Base Class: Artificer
The Combat Engineer artificer subclass combines the strategic mastery of the Battle Master Fighter with the technological innovation of the Artillerist. It allows the artificer to modify weapons with combat enhancements, granting them additional abilities such as precision strikes, defensive bonuses, and the ability to manipulate enemies with specialized shots. With a focus on battlefield control and tactical maneuvering, the Combat Engineer excels at directing allies, disrupting foes, and shaping the flow of combat to their advantage
Tool Proficiency
3rd-level Artillerist feature
You gain proficiency with [Tooltip Not Found]. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Fighting Style
You choose a fighting style from the choices below
Armor Technician
You gain proficiency in heavy armor and ignore the strength requirements associated with it
Defense
You gain a +1 bonus to AC while wearing armor
Melee Gunner
You ignore disadvantage on ranged attacks against targets within 5 feet of you.
Ranged Attacker
You ignore disadvantage on attacks outside of your weapon's range. Additionally you may add +2 to ranged weapon attacks
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Combat Modifications
3rd-level Combat Engineer feature
Starting at 3rd level, you learn how to modify your weapons with combat enhancements. You start with two combat modifications of your choice, which are detailed below. At the end of a short or long rest you may choose one modification to activate. You learn one additional modification at 7th, 10th, and 15th level. As a bonus action on your turn, you can change which of your modifications you can have active.
| Modification | Effect | |
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Precision Weapon |
Your weapon gains a +1 bonus to attack rolls made with it. |
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Defensive Field |
Your weapon grants you a +1 bonus to AC while you wield it. |
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Disruptive Strike |
Your weapon deals an additional 1d6 force damage on a hit. |
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Enhanced Shot (Binding Shot) |
Your ranged weapon or ammunition is infused with explosive energy. Once per turn, when you hit a creature with this weapon, you can use your reaction to cause it to explode, dealing 1d8 fire damage to the target and creatures within 5 feet of it. |
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Enhanced Shot (Blast) |
Your ranged weapon or ammunition is infused with explosive energy. Once per turn, when you hit a creature with this weapon, you can use your reaction to cause it to explode, dealing 1d8 fire damage to the target and creatures within 5 feet of it. |
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Electric Field |
. When you modify a weapon in this manner it becomes infused with electrical energy. When you hit an enemy with this weapon you may choose to deal an additional d8 of lightning on top of the weapon's normal damage. When you do this, an enemy is surrounded by electrical energy and must either take disvadvantage on attack rolls or take 1d8 of lightning damage for every attack until the end of your next turn |
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| Arcane Weapon |
You modify a melee weapon to harness magical vibrations. You gain advantage on attack rolls against contructs. Furthermore, once per turn when you hit with this weapon you can force an enemy to make a CON save against your Spell save DC or be stunned until the end of your next turn. |
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Arcane Weapon
You modify a melee weapon to harness magical vibrations. You gain advantage on attack rolls against contructs. Furthermore, once per turn when you hit with this weapon you can force an enemy to make a CON save against your Spell save DC or be stunned until the end of your next turn.
Binding Shot
Your ranged weapon is infused with binding energy. Once per turn, when you hit a creature with this weapon, you can use your reaction to cause it to become restrained until the start of your next turn.
Defensive Field
Your weapon grants you a +1 bonus to AC while you wield it.
Disruptive Strike
Your weapon deals an additional 1d6 force damage on a hit
Electric Field
When you modify a weapon in this manner it becomes infused with electrical energy. When you hit an enemy with this weapon you may choose to deal an additional d8 of lightning on top of the weapon's normal damage. When you do this, an enemy is surrounded by electrical energy and must either take disvadvantage on attack rolls or take 1d8 of lightning damage for every attack until the end of your next turn
Enhanced Shot (Explosive Blast)
Your ranged weapon is infused with explosive energy. Once per turn, when you hit a creature with this weapon, you can use your reaction to cause it to explode, dealing 1d8 fire damage to the target and creatures within 5 feet of it.
Precision Enhancement
Your weapon gains a +1 bonus to attack rolls made with this modification. Additionally you may add your Intelligence score(minimum of +1) to your attack and damage rolls
Combat Engineer Spells
3rd-level Combat Engineer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Combat Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Combat Engineer Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master Tactician
Beginning at 5th level, your understanding of battlefield tactics grants you the ability to formulate and execute advanced strategies. You can use your action to grant yourself and a number of willing creatures equal to your Intelligence modifier (minimum of one) within 30 feet of you advantage on their next attack roll before the end of your next turn. You can do this an amount of times equal to your proficiency bonus
Improved Combat Modification
At 9th level, your combat modifications' potency increases. The damage die increases by one and any bonuses to AC or attack rolls also increase by 1
Weapon Savant
15th-level Artillerist feature
You become a master of weapon modification. You can now have up to three weapon modifications active at once. These can be shared among your allies, changing the face of the battlefield.
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