Scholars who focus on the Engineer pursuit are knowledgable in the mathematics and the sciences and have learned to put them to good use. Through careful theory and crafting, they create tools that help them in various situations. Engineers develop their tools on a longer time-frame than other Scholars, tinkering for hours or days to perfect their gadgets.

Modified Armory

At 3rd level, you begin tinkering with things you have available. You learn one additional maneuver of your choice from the following list. Whenever you learn a new maneuver, you can choose from any of the following as well. Some of these maneuvers require specifically prepared components, which can be crafted for 50 gp over the course of 8 hours. The maneuvers are listed in alphabetical order.

Arm-Mounted. As a bonus action, you can expend a superiority dice to attach a light weapon or shield to your arm, allowing you to use the hand for casting spells or manipulating objects. This effect lasts for 1 minute. This maneuver requires specially prepared arm straps for each weapon or shield.

Dampening. If you have disadvantage on stealth checks from a set of armor, you can expend one superiority dice when you make a Dexterity (Stealth) check to remove that disadvantage. You add the superiority die to the Dexterity (Stealth) check. This maneuver requires specially prepared dampening pads for each set of armor.

Fragmentational. When you make an attack roll with a weapon that has the ammunition property, you can expend a superiority dice to make a piece of ammunition that explodes on impact. Creatures within 10 feet of the original target must make a Dexterity saving throw take damage equal to your superiority dice. This maneuver requires specially prepared ammunition.

Hermetic Mask. As an action, you can expend a superiority dice to create an filtered mask that allows you to brave various environments. You gain the ability to breathe underwater and in the presence of poisonous gases. This effect lasts for 1 hour. This maneuver requires a specially prepared mask or mouthpiece.

Inertial Drift. You attach a momentum wheel to your torso, allowing you to change direction suddenly. As a reaction to being targeted by an opportunity attack, you can force the wheel to a halt as a reaction in order to impose disadvantage on the attack and also gain an extra 5 feet of movement. This maneuver requires specially prepared momentum wheel, which is attached to a piece of armor.

Retracting. As a bonus action, you can expend a superiority dice to secure a retracting mechanism to a weapon or piece of ammunition. The weapon or ammunition to be pulled back to the wielder as a bonus action, but its range is limited to the length of retraction mechanism available (maximum 60 ft). This effect lasts for 1 minute. This maneuver requires specially prepared retraction mechanism, which is attached to the weapon or piece of ammunition.

Stabilized. As a bonus action, you can expend a superiority dice to grant a weapon the finesse property if it does not already have it. This effect lasts for 1 minute, or until you are disarmed. This maneuver requires specially prepared gyroscopic stabilizer, which is attached to the weapon.

Trick Weapon. You can create combination of two weapons (at the DM's discretion), allowing you to change between the two in the heat of battle. As an action, you can expend a superiority dice to make one attack using the transforming weapon, using the properties of its current form. You add the superiority die to the attack's damage roll, and then transform the weapon into its other form. This maneuver requires specially prepared trick weapon.

Hone Edge. As a bonus action, you can expend a superiority dice to hone the edge of a slashing or piercing weapon. The weapon gains a +1 bonus to attack and damage rolls. This effect lasts for 1 minute.