Base Class: Fighter
Great fortresses, massive siege weapons, and anything else masterfully engineered. Engineers are the lifeblood of military forces, ensuring outposts, supply lines and other such things get built and stay working. You are an engineer and you will become a part of that lifeblood, ensuring your party is safe, secure, and supplied. Whether that's designing protective compounds, slaying your enemies with great siege weapons, or negotiating for supplies you will be the backbone of your group. This class is designed to primarily be reactive in nature, however with enough creativity you can easily apply it offensively. The real limits of this class is only determined by the players ability to creatively apply their abilities, the amount of teamwork with their party, and the general topography of the battle map.
Engineering Background
When you chose this archetype at 3rd level, you gain proficiency with Tinkers Tools, if you already have proficiency with Tinkers Tools you gain proficiency with another Artisans Tool instead.
Combat Engineering
When you choose this archetype at 3rd level, you learn to help alter the battlefield in your favor by learning blueprints and deploying them in combat.
Blueprints: You learn four Blueprints of your choice, which are detailed under “Blueprints” below. Blueprints can alter the battlefield, build combat superiority features or enhance you own equipment. You learn two additional Blueprints of your choice at 7th, 10th, and 15th level and a Final ultimate blueprint at 18th level. Each time you learn new Blueprints you can also replace two Blueprints you know with blueprints lower then the level you just reached.
Blueprint Deployments: You have 3 Blueprint Deployment points. A Blueprint Deployment point is expended when you use a Blueprint. You regain all of your expended Blueprint Deployment points when you finish a long rest. You gain two additional Blueprint Deployment points at 7th, 10th and 15th level and a final additional Blueprint Deployment point at 18th level.
TAR Multitool
The TAR (Terrain Alteration and Reshaping) Multitool is a integral piece of kit for any combat engineer. Consisting of a wrapped steel handle and an interchangeable head it comes with several heads allowing for the reshaping and altering of all kinds of terrain. Head pieces include a shovel, a pickaxe with a mallet on the other end and a wood axe. Starting at 7th level, you can make a TAR multitool using 250 gp and a long rests worth of downtime. The TAR allows you to alter the terrain raising or lowering terrain by 10ft. in 30 minutes. The TAR multitool deals 1d6 damage of whatever type is appropriate based on the head and uses your STR modifier. The TAR multitool gains a +10 to damage rolls against structures and inanimate objects.
Logistics Expert
Your an expert into talking down prices for raw materials and ensuring that you are well equipped for the combat ahead. Beginning at 10th level, you gain a +5 to persuasion rolls for haggling down the price of raw materials and consumable supplies. You can also spend a day to gain information on where to buy bulk raw materials and maybe even auctions for rare materials. (DM's who don't want to haggle can just apply a flat 15-25% discount)
Fortress Designer
Starting at 15th level, you have become able to design entire fortresses. The blueprints Reinforced Wooden Palisade, Barbed Wire, and Raised Earthworks can now be "cast" ritually. Each blueprint previously listed can be created and placed by using an hour of free time. Additionally you gain proficiency with Masons and Carpenters tools, you also gain proficiency with painters tools but only in the context of drawing up blueprints and design documents. Certain Nobles and Military officials may want to hire you or at least be more receptive to your requests.
Master Engineer
At 18th level, you learn one of two skills to help enhance your blueprints.
Siege Weapons Expert
All blueprints that deal damage now add an additional damage die. You can also sabotage any kind of ranged or siege weapon causing it to backfire and hit whoever is attempting to fire or use the weapon.
Structural Integrity Expert
The hit points of all your deployable blueprints is doubled and you can add your proficiency bonus to the AC of your deployed blueprints as well. You can also easily spot weaknesses in existing structures and know exactly where to plant explosives or start fires to collapse structures.
Blueprints
Learnable Blueprints will help you edit the battlefield to turn the combat in your favor. Unless otherwise specified then all blueprints are permanent once placed. Unless otherwise specified then placed blueprints cannot be moved. When blueprints are destroyed they turn into black ash.
Animated Light Crossbow
You place down a crossbow mounted to a swiveling tripod and then animate it allowing it to target enemies automatically. The crossbow targets the enemy closest to itself and fires after you end your turn. It has the same stats as if you where using a light crossbow (Including extra attack), but without your proficiency. The light crossbow comes with 45 bolts that automatically load. The animated crossbow does gain the benefits of cover and any effects that your placed blueprints would grant a player. It has an AC of 10 and 15 hit points, and is immune to psychic and poison damage. After 48 hours the animation falls apart and the crossbow crumbles to dust from the stress. (Prerequisite 10th level)
Anti-Dragon X-bow
A large X-bow shaped ballista enchanted to shoot down dragons. Taking up a 10ft. by 10ft. area and mounted on a swivel, the AD X-bow takes a bonus action to aim, an action to load, and an action to fire. The AD X-bow comes with 4 enchanted bolts. The AD X-bow has a +5 to hit and a range of 450ft., you are proficient with this weapon. The AD X-bow deals 8d12 magical piercing damage. If the AD X-Bow hits a dragon of any type the bolts enchantments explode after penetrating the hide dealing an additional 6d6 force damage. You can load an AD X-bow with normal ballista bolts but the AD X-bow then just functions as a normal ballista. (Prerequisite 15th level)
Arkymeadies Death Ray
Arkymeadies Death Ray is a contraption made of several mirrors and lenses that focuses the light of the sun into a deadly beam of light and heat. At the cost of all your remaining Blueprint Deployment points you place down a Death Ray contraption. The contraption takes up a 10ft. cubed area and is mounted on a swivel. The Death Ray takes a bonus action to aim and an action to fire. The Death Ray hits all creatures in a 60ft. line dealing 10d20 radiant damage. After 3 shots the suns power becomes too much, melting the lenses and causing the contraption to disintegrate. The Death Ray has an AC of 10 and 35 hit points. The Arkymeadies Death Ray can only be fired while in direct sunlight or if the spell Daylight has been cast within 20ft. of the contraption. (Prerequisite 18th level)
Automatic Crossbow Emplacement
You place down a small entrenched automatic crossbow. The position is a 10ft. by 10ft. square and about 5ft. deep. In the center an automatic crossbow is mounted on a swivel. The position can only hold the gunner and one other medium or smaller creature. Creatures in the position gain half cover. The automatic crossbow fires 3 shots per attack action, each dealing 1d4 piercing damage. The attack roll is either your strength or dexterity modifier, you are proficient with this weapon. Anyone can use it they just aren't proficient. The auto crossbow comes with 150 bolts. The auto crossbow has 15 AC and 15 hit points and is immune to psychic and poison damage. (Prerequisite 7th level)
Barbed Wire
You lay down a 15ft. line of barbed wire. This barbed wire is difficult terrain and deals 1d4 piercing damage for every 5ft. moved through it. The wire has an AC of 5 and 10 hit points. Its immune to everything but slashing and force damage.
DAD Launcher
The Disposable Arcane Dart Launcher comes in two parts, a folded up tripod and a backpack of 3 DAD tubes. It takes a bonus action to deploy the bipod and a bonus action to mount the tube (Both of these can be full actions instead). You can then spend an action to aim and fire the DAD at your desired target. Once fired you have to spend a bonus action to remove the spent tube and another bonus action to mount an unspent tube (Both of these can be full actions instead). The DAD has a range of 750ft. and a +2 to hit, you have proficiency with this weapon. The DAD ignores armor class added by armor and shields. The DAD deals 1d6 x 10 force damage. The energy imbued in DAD tubes only lasts till your next long rest, at which point they become inert. The DAD launcher has an AC of 10 and 15 hit points. (Prerequisite 15th level)
Field Hospital
You place down a Field Hospital tent that allows people to receive healing for a cost. The tent is 20ft. by 20ft. and 10ft. tall at its highest point. Creatures who enter the tent can choose to receive 20% of their maximum health as healing at the cost of an exhaustion point. Creatures can receive this healing up to 3 times per long rest. The tent has an AC of 5 and 10 hit points, its immune to psychic and poison damage and vulnerable to fire damage. (Prerequisite 15th level)
Magic Minefield
You place down 8 magical mines. Only you know where the mines are, creatures with a passive perception of 20 spot the mines as well. When a creature walks over a mine they take 3d6 fire damage and get knocked 10ft. backwards. The mines have an AC of 5 and 1 hit point, and are immune to psychic and poison damage. (Prerequisite 7th level)
MALAS
The Mechanical Aiming and Loading Apparatus Satchel is a small 2ft. by 2ft. satchel that you can place next to certain static equipment allowing for automatic aiming and loading. The satchel deploys out 2 mechanical arms that respond to your verbal commands. The MALAS has two bonus actions that it spends on verbal command during your turn, these bonus actions can only be used to load, aim or otherwise adjust previously place blueprints. The MALAS can only load, aim or adjust equipment within 5 feet of itself. The MALAS has 5 AC and 15 hit points and is immune to poison and psychic damage. (Prerequisite 10th level)
Miniature Trebuchet
You place down a small trebuchet. The trebuchet takes an action to fire, a bonus action to aim, and an action to load. The miniature trebuchet can either fire a rock or an oil barrel. The trebuchet has a +3 to hit, a range of 150/600, and cannot aim at targets within 30ft. of itself. The rock projectile deals 4d8 bludgeoning damage. The oil barrel only deals 1d12 bludgeoning damage on hit, but drenches targets and the area within a 15ft. sphere in oil (See Oil Flask for oil mechanics). The trebuchet comes with 5 rocks and 2 oil barrels, but any decent sized rock will work. The trebuchet has an AC of 10 and 25 hit points, and is immune to poison and psychic damage. (Prerequisite 10th level)
Oil Pot and Brazier
A pot of oil and a flaming brazier. Creatures within 5 feet of the contraption may spend a bonus action to either dip a weapon or 5 ammunition projectile into the oil and then light it aflame. Weapons or projectiles will stay burning for the next 5 rounds. Burning weapons and projectiles deal an additional 1d4 fire damage. After an hour the oil in the pot dries up and the fire goes out rendering the contraption useless unless its refilled and relit. The contraption has an AC of 12 and 5 hit points, its immune to everything but bludgeoning and force damage.
One-Way Wall
The One-Way Wall is a contraption that projects from a small 1ft cubed box. It appears as a transparent blue wall that is 15ft. long and 10ft. high. The side opposite of the projector acts as a solid wall whilst the side with the projector is incorporeal. Ranged attacks fired through the incorporeal side gain a +5 to their damage rolls. The Wall has an AC of 12 and hit points equal to 5 times your fighter level. The Projector has an AC of 18 and 1 hit point. The projector will project the wall until the wall is broken, the projector is broken or 24 hours have passed the projector then turns to ash. (Prerequisite 15th level)
Parapet Wall
Place down a small 10ft. long and 5ft. tall wall with a parapet along the top. This wall grants 3 quarters cover. Ranged attacks or attacks made with a reach weapons from behind this wall gain a +2 to the attack roll. The wall has an AC of 10 and 20 hit points. The wall is immune to psychic and poison damage.
Punji Stick Pit
Place a 10ft. by 10ft. wide 15ft. deep hole in the ground. The bottom of the pit is covered in poisoned punji sticks. You are the only creature aware of the pit, other creatures must have a passive perception of 15 + your wisdom modifier to detect the pit. Creatures who fall in the pit take 1d6 piercing and 1d4 poison damage and must make a DC 10 constitution save or become poisoned. Creatures must spend 15ft. of movement and make a DC 10 DEX check to climb out of the pit, on a fail they take another 1d4 piercing damage and must remake the con save. Regardless of success or fail they make it out of the pit. Once a creature has triggered the trap, you can use a bonus action to recover the pit.
Quick Fortress
You spend all your Blueprint Deployment points and take an hour of time to design a quick fortress. Within a 500ft. cube centered on yourself when you use this blueprint you can place a number of 3rd level blueprints equal to your fighter level times 5. This is all 3rd level blueprints regardless of whether you learned them or not. You also gain the ability to raise or lower terrain by 15ft. within this area assuming that no manmade structures are already on the land you're trying to alter. (Prerequisite 18th level)
Raised Earthworks
You raise a 15ft. by 15ft. portion of earth up 20 ft. Three sides are sheer cliffs that require a climbing speed to traverse while the last side has a walkable gradient, you choose this when deploying this blueprint. Ranged attacks from on top of this earthworks gain advantage while being fired at targets on lower elevations. (Prerequisite 7th level)
Reinforced Wooden Palisade
A wooden palisade reinforced with iron bands. The Palisade is 10ft. high and 15ft. long, it can be positioned diagonally. The Palisade has an AC of 12 and 75 hit points. It is immune to Psychic damage and vulnerable to Fire damage. The Palisade provides full cover to everything behind it. You may place two Palisades per Blueprint Deployment point spent.
Scorpio
You place down a Scorpio, a small crossbow like artillery piece. It comes with 15 bolts and takes a bonus action to reload. The Scorpio's range is 300/900. The Scorpio has a +3 to hit, and you have proficiency with it. Anyone can use it just without proficiency. On hit the target takes 2d10 piercing damage. The Scorpio has an AC of 5 and 15 hit points and is immune to poison and psychic damage.
Surface-to-Air Magic Missile Launcher
Place down an enchanted Magic Missile launcher. Looking like 4 tubes mounted in an X shape, you use a bonus action to designate a target for it to fire at. You then use an action to fire the contraption. One of the tubes is then spent as a 2nd level magic missile is cast. Due to not being a wizard you cannot split the projectiles and they will all hit the same designated target. You can use an action to replace a spent tube with a new one. The contraption comes with 8 spare tubes. Only you can designate targets but anyone can fire the contraption. The Launcher has 12 AC and 30 Hit points, it is immune to psychic, poison and necrotic damage. CAN ONLY FIRE AT FLYING TARGETS (Prerequisite 10th level)
Wivens Projector
You set up a barrel facing any direction. A 90ft. 45 degree cone extends from the front of the barrel, you pick any tile or point in this cone and set the barrel to fire at that location. As an action you fire the projector launching a cluster of canisters containing gas. This causes a 20ft. sphere of gas to form around the impact point, creatures who start or end their turn in the sphere take 3d8 poison damage. Creatures who only pass through the sphere take half damage instead. Only you can fire the projector. (Prerequisite 7th level)
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