Combat Engineer (5e Class)

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Combat Engineer

Combat engineers are warriors that rely on smarts and over brawl, relying on inventions to get the upper hand on combat. Using weird gadgets, unconventional weapons and unorthodox tactics, combat engineers are unpredictable in fights.

Creating a Combat Engineer


Quick Build

You can make a Combat Engineer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on the type of weapon you intend to use, followed by Intelligence. Second, choose the Soldier background.

Class Features

As a Combat Engineer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Combat Engineer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Combat Engineer level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor
Weapons: Simple weapons, martial weapons
Tools: Tinker's Tool and any other
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Athletics, History, Investigation, Nature, Perception, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Combat Engineer

LevelProficiency
Bonus
Spark DieFeaturesSpark Points
1st+21d4Modified Weapon, Engineering Versatilist, Spark1
2nd+21d4Gadgetry, Unconventional Arsenal2
3rd+21d4Engineering Specialization3
4th+21d4Ability Score Improvement4
5th+31d6Extra Attack5
6th+31d6Quick Crafter6
7th+31d6Engineering Specialization, Improved Contraptions7
8th+31d6Ability Score Improvement8
9th+41d6Fast Hands9
10th+41d6Gadgetry10
11th+41d8Modified Weapon Mastery11
12th+41d8Ability Score Improvement12
13th+51d8Engineering Specialization13
14th+51d8Unconventional Arsenal14
15th+51d8Gadgetry15
16th+51d8Ability Score Improvement16
17th+61d10Engineering Specialization17
18th+61d10Deactivate Mechanisms18
19th+61d10Ability Score Improvement19
20th+61d10Mental Palace20

Optional Rule: Firearm Proficiency

If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your combat engineer has been exposed to the operations of such weapons, your combat engineer is proficient with them.

Spark

Starting at 1st level, you have enhanced cognitive process, caused by your spark of geniality. Your access to this spark is represented by a number of spark points. Your combat engineer level determines the number of points you have, as shown in the Spark Points column of the Combat Engineer table.

Your spark points are used to fuel many of your features, like your Insight, detailed bellow. After spending a spark point, it is unavailable to you until you finish a short or a long rest. 30 minutes of this rest should be spending by analyzing mechanical contraptions, studying or planning new inventions.

Some of the features require a saving throw to resist its effects. The Spark save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Insight

You can spend 1 spark point to add your spark die to the result of any Intelligence check or saving throw you make.

Engineering Versatilist

At 1st level, you can add half your proficiency bonus to all checks you make with a tool you aren't already proficient with. Also, you have advantage on your Intelligence checks made to identify problems on mechanical devices or structures.

Modified Weapon

Starting at 1st level, you can choose one weapon of the ones you possess and are proficient with as a combat engineer. You can spend 1 hour working on this weapon to make modifications on it that enhance this weapon in some way, which can be done as part of a short rest. After you’ve used the attack action with your modified weapon, you can use your bonus action to activate the modification. You can only have one of these weapons at time.

Alchemist Fire

You press a button that releases alchemist fire on the blade or point of impact of your weapon (or lit the ammunition on fire, if it is a ranged weapon). On a hit, the target must make a Dexterity saving throw against your Spark save DC or take additional fire damage equal to your spark die. Starting at 5th level, you can reduce the damage die in one size category (d6 to a d4 for example) and cause the enemy to start to burn, taking 1d4 fire damage on the start of each of its turns, or until it takes an action to put of the flames.

Electric Strike

You activate a electric chain surrounds your weapon or a piece of ammunition you shoot. On a hit, the target must make a Dexterity saving throw against your Spark save DC or take additional lighting damage equal to your spark die.

Starting at 5th level, you can reduce the damage die in one size category (d6 to d4, for example) and cause the target to become unable to take reactions until the end of your next turn.

Rocketed Weapon

You add rockets to the opposite side of your weapon, activated to increase the impact on the attack. On a hit, the target must make a Dexterity saving throw against your Spark save DC or take additional bludgeoning damage equal to your spark die.

Starting at 5th level, you can reduce the damage die in one size category (d6 to d4, for example) and shove the target, without taking an action. The contested check is made against your spark save DC.

Powered Armor

You add a force field generator on your armor or shield. While wearing it, you can use your bonus action to gain a number of temporary hit points equal to your spark die. These temporary hit points last until the start of your next turn.

Starting at 5th level, you can reduce the damage die in one size and gain 10 feet of additional movement when you activate the powered armor. This movement doesn't provoke opportunity attacks.

Unconventional Arsenal

At 2nd level, you learn how to create weird weapons and use normal weapons in exotic manners. You need a weapon to modify, and you add one unconventional property to your weapon. You only know how to use one unconventional weapon, learning one more at 14th level.

Oversized Weapon

You develop a oversized weapon, which you can use with the assistance of a specially prepared belt that helps to distribute the weight and glove to better hold it. You must choose any weapon with the heavy property to create this unconventional weapon. An attack with the oversized weapon deal 2 additional damage. In addition, you roll your spark die on a critical hit and add the number rolled to the damage of the attack.

Repetition Weapon

Choose any weapon with the ranged property for this modification. The weapon lose the reloading property, if it has one, and you can choose to forgo an attack you make as part of your Attack action to make two attacks with it at disadvantage.

Versatile Weapon

You create a weapon that works both at ranged and melee distance. You can create the following combinations:

  • A heavy melee weapon with any ranged weapon
  • A melee weapon without the light or thrown property with any ranged weapon without the heavy property

You can choose which weapon you are using before making each attack.

Gadgetry

At 2nd level your ability to use your spark of intelligence allow you to modify regular objects into useful gadgets. You create your gadgets during a short or a long rest, by spending 1 spark point per gadget created. Once you spend a spark point to create a gadget, you can regain that spark point until the gadget is used, and the gadget loses its effect.

Activating a gadget requires an action or a bonus action, but you can activate a gadget only once per turn, unless otherwise specified. Once a gadget is used, it becomes a regular object again, unless otherwise specified.

You can use two gadgets as part of the same bonus action when you reach the 10th level, and three gadgets at 15th level.

Also, you can use your action to disassemble any unused gadget you have created and recover the spark points you have spent.

Grappling Gun

Required objects: Grappling hook, crossbow and a 50 ft. rope

You can improvise a grappling gun with the aforementioned objects. When activating a grappling gun, you can attach the grappling hook to any surface within 50 feet. Using a reaction, you can move yourself to the surface in which you have attached the grappling hook.

You can also try to grapple a creature Large or lower within 50 feet of you. On a success, you can move that creature towards your direction.

You can use this gun a number of times equal to the number of spark points you have spent on it.

Enhanced Trap

Required objects: ball bearings, caltrops or hunter's trap

You can deploy the chosen object. The DC to avoid the effects of the object is equal to your Spark save DC, instead of the regular DC of the chosen object. In addition, you can enhance the trap with either alchemist fire or electricity, dealing additional damage equal to your spark die, of fire or lighting type, to the first creature to fail a save DC against your enhanced trap.

Powered Crowbar

Required objects: crowbar

You attach a little engine to a crowbar. You add your Intelligence modifier + your spark die to the next check you make using this crowbar. You can use the crowbar a number of times equal to your Intelligence modifier for each spark point you have spent on it.

Flying Manacles

Required objects: manacles

You can throw this manacle on a target within 30 feet. The target must make a Dexterity saving throw, or is bind to the manacle. The DC to open the manacles is equal to 15 or your spark save DC, whichever is higher. The manacles have a number of hit points equal to your level in this class + yoru Intelligence modifier or 15, whichever is higher.

Dart Thrower

Required objects: dart, melee weapon

You transform the handle of your weapon into a spring action dart thrower. When you make an attack with this weapon, you can activate the dart thrower. The dart thrower is a ranged weapon you are proficient with, with a range of 30/60, and deal damage equal to your spark die piercing damage. If your dart thrower is on your modified weapon, you can activate both as part of the same bonus action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, You can't increase an ability score above 22 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Crafter

Starting at 6th level, as long as you have an artificer tool in hand, you can spend 10 minutes to create an object using raw materials. Choose nonmagical raw materials that you can see within reach. You can craft a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the crafted object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects created is commensurate with the quality of the raw materials. Alternatively, you can choose to repair an already existing object of the same size you are able to create, as long as you have enough materials.

The type of artificer tool used depend on the object you intend to create, and some objects with some higher degree of refinement may require a specific proficiency (DM's choice).

Improved Contraptions

Starting at 7th level, you have increased your ability to use your weapon modifications. You add your Intelligence modifier to the damage of your weapon modifications.

Fast Hands

At 9th level, you can spend 1 spark point to make a Intelligence check, saving throw or to use a tool you are proficient with as a bonus action. You add your spark die to the roll.

Modified Weapon Mastery

Starting at 11th level, once in each of your turns you can activate your modified weapon without spending an action on your turn.

Deactivate Mechanisms

Starting at 18th level, once in each of your turns, you can add your Intelligence modifier to the damage rolls you make against constructs and objects. In addition, all your attacks against objects are considered critical hits.

Finally, you can spend 8 spark points to cast antimagic field, without needing any components. Once you use this, you can't do it again until you finish a long rest.

Mental Palace

At 20th level, you can retreat to your mental palace in order to refresh your mind. You can use your action to regain 10 spark points. You must finish a short or a long rest before you can use this feature again.

Gadgetry Warrior

<!-For subclasses introduce this class option here->

Modified Weapon Tricks

Starting when you choose this specialization at 3rd level, you develop new ways of using your modified weapon, maneuvering it in innovative ways during combat. You can spend 1 spark point to use any of the tricks bellow.

Rocket Escape. As a reaction, while wielding a rocketed weapon, when you are targeted by an attack, you can add your proficiency bonus to the AC for that individual attack and move 10 feet to any direction, as the rocketed weapon carry you through the air.
Explosive Strike. After you hit a creature with a flammable weapon, you can choose another creature within 5 feet that you would have hit with the same result and deal fire damage equal to your spark dice to it.
Magnetic Link. If you jump while wielding a electrified weapon, if there's any immovable metal object within 10 feet of you while you are in mid-jump, you can double your jumping distance. If a creature within 10 feet of you is wearing a metal armor, you can try to move that creature 10 feet in any direction, if the creature fail a Strength saving throw against your spark save DC.
Gadget Specialist

At 3rd level, you can have two gadgets built at the same time, instead of once.

Insightful Fighter

At 7th level, you can analyze your opponents in combat, choosing the best strategies and maneuvers during combat. As long as you have at least 1 spark point, once in each of your turns you can add your Intelligence modifier to the damage rolls of your attacks with a modified weapon.

In addition, you learn the spell true strike. Once you cast it, you can make an attack with a modified weapon as a bonus action.

Combat Mastery

Starting at 13th level, you can use your modified weapons to create openings on the defenses of your enemies, allowing powerful strikes. When you deal damage or impose an effect to an enemy using a gadget, you can choose to either gain advantage on your next attack against it, or to impose disadvantage on the saving throw made against your Spark save DC until the end of your next turn.

Improved Gadgets

At 17th level, you can craft enhanced gadgets. These enhanced gadgets cost 5 spark points each to activate.

Jet Pack

required object: backpack, barrel, tinderbox, oil

While wearing this jet pack, you can use your bonus action to activate it for 10 minutes. While active, the jet pack grants you a movement speed of 30 feet for the duration.

Crossbow Repeating Barrel

required object: 10 feet of string, metal pot, quiver case

You can attach this barrel to any type of crossbow. You can activate this barrel as a bonus action, allowing you to make one additional attack with it each time you take the attack action. After 10 attacks, the barrel is depleted and you must recharge it as an action to be able to activate this barrel again. You add +2 to the attack rolls with this additional attacks.

Alchemical Thrower

required object: barrel, metal pot, oil flask, waterskin, two blowguns, 50 feet of rope, tinderbox and special (see text)

You create a special backpack filled with an alchemical liquid that can be activated as a bonus action and hurled onto an opponent. You can choose to fill your alchemical thrower with holy water, alchemical fire, acid or basic poison. For 1 minute, you can use your action to hurl the substance contained into your alchemical thrower in a 15-foot cone, forcing creatures in the area to make a Dexterity saving throw or take 4d6 damage from the type of the substance (or half as much on a failed save).

For the duration, you can also let the substance flow to a melee weapon you are holding, causing 1d8 additional damage from the chosen type.

Arcane Crafter

<!-Introduce this subclass here->

Tactical Caster Spellcasting
Arcane Crafter
Level
Cantrips
Known
Spells
Known
Spark Cost per Spell Level
Spell LevelSpark Cost
3rd231st2
4th241st2
5th241st2
6th241st2
7th252nd3
8th262nd3
9th262nd3
10th372nd3
11th382nd3
12th382nd3
13th393rd5
14th3103rd5
15th3103rd5
16th3113rd5
17th3113rd5
18th3113rd5
19th3124th6
20th3134th6
Spellcasting

When you reach 3rd level, you learn how to enhance your engineering with magic. See chapter 10 of the PHB for the general rules of spellcasting.

Cantrips.
You learn mending and one cantrip of your choice from the artificer spell list. You learn an additional artificer cantrip of your choice at 10th level.
Spell Level The Arcane Crafter Spellcasting table shows your spell level progression. This determines the limit of the level spells you can learn as you progress through the levels. For example, through 3rd level to 6th level you can only choose 1st level spells from the artificer spell list when you gain an additional known spell, and from 7th level to 12th you can then choose to incorporate 2nd level spells as well.
Spark Cost
The Arcane Crafter Spell Cost table shows how many spark points a spell costs based on its level. To cast one spell of a certain level, you must spend the correspondent amount of spark points, determined by the spell’s level. You can also cast spells at higher levels spending spark points according to the amount specified in the table.
Spells Known of 1st-Level and Higher
You know three 1st level artificer spells of your choice. The Spells Known column of the Arcane Crafter Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be of a level covered by your spell level as shown in the table. Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level covered by your spell level.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells, since you draw your magic from study and knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Practice

You gain proficiency with the arcana skill. In addition, you learn the identify spell, which you can cast as a ritual.

Eldritch Gadget

Starting at 7th level, you can craft a gadget that mimics a spell. When you finish a long rest, you can choose one spell from your spell list, of a level you can cast and spend a number of gp equal to twice the level of the chosen spell.

You create a gadget that mimics the effect of the chosen spell, which any creature can activate using its action. You can add this effect to the effect of any gadget you can create. Once activated, the gadget is destroyed.

In addition, you can craft a gadget that mimics a spell with a ritual tag. Doing so doesn't count against your eldritch gadget limit, but you can only have one ritual gadget at time, and the gadget is not destroyed after activated.

Mystical Jump

At 13th level, whenever you spend spark points to cast a spell, you can teleport to a place you can see up to 15 feet. Immediately after the teleport, you can use your bonus action to make one attack with a modified weapon.

Permanency

At 17th level, you can imbue one object permanently with magical powers. You must spend 8 hours, 10 gp per level of the spell and a nonmagical object to enchant. You must choose any spell you know from 2nd-level or lower to infuse onto the object.

The creature wearing the object can cast the chosen spell at will, using your spellcasting ability or spell attack bonus, whatever is applicable, without spending spell slots.

You can have a total of one object infused with a 2nd-level spell or two objects infused with 1st-level spell. Infusing a third object will remove the magic of all the others already infused.

Automaton Commander

Automaton

Beginning at 3rd level when you choose this archetype, you learn how to build an automaton. This automaton is created through a complex crafting process that requires you to spend 8 hours and 10 gp worth of materials per level you have on this class, with which you forge its core and fuel it by spending half your maximum amount of spark points.

Upon finishing the process, you must choose a number of models who better suit your needs, and which determine the characteristics of your automaton.

In combat, you decide if either it will roll its own initiative or if it will acts on your turn, matching your initiative. It has its own movement, and take its own actions, and is under your control. While you are unconscious, your automaton can act on its own.

You add your proficiency bonus to the automaton AC, saving throws and skills the automaton is proficient, attack rolls and DC for the automaton traits.

Size

Tiny Automaton. Your automaton is tiny sized. It has a penalty of 4 to its Strength and a bonus of 4 to its Dexterity. It has -2 hit points per level you have on this class. +20 feet movement speed.

Small Automaton. Your automaton is small sized. It has a penalty of 2 to its Strength and a bonus of 2 to its Dexterity. It has -1 hit points per level you have on this class. +10 feet movement speed.

Large Automaton. Your automaton is large sized. It has a penalty of 4 to its Strength and a bonus of 4 to its Strength. It has +1 hit points per level you have on this class. -10 feet movement speed.

Weaponry

Slam. Reach 5ft., one target you can see. Hit: your spark die bludgeoning damage.

Cannon. Reach 60ft., one target you can see. Hit: your spark die force damage.

Movement

Land. +10 ft. speed

Aerial. -20 ft. speed, fly 20 ft.

Aquatic. -20 ft. speed, swim 30 ft.

Climber. -20 ft. speed, climb 30 ft.

Automaton

Medium construct

Armor Class 8 + your proficiency bonus + your Intelligence modifier

Hit Points 5 + Constitution modifier per level on this class

Speed 30 ft

STR 12 (+1) DEX 10 (+0) CON 12 INT 5 (-3) WIS 10 (+0) CHA 11 (+0)

Saving Throws Constitution, Charisma (use your proficiency bonus).

Skills Athletics, Intimidation, Perception.

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 + your proficiency bonus

Languages none, but understands the engineer.

ACTIONS (Require your Bonus Action)

Automaton Attacks. The automaton is able to perform actions based on your commands. The attack depend on the type of weaponry chosen.

Mechanical Implements

Starting at 7th level, you learn how to improve your automaton with implements. You know two implements when you first choose this specialization, and one additional at, 13th, and 17th levels.

Whenever you gain a level in this class, you can also replace one implement that you already know with a different implement.

Sentinel. (7th level) As a reaction against an attack, you can spend 2 spark points to command your automaton to protect itself or another creature within 5 feet of it. The AC of the creature increases by an amount equal to your Intelligence modifier until the start of your next turn.

Magical Storage. (7th level) Your automaton can store up to three 1st or 2nd-level spells. You must spend a number of spark points equal to 1 + the level of spell to cast it while the spell remains stored.

Flight. (7th level) You can spend 2 spark points to cause your automaton to flight for 1 minute, with a speed of 30 feet. In addition, your automaton can cast feather fall" on himself at will.

Powerful Attacks. (13th level) The attacks made by the automaton are considered magical for the purpose of overcoming resistance and immunity to nonmagical damage. In addition, you can spend 3 spark points to allow the automaton to make a charged attack. On a hit, it deals additional damage equal to your spark die + your Intelligence modifier.

Scout. (13th level) Your automaton can see in normal or magical darkness up to a range of 120 feet, and it have advantage on all Dexterity (Stealth) checks. Also, it can take the Hide action as a bonus action. Finally, you can see trough its senses and command it at long distances, as if it was a familiar conjured by the find familiar spell.

Energy Absorption. (17th level) Choose one damage type of the following: fire, cold, lighting, radiant, thunder. When the automaton take damage from the chosen type, it regains an amount of hit point equal to the damage taken.

Energy Cannon. (17th level) Choose one damage type: cold, fire, lightning, radiant or thunder. You can spend 4 spark points to cause your automaton to fire a blast of the chosen type, forcing all creatures in a 15-foot radius to make a Dexterity saving throw against your spark save DC, or take 7d6 damage.

Multiclassing

Prerequisites. To qualify for multiclassing into the combat engineer class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the combat engineer class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, one tool proficiency of choice.

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