Fighter
Base Class: Fighter

When you choose this archetype at 3rd level, you learn schematics that can enhance your attacks or create effects on the battlefield. The Engineer is a master of technology and chemistry; combining complex devices with innovations in chemical warfare to add their own twist to the art of combat

 

Master Engineer

When you choose this archetype at 3rd level, you learn schematics that can enhance your attacks or create effects on the battlefield.

Schematics. You learn five schematics of your choice, which are detailed under “Schematics” below. Many maneuvers enhance an attack in some way. You can use only one schematic per attack.

You learn two additional schematics of your choice at 7th, 10th, and 15th level. Each time you learn new schematics, or when you level, you can also replace one maneuver you know with a different one..

Schematic Builds. You have five schematic builds. A schematic build is expended when you use it. You regain all of your expended schematic builds when you finish a short or long rest.

You gain two additional schematic build at 7th level and two more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the schematic’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your INT modifier

Combat Artist

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Schematics

The schematics below include plans for trick shots, grenades, and RMMPL customizations.

Big Bada Boom

1/LR, RMPPL overwinds and fires the projectile with extreme force. On a successful hit, target takes an additional 2d12 bludgeoning damage.

Bubbly Toes Grenade

A sticky and bubbly foam expands to fill a 10’ radius area of difficult terrain from the impact point that lasts 1 minute. All creatures who start their turn within the area must make a Strength Saving Throw against your Spell Save DC or have speed reduced to zero. Creatures who have failed can repeat their saving throw at the start of their turn.

Concussion Grenade

All creatures within 10’ radius of impact point must make a Constitution Saving Throw against your Spell Save DC or take 2d6 bludgeoning damage (½ on a save) and knocked prone.

Flamethrower

1/SR, RMPPL expels a 15’ cone of fire. All creatures within range must make a Dexterity Save against your Spell Save DC taking 2d8 fire or half on a successful save.

Nets To You

Once per Attack action, you may fire a net at any creature within range.

Pinned

When you hit with a ranged weapon attack, target must make an Athletics or Acrobatics Check against your Spell Save DC. A failed check results in movement 0 and disadvantage on attacks until end of your next turn.

Scorpion

The projectile remains connected to the RMPPL when fired. When you hit a creature with a ranged weapon attack, the target must make a Strength Saving Throw against your Spell Save DC or take 1d8 piercing and be pulled 15’ towards you. The projectile releases after target is moved.

Shocked

When you hit a creature with a ranged weapon attack, the target takes an additional 1d8 lightning damage and can’t take reactions until end of your next turn.

Spiders Grenade

Mechanical spiders pour out of the impact area, filling a 10’ radius. Any creature starting their turn must make a Wisdom Saving Throw against your Spell Save DC or have disadvantage on attacks until end of your next turn.

Holistic Tinkerer

At 7th level, your skill in understanding how things work helps you understand the world around you. Whenever you make an ability checked that includes your understanding of tinkering, you may add your proficiency modifier. If you are already proficient, you may add it twice. You may do this up to your INT modifier per long rest.

Improved RMMPL

At 10th level, your customization schematics increase by one damage die and you can use them up to 2/LR.

Quick Tinker

Starting at 15th level, when you roll initiative and have no schematic builds remaining, you regain two schematic builds.

Improved RMMPL

At 18th level, you can apply two customization schematics to your RMPPL and they increase their damage by another damage die. You can now can now use them up to 3/LR.

Combat Engineer Image

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