Artificer
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

Precision Weapon

 Your weapon gains a +1 bonus to attack rolls made with it.

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.

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.

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.

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

 
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.

 

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

3rd

shield, thunderwave

5th

scorching ray, shatter

9th

fireball, wind wall

13th

ice storm, wall of fire

17th

cone of cold, wall of force

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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