Base Class: Fighter
Every standing army needs a dedicated corps of Sappers. Siege warfare specialists, these hardy men and women excel at repairing and maintaining equipment, preparing defences, and breaking down the defences of their foes. Using a mix of technical know-how, magical talent, and martial prowess, a Sapper can both control and shape the battlefield around them.
Life as a Sapper is tough. Not only are these tough warriors expected to upkeep their physical and martial training, but they are also expected to upkeep a keen, analytical mind. It is not uncommon, therefore, for a Sapper to exhibit significantly more intelligence than the average warrior.
Tool Proficiency
At 3rd Level, your knowledge of fortifications, both how to build them and how to knock them down, grants you proficiency in a set of Artisan's tools of your choice.
Hasty Defenses
Starting at 3rd Level, when you choose this sub-class, you gain the ability to magically construct hasty defenses in the midst of battle. Once per Long Rest you can use an action to magically conjure one of the following options within 30ft of you;
- Up to four separate mounds of earth that each occupy an area no larger than a 5ft cube. Each mound counts as half cover for any creature behind it and has the following statistics: AC12, HP20, Resistance to Non-Magical Slashing, Piercing, and Bludgeoning damage. The mounds cannot stack on top of each other, and cannot be placed directly adjacent to each other.
- One wall of earth no more than 20ft long, 5ft wide, and 5ft high . The wall can form whatever shape you desire, as long as it does not exceed it's maximum sizes. Each 5ft section of wall has the following statistics: AC12, HP20, Resistance to Non-Magical Slashing, Piercing, and Bludgeoning damage.
- Up to four separate holes in the ground that each occupy an area no more than a 5ft cube. The holes cannot stack one below another or be placed directly adjacent to each other. Creatures inside a hole count as having full cover from direct attacks, except from attacks with an area of effect or from attacks made within 5ft of the hole.
- One trench no more than 5ft wide, 20ft long, and 5ft deep. The trench can form whatever shape you desire as log as it does not exceed it's maximum sizes. Any creature inside the trench counts as having full cover from direct attacks, except from attacks with an area of effect or from attacks made within 5ft of the defending creature's position in the trench.
None of the aforementioned summoned defences may be summoned into a space that is already occupied by a Creature, Structure, or Trap. If anything other occupies a space in which you wish to place a defence, this is down to the DM's discretion.
At Higher Levels. At 10th level, you gain the following bonuses to this ability;
- The range of the ability increases by 10ft.
- The number of separate mounds/holes you can create becomes eight.
- The Length of wall/Trench you create becomes 40ft. This can be constructed in one section up to 40ft in length, or two sections up to 20ft in length.
- Mounds and Walls become wooden, rather than earthen, and gain the following statistics; AC14, HP35, Resistance to Non-Magical Slashing, Piercing, and Bludgeoning damage.
At 15th level, you gain these further bonuses to this ability;
- The range of the ability increases by 10ft.
- The charge reset of this ability changes to short rest.
- Mounds and Walls become stone, rather than wooden, and gain the following statistics; AC18, HP70, Resistance to Non-Magical Slashing, Piercing, and Bludgeoning damage.
Any defences created by this ability are permanent until destroyed or specifically dismantled. Attempting to stack one mound/wall on top of another mound/wall created by this ability will cause both sections to collapse.
Weak Point Analysis
Starting at 7th level, you can use an action to Analyse an object, structure, or a creature that is wearing armour to try and find a weak point. The target must be within 30ft of you. You must make an Intelligence (investigation) check with a DC equal to the targets AC (Your DM will have the target's statistics). If the target is related to a tool set in which you have proficiency (For example, you are targeting a stone wall and have proficiency in Mason's tools) you gain advantage on the roll.
On a failed check, you fail to find a weak point. On a successful check you or a single allied creature of your choice that can see or hear you and is able to understand you gains advantage on their next attack against the target. If the resulting attack hits successfully, it deals an additional 1d8 of it's base damage type, which is applied after the initial attack damage.
This ability cannot be used to give attack advantage to any creature that is directly controlled by another creature, such as certain Undead or Construct creatures, unless you are the one that controls that creature.
This ability has a number of charges equal to 1 plus your Intelligence modifier. These charges refill on a Long Rest.
At Higher Levels: At 10th level, the amount of extra damage dealt by the attack increases to 2d8. At 15th level, the range of the ability increases by 20ft. At 18th level, the amount of extra damage dealt by the attack increases to 3d8 and your check automatically succeeds if the target has an AC equal to or lower than your Intelligence score.
Defensive Mindset
Starting at level 10, your knowledge of defensive positions becomes more expansive. Utilising the strongest parts of any available cover, you gain an additional +1 bonus to AC on top of the bonus already received from cover.
Battlefield Repairs
Starting at 15th Level, you can use an action to hastily repair vehicles, structures, and defences quickly during combat. Choose a target that you can see within 5ft of you. The target must be one of the following;
- A vehicle of a type with which you are proficient with a current HP higher than 0.
- A Structure with a current HP higher than 0.
- A defensive component such as a wall, rampart, or siege weapon, with a current HP higher than 0.
You can repair your chosen target up to a value of 2d10+your Intelligence Modifier. If you are repairing a target that relates to a tool with which you have proficiency, such as a stone wall when you have proficiency in Mason's tools, the total you can heal the target becomes 2d10+your Intelligence Modifier+your Proficiency Bonus.
This ability has a number of charges equal to 1+ your Intelligence Modifier. Any expended charges refill on a Long Rest.
Tunneller
Starting at 18th level you have fine tuned your magical mastery of terrain to help you create the ultimate besiegers tool - a tunnel. With this ability you gain the following effects;
- You gain Speed(Burrowing) of 10ft.
- When you burrow, wherever you travel underground, you leave behind a tunnel that is 5ft tall and 5ft wide. Other creatures can pass through this tunnel once it has been excavated.
- You can spend an action to collapse a 5ft section of tunnel you have created, provided there are no creatures occupying that space and you are not engaged in melee combat.
- Any tunnels you dig remain in place until they are collapsed or filled in.
It is at your DM's discretion as to whether you can Tunnel through all terrain types, or if certain materials can block your progress.
Previous Versions
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