Combat Engineer

The Combat Engineer specializes in the development of new methods to wreck havoc. Armed with their self-built Repeating Mechanically Propelled Projectile Launcher(RMPPL), they are able to customize the RMPPL itself, create different effects on their shots, and design throwable grenades and vials that always pack a surprise.

Master Engineer

When you choose this archetype at 3rd level, you learn schematics that can enhance your attacks or create effects on the battlefield. The Engineer is a master of technology and chemistry; combining complex devices with innovations in chemical warfare to add their own twist to the art of combat.

Schematic Builds

You have five schematic builds. A schematic build is expended when you use it. You regain all of your expended schematic builds when you finish a short or long rest, but you can only use a RMPPL schematic 1/LR.

You gain two additional schematic build at 7th level and two more at 15th level.


Schematic save DC = 8 + your proficiency bonus + your INT modifier

Combat Artist

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Schematics

You learn five schematics of your choice, which are detailed below. Many schematics enhance an attack in some way. You can use only one schematic per attack.

You learn two additional schematics of your choice at 7th, 10th, and 15th level. Each time you learn a new schematic, or when you level, you can also replace one schematic you know with a different one.

The schematics below include plans for trick shots, grenades, chemical weapons, and RMPPL customizations.


Pinned. On a hit, target must make an Athletics or Acrobatics Check against your Spell Save DC. A failed check results in movement 0 and disadvantage on attacks until end of your next turn.

Shocked. On a hit, the target takes an additional 1d8 lightning damage and can’t take reactions until end of your next turn.

Scorpion. The projectile remains connected to the RMPPL when fired. On a hit, the target must make a Strength Saving Throw against your Spell Save DC or take 1d8 piercing and be pulled 15’ towards you. The projectile releases after target is moved.

Improvise!. You can take a non-mundane substance and convert it into a warhead on the bolt. This changes the damage type from piercing to something related to the substance.

Concussion. All creatures within 10’ radius of impact point must make a Constitution Saving Throw against your Spell Save DC or take 2d6 bludgeoning damage (½ on a save) and knocked prone.

Bubbly Toes. A sticky and bubbly foam expands to fill a 10’ radius area of difficult terrain from the impact point that lasts 1 minute. All creatures who start their turn within the area must make a Strength Saving Throw against your Spell Save DC or have speed reduced to zero. Creatures who have failed can repeat their saving throw at the start of their turn.

Spiders. Mechanical spiders pour out of the impact area, filling a 10’ radius. Any creature starting their turn must make a Wisdom Saving Throw against your Spell Save DC or have disadvantage on attacks until end of your next turn.

RMPPL - Flamethrower. 1/LR, RMPPL expels a 15’ cone of fire. All creatures within range must make a Dexterity Save against your Spell Save DC taking 2d8 fire or half on a successful save.

RMPPL - Big Bada Boom. 1/LR, RMPPL overwinds and fires the projectile with extreme force. On a successful hit, target takes an additional 2d12 bludgeoning damage.

RMPPL - Nets to You. Once per Attack action, you may fire a net at any creature within range until the end of the encounter.

Holistic Tinkerer

At 7th level, your skill in understanding how things work helps you understand the world around you. Whenever you make an ability checked that includes your understanding of tinkering, you may add your proficiency modifier. If you are already proficient, you may add it twice. You may do this up to your INT modifier per long rest.

Improved RMPPL

At 10th level, your customization schematics increase by one damage die and you can use them up to 2/LR.

Quick Tinker

Starting at 15th level, when you roll initiative and have no schematic builds remaining, you regain two schematic builds.

Improved RMPPL

At 18th level, you can apply two customization schematics to your RMPPL and they increase their damage by another damage die. You can now can now use them up to 3/LR.