Across the battlefields of the Realm, some warriors fight with steel or magic. Bastion Engineers fight with ingenuity. Armed with mechanical turrets, deployable shields, and ingenious devices, these engineers turn any battlefield into a fortified stronghold.
A Bastion Engineer stands at the front line beside their constructs, reinforcing allies and suppressing enemies with relentless mechanical firepower.
Becoming a Bastion Engineer...
As a Level 1 Character:
- Gain all the traits in the Core The Bastion Engineer Traits table.
- Gain the The Bastion Engineer’s level 1 features, which are listed in the The Bastion Engineer Features table.
As a Multiclass Character:
- Gain the following traits from the Core The Bastion Engineer Traits table: Hit Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the The Bastion Engineer’s skill list, and training with Light and Medium armor and Shields.
- Gain the The Bastion Engineer’s level 1 features, which are listed in the The Bastion Engineer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your The Bastion Engineer levels (round up).
Class Features
Level 1 — Deploy Turret
As a Bonus Action, you deploy a turret within 30 ft.
Turret Stats
- Damage Immunities: Poison, Psychic
- Condition Immunities: Charmed, Poisoned
Turret Attack (Reaction to command)
Ranged Attack:
Damage:
Scaling:
The turret acts on your initiative.
You may only have one turret active until level 13.
Level 2 — Barricade Shield
As an Action, deploy a 10-foot wide energy barricade within 20 ft.
Stats:
Uses: PB per Long Rest
Level 3 — Engineer Specialization
Choose a specialization based on Barik’s engineering doctrines:
Level 5 — Extra Attack
You can attack twice when taking the Attack action.
Level 6 — Gadget System
You gain Engineer Gadgets equal to your INT modifier per Long Rest.
Choose from:
Proximity Mine
Repair Drone
- Heal turret or construct: 3d6 HP
Shield Amplifier
- Grant ally within 15 ft: Temp HP = 1d8 + INT
Level 7 — Fortified Position
If you start your turn within 10 ft of your turret, you gain:
- Advantage on STR saving throws
Level 9 — Turret Upgrade
Choose one upgrade:
- Armor Plating (turret AC +2)
- High Caliber Rounds (+INT damage)
- Auto Repair (heals 1d8 each round)
Level 10 — Overwatch Protocol
Your turret can now make Opportunity Attacks against enemies leaving its range.
Level 11 — Advanced Engineering
Your turrets count as magical attacks.
Level 13 — Double Deployment
You can deploy two turrets simultaneously.
Level 14 — Overload System
Once per Long Rest you may overclock your machines.
For 1 minute:
- Gadget damage increases by +INT
Level 15 — Bastion Field
While within 10 ft of your turret
Allies gain:
- Resistance to ranged damage
Level 17 — Ultimate Turret
Deploy a Heavy Siege Turret:
Once per Long Rest.
Level 18 — Iron Bastion
You gain resistance to:
While near a turret.
Level 20 — King of the Workshop
Your engineering reaches legendary levels.
You gain:
- Turrets deal maximum damage
- Barricade has infinite duration until destroyed
Spells
Cantrips
Choose two at level 2.
- Mending – Repair constructs and gadgets
- Fire Bolt – Wrist-mounted cannon blast
- Ray of Frost – Cryogenic slowing beam
- Shocking Grasp – Shock gauntlet
- Mage Hand – Mechanical drone arm
1st Level Spells
Engineering gadgets and support tools.
- Shield – Emergency shield emitter
- Absorb Elements – energy dampener
2nd Level Spells
Defensive engineering tools.
3rd Level Spells
Heavy engineering devices.
4th Level Spells
Advanced battlefield technology.
- Fabricate – instant construction
- Stoneskin – reinforced armor
- Wall of Fire – flame barricade
5th Level Spells
Master engineer abilities.
- Wall of Force – ultimate barricade
- Animate Objects – swarm of mechanical drones
Details
Bastion Engineer Spellcasting
Beginning at Level 2, you gain the ability to use engineering devices that replicate spells.
Spellcasting Ability
Intelligence is your spellcasting ability.
Spell Save DC
8 + Proficiency Bonus + INT modifier
Spell Attack Modifier
Proficiency Bonus + INT modifier
Your spells are not magical incantations but mechanical inventions.
Subclasses
Fortress Architect
Level 3 — Reinforced Barricade
Barricades gain:
Level 6 — Architectonics
Barricades last 10 minutes.
Level 11 — Bowling Ball
When Barricade deploys:
- Enemies within 10 ft must make a STR save.
Level 15 — Citadel Core
All allies behind barricades gain:
- Resistance to force, fire, poison, and lightning damage.
Tinkerin' Architect
Level 3 — Tinkerin' Cannon
Your turret fires explosive shells:
- Damage changes to 2d10 force
Level 6 — Siege Engineer
Turrets ignore cover.
Level 11 — Chain Reaction
- Turret kills cause explosions.
Level 15 — Devastator Cannon
- Turrets fire piercing explosive rounds hitting 2 targets in a line.
Combat Repair Architect
Level 3 — Healing Station
Turrets emit healing aura:
- Allies within 10 ft heal 1d6 per turn.
Level 6 — Rapid Repair
You can repair constructs as a Bonus Action.
Level 11 — Field Mechanics
All constructs gain:
Level 15 — Battlefield Sustain
Allies near turrets gain:
- Temp HP each turn equal to INT.