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Bastion Engineer

Core Bastion Engineer Traits
Primary Ability Constitution and Intelligence
Hit Point Die 1d10
Saving Throw Proficiencies Constitution and Intelligence
Skill Proficiencies Choose 2 from Arcana, Investigation, Perception, History, Athletics, Insight
Weapon Proficiencies Simple Weapons, Warhammers, Shotguns
Tool Proficiencies Tinker’s Tools, Smith’s Tools, Choose one: Mason’s Tools or Carpenter’s Tools
Armor Training Light Armor, Medium Armor, Shields
Starting Equipment Choose A or B: (A) Engineer’s Hammer (Warhammer), Light Crossbow and 20 Bolts, Scale Mail Armor, Shield, Tinker’s Toolkit, Engineering Pack. (B) 150 gp

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
  • AC = 13 + PB
  • HP = 5 × Engineer Level
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Charmed, Poisoned
Turret Attack (Reaction to command)   Ranged Attack:
  • Range 40 ft
  Damage:
  • 1d8 piercing
  Scaling:
  • Level 5 → 2d8
  • Level 11 → 3d8
  • Level 17 → 4d8
  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:
  • AC 15
  • HP = 10 × level
  • Provides Half Cover.
  • Duration: 1 minute
Uses: PB per Long Rest   Level 3 — Engineer Specialization   Choose a specialization based on Barik’s engineering doctrines:
  • Fortress Architect
  • Tinkerin' Architect
  • Combat Repair Architect
  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
  • Explosion radius 10 ft
  • 2d6 fire damage
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:
  • +1 AC
  • 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:
  • Turrets attack twice
  • Barricade HP doubles
  • Gadget damage increases by +INT
  Level 15 — Bastion Field   While within 10 ft of your turret Allies gain:
  • +2 to saving throws
  • Resistance to ranged damage
  Level 17 — Ultimate Turret   Deploy a Heavy Siege Turret:
  • Damage: 4d10
  • Range: 60 ft
  • HP: 120
  • Duration: 1 minute
Once per Long Rest.   Level 18 — Iron Bastion   You gain resistance to:
  • Bludgeoning
  • Piercing
  • Slashing
While near a turret.   Level 20 — King of the Workshop   Your engineering reaches legendary levels. You gain:
  • 3 Turrets active
  • 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
  • Cure Wounds – Repair kit
  • Grease – Oil spill trap
  • Absorb Elements – energy dampener
  • Alarm – sensor system
  2nd Level Spells   Defensive engineering tools.
  • Arcane Lock
  • Aid
  • Lesser Restoration
  • Web – net trap launcher
  • Heat Metal
  3rd Level Spells   Heavy engineering devices.
  • Glyph of Warding
  • Dispel Magic
  • Revivify
  • Protection from Energy
  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
  • Creation
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:
  • +50 HP
  • Grant 3/4 cover
  Level 6 — Architectonics   Barricades last 10 minutes.   Level 11 — Bowling Ball   When Barricade deploys:
  • Enemies within 10 ft must make a STR save.
  • Failure: Knocked prone.
  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.
  • Radius: 10 ft
  • Damage: 2d8 fire.
  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:
  • +INT to saving throws.
  Level 15 — Battlefield Sustain   Allies near turrets gain:
  • Temp HP each turn equal to INT.


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