Combat Engineer

An Engineer Discipline that spends Charges on barricades, sentry turrets, demolition charges and a field bunker.

Identity

The Combat Engineer is the Engineer Discipline of sappers and pioneers: the soldiers who arrive ahead of the line, weld the breach plate to the truck cab by lamplight, drop the bridge across the trench, and rig the building behind them to come down if the retreat goes badly. Halcyion Federation forward-deployment teams, Aurelion siege detachments and frontier militias defending a ridge with what was in the back of the truck all field them. A Combat Engineer's Charges go into structures and devices that stay on the field.

Features

  • L3 Field Fortification

    You gain proficiency with martial weapons. As an action, you can spend 1 Charge to construct a barrier of welded plate, prefab paneling or compacted debris at a point within 30 feet. The barrier measures 10 feet × 10 feet × 5 feet, has AC 15 and hit points equal to 5 × your Engineer level, and provides three-quarters cover to creatures behind it. It lasts 10 minutes or until destroyed. You can have a number of Field Fortifications deployed at once equal to your Intelligence modifier (minimum 1). Your Apparatus also counts as smith's tools and tinkerer's tools for construction, repair and demolition work.

  • L7 Sentry Turret

    As an action, you can spend 2 Charges to deploy a Sentry Turret within 15 feet of you. The Turret has AC 14 and hit points equal to 3 × your Engineer level. It has a single ranged attack action that you direct with a bonus action, using your spell attack modifier and dealing 1d10 + your Intelligence modifier ballistic, lightning or plasma damage at Close range (your choice at deployment). Its alert sensor gives you advantage on initiative if the Turret is deployed within 60 feet when combat begins. The Turret lasts 10 minutes, until destroyed or until you deploy another. If you also have a Combat Apparatus deployed (Combat Apparatus, Engineer 14th level), you can direct both with the same bonus action.

  • L11 Explosive Charges

    During a short or long rest, you can craft Tier II to IV explosive charges, using 25 gm of components per charge, up to a number of charges equal to your proficiency bonus. You can throw a charge to Close range or place it as an action. It detonates when you command it (a bonus action), on a timer or on a trigger you set. A charge explodes in a 15-foot-radius sphere. Each creature in the area makes a Dexterity saving throw against your spell save DC, taking 4d6 explosive damage on a failure or half as much on a success. Structures and barriers in the area take maximum damage. You can keep charges in storage, but unused charges decompose safely within 30 days.

  • L15 Field Bunker

    Once per long rest, as an action, you can deploy a Field Bunker centered on a point you can see within 30 feet. The Bunker is a fortified emplacement measuring 20 feet × 20 feet × 10 feet, built of welded plate, sensor screens and pre-routed power conduits. It has AC 17 and hit points equal to 10 × your Engineer level. It provides three-quarters cover to creatures inside and total cover from one direction of your choice. You or an ally inside the Bunker has advantage on Constitution saving throws and resistance to explosive damage. The Bunker lasts 1 hour or until reduced to 0 hit points.

  • L18 Siege Master Capstone

    The deployment time for all your Combat Engineer features (Field Fortification, Sentry Turret and Field Bunker) is reduced to a bonus action. Your Sentry Turrets gain a second attack each round, still directed with a single bonus action. The damage of your explosive charges is doubled against fixed structures, vehicles and constructs. Once per long rest, when you would be reduced to 0 hit points, you instead drop to 1 hit point and immediately deploy a Field Bunker centered on yourself at no Charge cost. The Bunker stands until you take a long rest.