War Engineer The life of a War Engineer revolves around their specialty Drive weaponry. Their weapon is their life, and they use their life to rush enemies with massive amounts of damage, and then use their cooldown time to support their allies with absorbing hits and managing downtime. They dedicate their abilities to helping their team - and their weapon - win the battle. War Engineers live by a brute mantra - "When raw force isn't sufficient, you aren't using enough." The War Engineer Level Proficiency Bonus Drive Canisters Features 1st +2 2 Modification, Assault Drive, Intercooler 1 2nd +2 2 Driving Force (2), Heavy Blade, Craftmanship 3rd +2 3 Specialization Technique, Vanguard 4th +2 3 Ability Score Improvement 5th +3 3 Heat Vent, Heat Sink 6th +3 4 Ability Score Improvement 7th +3 4 Elemental Drive, Specialization Technique 8th +3 4 Ability Score Improvement, Intercooler 2 9th +4 4 Driving Force (3) 10th +4 5 Specialization Technique 11th +4 5 Heat Shield, Finisher 12th +4 5 Ability Score Improvement 13th +5 5 Accel Drive 14th +5 6 Specialization Technique 15th +5 6 Intercooler 3 16th +5 6 Ability Score Improvement 17th +6 7 Overdrive, Overclocked 18th +6 7 Driving Force (4), Heat Shield improvement 19th +6 8 Ability Score Improvement 20th +6 8 Drive Mastery, Ignition Drive to Victory War Engineers specialize in the usage of specialty Drive weaponry, using it to pinpoint enemy weaknesses and exploit them to deal massive amounts of damage at once, rather than chipping enemies down with protracted damage over time. As they gain experience, War Engineers learn how to maximize the potential of their specialty weaponry to turn tides and make the most of every moment in battle. Creating a War Engineer As you create an War Engineer, keep in mind: What is the technology you use for your Drive weaponry, and how do you use and interact with it? Are you a natural inventor who invented this technology on your own, or is it commonplace where you come from? Quick Build Recommended: Make Strength your highest ability score, followed by Intelligence. Take the Soldier background. Class Features Hit Points Hit Dice: 1d10 per War Engineer level

1d10 per War Engineer level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per War Engineer level after 1st Proficiencies Armor: Light, medium, and heavy armour

Light, medium, and heavy armour Weapons: Melee simple and martial weapons

Melee simple and martial weapons Tools: Tinker's Tools, Smith's Tools Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Athletics, History, Insight, Intimidation, and Investigation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Chain mail or (b) scale mail and two melee simple weapons

(a) Two one-handed martial weapons or (b) a two-handed martial weapon

A Drive weapon and Tinker's Tools

(a) A Dungeoneer’s Pack or (b) an Explorer’s Pack Multiclassing Required: Strength 13 and Intelligence 13 Proficiencies gained: Light and medium armour, melee simple and martial weapons, tinker's tools Modification You can use your Tinker's Tools to give a melee martial Two-Handed or Versatile weapon the Drive property. Weapons with the Drive property can be used to make Drive attacks once per round.

Drive Weapons Drive Weapons are weapons that have been technologically altered to unleash huge bursts of energy, typically through the use of canisters, gears, motors, and/or magic; but the exact mechanism can be decided on through your War Engineer’s backstory and discussions with the DM. The following changes are made to a weapon granted the Drive property: If it had the Versatile weapon property, it now has the Two-Handed property instead and uses the damage die that would normally come with wielding it two-handed.

It gains the Heavy property.

Its weight increases by 3 pounds. Drive Attacks As a war engineer, you gain the ability to use Drive canisters to push your Drive weapon to unleash powerful attacks against your foes. You learn more Drive attacks as you gain levels. You may only use so many of these powerful attacks as you have canisters per day, though, detailed in the class table. You regain all uses of your drives upon finishing a long rest. After you use a Drive attack, your weapon overheats and must recharge before you can use it again. When your weapon overheats, the Intercooler feature determines the number of rounds your weapon will take to recharge. While your weapon is overheated, you are inflicted with -1 to attack and damage rolls. The damage type from a Drive attack is the same as the weapon's unless otherwise specified. Drive Attacks Level Drive, Damage, and Details 1st Assault Drive: As an action, you can make a melee attack against a target. This attack deals your normal attack damage plus 3d6 additional damage and makes the target prone on a failed Strength saving throw. The additional damage increases when you reach 7th level (6d6), 15th level (8d6), and 18th level (10d6). 7th Elemental Drive: As an action, you can make a melee attack against a target. This attack deals your normal attack damage plus 4d8 additional fire, cold, or lightning (your choice) damage. The additional damage increases when you reach 15th level (8d8), and 18th level (10d8). 13th Accel Drive: As an action, you can make a melee attack against a target. This attack deals your normal attack damage plus 5d10 additional damage and allows the use of Disengage or Dash as a bonus action for the rest of your turn. The additional damage increases when you reach 18th level (10d10). Using this Drive increases cooldown by an additional 2 rounds. 17th Overdrive: As an action, you can make a melee attack against all targets within 5ft of you. This attack deals your normal attack damage plus 6d12 additional damage and causes your melee attacks to deal an additional 1d8 fire damage while your weapon is on cooldown after this attack. Using this Drive increases cooldown by an additional 3 rounds. Intercooler The recharge time for your weapon is 8 rounds. This changes to 6 rounds at 8th level and 4 rounds at 15th level. Driving Force Beginning at 2nd level, you gain the ability to use combo edges with your weapon. Choose two combo edges to master from the table below. Combo Edges Name Damage and Details Charge Edge After making a Drive attack, you can use your bonus action to make another melee attack with your Drive weapon. If the attack hits, it deals your normal attack damage plus twice your proficiency bonus. You can use this feature a number of times equal to your Int modifier (minimum of 1), regaining all uses when you finish a short or long rest. Impulse Edge While your weapon is overheated, if you make a melee attack with it and miss, you can use your bonus action to immediately make another attack at advantage. You can use this feature a number of times equal to your Int modifier (minimum of 1), regaining all uses when you finish a short or long rest. Sharp Edge While your weapon is overheated, you can use your bonus action before your attack to grant yourself a +3 bonus to attack and damage rolls for your turn. You can use this feature a number of times equal to your Int modifier (minimum of 1), regaining all uses when you finish a short or long rest. Trip Edge When you make a melee attack, you can force the target to make a Strength saving throw. On a failure, the target's speed is reduced to 0 until the end of its next turn. You can use this feature a number of times equal to your Int modifier (minimum of 1), regaining all uses when you finish a short or long rest. Cool Edge While your weapon is overheated, you can use your action to make a melee attack. This attack lowers your weapon's cooldown by an additional 1 round. You can use this feature a number of times equal to your Int modifier (minimum of 1), regaining all uses when you finish a short or long rest. Force Edge While your weapon is overheated, when you make a melee attack, you can force the target to make a Strength saving throw after the damage is dealt, pushing the target back 5ft or knocking them prone on a failed save. You can use this feature a number of times equal to your Int modifier (minimum of 1), regaining all uses when you finish a short or long rest. Heavy Edge When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If the attacking creature is also within 5 feet of you, then you can make a melee weapon attack against them as well. You choose another Combo to master at 9th level, and again at 18th level.

Ability Save DC Some War Engineer features require your target to make a saving throw to resist the feature's effect. The DC for this throw is equal to 8 + your proficiency bonus + your Int modifier. Heavy Blade Beginning at 3rd level, you have become used to the weight of your weapon and armour. Your speed cannot be reduced by magical means, and you gain advantage on saving throws to resist paralysis. Additionally, if you would take any penalty from wielding heavy weapons, you no longer do so. Craftmanship At 2nd level, your familiarity with the inner workings of special machinery grants you advantage on any check made to appraise metals or gemstones. Additionally, you double your proficiency bonus on any check you make with Tinker's Tools. Specialization At 3rd level, you choose an engineering specialization to fit your style of weaponry. The techniques you choose grant you features at 3rd level and again at 7th, 10th, and 14th level. Vanguard At 3rd level, your tactical acumen leaves you ready to assess and react to any situation at a moment's notice. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Ability Score Improvement When you reach 4th level, and again at 6th, 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. As normal, you can't increase an ability score above 20 using this feature. Heat Vent Beginning at 5th level, while your Drive weapon is overheated, you can use your bonus action to vent excess heat from your weapon. Every creature within 5 feet of you must succeed on a Constitution saving throw or take 3d6 fire damage. This also lowers your weapon's cooldown by 1 round. Once you have used this feature, you can't use it again until you finish a short or long rest. Heat Sink Also at 5th level, while your weapon is overheated, you can use your action to make a DC 15 check with your Tinker's Tools. On a success, your weapon immediately cools down. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), regaining all expended uses on finishing a short or long rest. Finisher Beginning at 7th level, you regain vitality as you crush those in your way. When you reduce an enemy to 0 hit points, you can choose to regain hit points equal to 1d6 + your War Engineer level. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), regaining all uses on finishing a short or long rest. Hawkeye Beginning at 10th level, you’re able to quickly study a creature to determine its strengths and weaknesses. As a bonus action, you can make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If you win the contest, the DM tells you what the creature’s resistances, immunities, and vulnerabilities are. Successfully using Hawkeye on a creature gives you advantage on your next attack roll against it. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), regaining all uses on finishing a short or long rest. Heat Shield Beginning at 11th level, you have learned how to use your Drive blade's radiating heat to dampen the impact of enemy attacks. While your weapon is overheated, you gain a +1 bonus to your AC and all saving throws. At 18th level, this bonus increases to +3. Wide Effect Beginning at 14th level, when you make a Drive attack, hostile creatures within 5 feet of the initial target, but not the initial target, must make a Dexterity saving throw. A creature receives half the damage of the attack on a failed save, or no damage on a successful one. Overclocked Beginning at 17th level, you can use your action to charge your Drive weapon and prevent it from overheating for up to 3 rounds. You take 2d8 fire damage for every turn this feature is active. This damage ignores resistances. You can dismiss this feature as a bonus action at any time on your turn. When this feature ends, you gain a level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest. Replacing your Drive Weapon Your first Drive weapon is free and is assumed to be made during your preparation before the campaign. Additional Drive weapons cost 10 times the weapon value and 8 hours dedicated to the procedure to modify. If repairs need to be made, they can be done with your Tinker's Tools.

Ignition Beginning at 20th level, you have mastered the use of your Drive weapon at all times. You no longer suffer a penalty to your attack and damage rolls while your weapon is overheated. Drive Mastery Beginning at 20th level, your expert use of Drive weapons allows you to inflict crippling injuries to those you attack. When you damage a creature with a Drive Attack, you can attempt to affect its weak points. The creature must succeed a Constitution saving throw or become vulnerable to a type of damage it took from your attack until the end of your next turn. When you hit multiple creatures with a Drive Attack through Wide Effect or Overdrive and choose to use this feature, all creatures that did not succeed their Dexterity saving throw must make the Constitution saving throw to avoid Drive Mastery’s effect. Once you use this feature, you can’t use it again until you finish a long rest. Specializations Every War Engineer chooses a different approach to their machinery and Drive weaponry, and this choice is evident in their style of fighting. Field of the Ballista Members of the Field of the Ballista are a sort of oddity amongst war engineers. Rather than specializing in techniques that push them deep into the frey, these engineers develop technologies that allow them to strike with their Drive abilities, staying well away from the front lines. These engineers are a staple of siege combat, firing destructive shells and morters into enemy embankments to cripple armies. Sniper When you reach 3rd level, your training and preparation for this archetype have payed off in three ways: You gain proficiency with the longbow and the heavy crossbow.

You can now give martial weapons you are proficient with that have the ammunition property the Drive property.

You can make Drive attacks as ranged weapon attacks as well as melee. Ranged Drive weapons use your Strength modifier rather than your Dexterity modifier for attack and damage rolls. Element Boost Beginning when you choose this archetype at 3rd level, you learn to defend yourself from enemy magicians. When you are hit with a ranged spell attack, you can use your reaction to immediately make a ranged weapon attack in retaliation. This attack can be made at any range, and you do not attack at disadvantage regardless of range. Once you have used this feature, you can’t use it again until you have finished a short or long rest. Artillery Drive Also at third level, you gain a new Drive attack. Level Drive, Damage, and Details 3rd Artillery Drive: As an action, you can make a ranged attack against a target. This attack deals your normal attack damage plus 3d8 thunder or force (your choice) damage. This attack can also be made without disadvantage at your weapon's long range. The additional damage increases when you reach 7th level (4d8), 15th level (6d8), and 18th level (8d8). Arrow Rain Beginning at 7th level, you can attack twice, rather than once, when you take the attack action on your turn, but both of the attacks must be made with a ranged weapon given the Drive property, the machinery of which you rely on to let fly your arrows with haste. Bolt Thrower Also at 7th level, you have learned how to modify the machinery in your weapon to create its own ammunition. You no longer need ammunition to attack with your ranged Drive weapons. Weapons with the loading property still require you to load the weapon, however. Rifled Barrel Beginning at 10th level, you learn how to bring the draw on your ranged weapons to its full potential. When you attack with a ranged weapon given the Drive property beyond its normal range, you can choose to ignore the disadvantage from shooting at long range. In addition, your attack will deal damage to all creatures within 5 feet of your target on a hit as well. Once you have used this feature, you can not use it again until you finish a short or long rest. Cloudbuster Mortar Beginning at 14th level, your divine lightning shall pierce the skies. You have mastered the technique of shooting at a high angle over ramparts and walls. As an action on your turn, you can target a point within the long range of your ranged Drive weapon. At the end of your next turn, bolts will rain down from the sky in a 10 foot radius around the point you specified. All creatures in that area must make a Dexterity saving throw, taking twice your weapon's damage on a failed save, or half as much on a success. Once you have used this feature, you can not use it again until you have finished a short or long rest.

Field of the Highlander These war engineers understand the value of shock troops more than any other. Battles are won before they are fought, through intimidation and scaring the opponent into intimidation. However, these war engineers are more than prepared to charge into the heat of battle, with no regard for their own safety. Turning Tide When you damage an enemy with a Drive attack, you can grant one creature you can see within 30 feet of you temporary hit points equal to your War Engineer level. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a short or long rest. Vampire Drive Also at 3rd level, you gain a new Drive attack. Level Drive, Damage, and Details 3rd Vampire Drive: As an action, you can make a melee attack against a target. This attack deals your normal attack damage plus 3d8 necrotic or force (your choice) damage. You regain hit points equal to half the necrotic or force damage you deal. The additional damage increases when you reach 7th level (4d8), 15th level (6d8), and 18th level (8d8). Bloody Veil Starting at 7th level, once per round when you take damage from an enemy's attack, you can gain a +1 bonus to your AC until the end of your next turn. Blood Fortune Also at 7th level, you can use your pain to focus your attention. When you make a melee attack, you can choose to gain a bonus to the attack and damage rolls, up to a +5 bonus. However, you also take damage equal to 1d6 necrotic damage times the bonus. This damage ignores resistances. Bloodlust At 10th level, you can use your reaction to make a melee weapon attack against an enemy that damages you within your weapon's reach. Legion Charge At 14th level, you can draw upon the power of your allies to lash out at your foes. As an action, you can target a number of allied creatures you can see up to your Intelligence modifier (minimum of 1). You and every targeted creature take 1d12 necrotic damage. This damage ignores resistances. You can then target a number of creatures you can see within 60 feet of you up to your Intelligence modifier (minimum of 1) and make a melee weapon attack against each targeted creature. On a hit, this attack deals 2d12 necrotic damage, plus an additional 1d12 damage for each ally you damaged with this action. Once you use this feature, you can't use it again until you finish a long rest. Field of the Lancaster War Engineers who choose to specialize in the Field of the Lancaster focus everything around cooling down their Drive weapons as fast as possible and pelting enemies with burst after burst of damage, sometimes at risk to themselves. Hunter Sense Beginning when you choose this archetype at 3rd level, you have begun to learn how to pick apart enemy defenses to best strike their weaknesses. When you strike an opponent with an attack they are weak to, you can mark that opponent. This mark lasts for 5 rounds or until you choose to mark another creature. While they are marked, you have advantage on all attack rolls towards them, and if they move farther than 30ft away from you, you can use your reaction to move up to 20ft towards them. You must end this movement closer to your marked opponent than you started. This movement does not prompt opportunity attacks. Corrosion Drive Also at 3rd level, you gain a new Drive attack. Level Drive, Damage, and Details 3rd Corrosion Drive: As an action, you can make a melee attack against a target. This attack deals your normal attack damage plus 3d8 acid or poison (your choice) damage, and forces the target to make a Constitution saving throw. On a failed save, their AC is reduced by 2 until the end of your next turn. The additional damage increases when you reach 7th level (4d8), 15th level (6d8), and 18th level (8d8). Massive Edge Beginning at 7th level, when you use a Drive attack, you can use your bonus action to make a melee attack against another creature within 5 feet of the target. Explosive Tinkering At 7th level, you have learned how to apply your knowledge of weapons in new ways. You can spend an hour and expend 10gp worth of raw materials to create a bomb which, when detonated, deals 2d8 fire damage to creatures within 5 feet on a failed Dex save. You can detonate the bomb as an action while you are within 60ft of it using a remote. In addition, you can craft an additional Drive canister during a short rest. Enlightenment Beginning at 10th level, the time it takes your Drive weapon to cool down decreases by 1 round. Blood Edge Beginning at 14th level, while your weapon is overheated, you can use your bonus action immediately after you make a melee attack to regain hit points equivalent to half the damage you dealt (rounded down). You can use this feature 3 times, regaining all uses when you finish a short or long rest.

Field of the Mirage Misdirection is an important tactic in war, and these engineers understand that more than any other, utilizing special machinery in their Drive weapons that allows them to project afterimages of themselves to draw attention away from them and their allies. Afterimage As a bonus action, you can utilize your specialized technology to create an afterimage of yourself in an unoccupied space you can see within 30 feet of you. This afterimage is an identical copy of yourself with an AC equal to 14 + your proficiency bonus and 1 HP. As a bonus action on any of your turns afterwards, you can move the afterimage up to 30 feet to another unoccupied space you can see within a 30 foot radius of yourself. If the afterimage is ever farther than 30 feet from you, it disappears. While the afterimage is in an adjacent space to youself, attacks made against you or your afterimage are made at disadvantage. You can create an afterimage a number of times equal to your Intelligence modifier (minimum of once), regaining all uses when you finish a short or long rest. Miracle Drive Also at 3rd level, you gain a new Drive attack. Level Drive, Damage, and Details 3rd Miracle Drive: As an action, you can make a melee attack against a target. This attack deals your normal attack damage plus 3d8 radiant or lightning (your choice) damage. This attack can also be made from the position of your afterimage. The additional damage increases when you reach 7th level (4d8), 15th level (6d8), and 18th level (8d8). Extra Attack Starting at 7th level, you can attack twice, instead of once, when you take the Attack action. Burst Blade Also at 7th level, when you make a Drive attack, you can make a melee weapon attack as a bonus action. Elemental Shield At 10th level, while your afterimage is active, you and your afterimage have advantage on saving throws against damaging spells. Your Drive weapon emits a slight mirage shimmer that causes you to look slightly off of your actual location. Act Breaker Starting at 14th level, when you damage a creature with a Drive attack, the target must additionally succeed on a Constitution saving throw against your ability save DC or be stunned until the end of their next turn. Field of the Panzer War Engineers who choose to specialize in the Field of the Panzer prioritize defense and the protection of their teammates. These engineers learn to use their weapons as a means not just to attack, but defend themselves and others. Avenger Beginning when you choose this archetype at 3rd level, you learn to bolster yourself around your allies and strike with vengeance when they fall in battle. If an allied creature you can see drops to 0 hit points, on your next turn you can use your bonus action to move up to 20ft towards the enemy that felled your ally. You must end this movement closer to your target than you started. Your next melee attack against this enemy is also made with advantage. Holy Drive Also at 3rd level, you gain a new Drive attack. Level Drive, Damage, and Details 3rd Holy Drive: As an action, you can make a melee attack against a target. This attack deals your normal attack damage plus 3d8 radiant or necrotic (your choice) damage, and forces the target to make an Intelligence saving throw. On a failed save, you heal half of the additional damage dealt. The additional damage increases when you reach 7th level (4d8), 15th level (6d8), and 18th level (8d8). Absorber Beginning at 7th level, when you damage a creature with a Drive attack, you gain +1 AC until the end of your next turn. Nimble Fingers At 7th level, you have turned your skills into a hobby as well as an instrument of war. You can disarm traps using your Tinker's Tools. In addition, you can spend 10 minutes and 5gp worth of materials into a small device. You can have one such device built at a time. Your device can be one of the following: Stopwatch: This device can be used to precicely measure time.

Communicators: This pair of devices can be used to communicate with each other up to a distance of 120 ft.

Fairth: This device can be used to hold a static picture of whatever it's pointed at. This picture lasts indefinitely, unless the fairth is used to store another image. Heat Dampen Beginning at 10th level, while your weapon is overheated, you can use your action to cause the ground within 10ft of you to become difficult terrain until your weapon cools down. Conversion Beginning at 14th level, you have learned how to press your advantage in new ways. When you damage an enemy with a Drive attack, you can choose to gain resistance to one type of damage you dealt until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.