Field engineers are masters of tactical artifice. Frequently finding their work in elite military or espionage units, they are fast-moving, clever, and always full of dangerous surprises. Their improvisational skills go far beyond quickly cobbling together devices. They are perfectly capable of operating self-sufficiently, but their unique skill set is an asset to virtually any team.
At 3rd level when you take this archetype, you receive combat and clandestine training to back up your skill with magic and technology. You gain proficiency with two martial weapons of your choice, sword pistols, and an additional rare weapon of your choice. You also gain proficiency with the Stealth skill.
Starting at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.
Table: Field Engineer Expanded Spells List
Spell Level | Spells |
---|---|
3rd | faerie fire, floating disc |
5th | knock, rope trick |
9th | counterspell, tongues |
13th | confusion, resilient sphere |
17th | mislead, passwall |
Also at 3rd level, you learn to use combat maneuvers. You gain proficiency with the Viper’s Fangs tradition and your choice of either the Mist and Shade or Mirror’s Glint tradition. You learn one maneuver of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of Table: Field Engineer Maneuvers (below) shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same level from a tradition you are proficient with.
Table: Field Engineer Maneuvers
Level | Maneuvers Known | Maneuver Degree |
---|---|---|
3 | 2 | 1st |
4 | 3 | 1st |
5 | 3 | 1st |
6 | 3 | 1st |
7 | 4 | 2nd |
8 | 4 | 2nd |
9 | 4 | 2nd |
10 | 5 | 2nd |
11 | 5 | 2nd |
12 | 5 | 2nd |
13 | 6 | 3rd |
14 | 6 | 3rd |
15 | 6 | 3rd |
16 | 7 | 3rd |
17 | 7 | 3rd |
18 | 7 | 3rd |
19 | 8 | 4th |
20 | 8 | 4th |
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 9th level, you learn to make quick fortifications and traps to facilitate your operations. You may spend 10 minutes to do any of the following:
At 14th level, you have learned to adapt your tools quickly in an emergency situation. As an action, you can quickly repurpose one of your spell inventions. When you do, select a spell of equal or lower level than the spell invention’s current spell from the artificer list. The next time the spell invention is used, it casts the selected spell, then automatically fizzles. When you repair the spell invention, you may choose whether it returns to casting whatever spell it was originally built to cast or continues to cast the new spell.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a short or long rest.