacks made against the target are done so with advantage, and the target loses the benefits of being invisible. On a successful save, Targeting Reticle has no effect.
-Thermal: Your view turns a dark blue, while creatures and objects projecting a heat signal jump out as a bright red. Creatures and objects are visible even if obscured or behind partial cover, but cannot be seen if they are behind total cover. You have advantage on Perception checks to spot creatures and objects giving off local heat out to a range of one mile.
-Zoom: You activate a set of high-powered lenses to focus in on extremely distant objects. You have advantage on Perception checks to spot creatures and objects that are more than one mile away, and can make out fine details to a distance of ten miles.
Trench Mortar
You deploy a mortar to fire high-angle shells over enemy defenses. Choose a point within 120 feet, ignoring benefits gained from total cover. Creatures in a 20 foot cube centered on that point must make a Dexterity saving throw, and do so with advantage if you or an ally are prevented from clearly seeing the target area by a significant barrier, such as a high wall or the far slope of a hill. On a failed save, a creature takes 1d8 fire damage and 1d8 thunder damage, or half as much on a successful save. This damage increases to 2d8 of both types at 5th level, 3d8 of both types at 11th level, and 4d8 of both types at 20th level.
Fortification
Beginning at 7th level, your experience in the field grants you insight on how to prepare static defenses for you and your companions.
You and your companions can spend ten minutes fortifying a position against assault. You dig small trenches, lay down obstacles, or construct parapets in an area equal to or less than 400 square feet (16 tiles in a 5x5ft. grid). While doing this, you specify which side is the defensive side, and which is the offensive side. Creatures within 10 feet of the fortifications on the defensive side gain 1d4 to attack rolls while actively defending it against outside attackers, and are considered to have half cover. On the offensive side, you create a 10 foot deep perimeter of rough terrain.
Fortifications last until they are dismantled or until natural forces weather them away.
Ambusher
At 10th level, your combat experience has taught you to strike from unexpected locations.
While not in combat, you may deploy a siege weapon and spend 1 minute concealing yourself. As long as you remain in your concealed location, you gain advantage on Stealth checks to remain hidden, and armors do not impose disadvantage on Stealth.
After you fire from your concealed location, you may roll a Stealth check as a bonus action to prevent your shot from revealing your location. This check is made with disadvantage.
Calculated Attack
At 15th level, your awareness of the field has lent you the skill needed to land difficult hits.
As a bonus action, you can give yourself advantage on your next attack made with a siege weapon on the same turn. Alternatively, if the siege weapon requires enemies to make a saving throw, you can choose one enemy within its target range and impose disadvantage on the save.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
Shock Weapon
At 18th level, the speed you have developed with your siege weapons has made you an elite shock trooper.
Choose one siege weapon that you possess. That siege weapon no longer requires an action to deploy or pack.
Previous Versions
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5/16/2019 12:37:18 AM
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Posted Apr 28, 2020Hi, I love your sub-class and have no issues with it so far, but the campaign I'm playing now is early blackpowder only, so I need to edit the names and descriptions of the weapons to fit, is there any way to edit this subclass without making an entirely new one myself? Im kind of new to d&d beyond, sorry for any inconvenience.
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Posted Oct 19, 2019Hey thanks! This is only the second iteration and it isn't fully balanced yet, so any feedback on how you and your DM change it would be much appreciated!
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Posted Oct 17, 2019Looks amazing!
I'm currently playing a Warforged that was part of a siege squad, and this is exactly what I was looking for!