Sapper

You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it’s your job to make it happen as efficiently as possible.

Combat Engineer

When you select this archetype at 3rd level, you gain proficiency in alchemist’s supplies, carpenter’s tools, mason’s tools, and tinker’s tools. Using these tools, you can do or create the following.

Alchemical Bomb. As an action, you can mix together volatile chemicals into an explosive compound and throw it at a point you can see within 30 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier), taking 1d6 force damage on a failed save, or half as much damage on a successful one. Alchemical bombs lose their potency and become inert 1 minute after they are created.

If a construct fails the saving throw or if you throw the bomb at a structure or an object that isn’t being worn or carried, your bomb also deals your Sneak Attack damage to the target. When you reach certain levels in this class, the bomb’s damage increases: at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Jury Rig Fortification. You are adept at creating fortifications with whatever materials are at hand.

With 1 minute of work, you can create one of the following. Your ability to use this option might be limited by the available building materials or if the ground is too hard to work, at the GM’s discretion.

  • Create a low wall that is large enough to provide half cover to a Medium creature.
  • Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet.
  • Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder is sturdy enough to be used as a bridge.

Hastily Trap an Area. You can create and set some types of traps quickly. The Creating Traps table indicates the timeframes required to build and deploy commonly used traps. At the GM’s discretion, you can use this feature to make and use other types of traps.

Creating Traps
Type of Trap Time Required to Build Trap Time Required to Set Trap
Collapsing roof 5 minutes for each 5-foot-by-5-foot section When you finish building this trap, it is considered set.
Falling net 1 minute 1 action
Hunting trap 1 minute 1 bonus action
Pit 5 minutes for a 5-foot-wide, 10-foot-deep simple pit; 15 minutes for a 5-foot-wide, 10-foot-deep hidden pit; 1 hour for a 5-foot-wide, 10-foot-deep locking pit; to add spikes to a pit, increase the time by 1 minute. When you finish building this trap, it is considered set. It requires 1 bonus action to reset a simple pit or locking pit and 1 action to reset a hidden pit.

Sculpt Terrain

At 3rd level, when you throw your alchemical bomb, you can choose for the bomb to not deal damage.

If you do so, the area within 10 feet of the point of impact becomes difficult terrain. You don’t need advantage on the attack roll to use your Sneak Attack against a creature, if the creature is within the difficult terrain created by your alchemical bomb.

Breach Defenses

Starting at 9th level, when you hit a structure or an object that isn’t being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack’s damage meets or exceeds its threshold. If a structure or object doesn’t have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target. When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).

Clear the Path

At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn’t trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.

All Clear

Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don’t trigger for the duration. In addition, difficult terrain in the area doesn’t cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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