Combat Engineer

ORCISH ARMY  |  NEWLY TRAINED SOLDIER

Combat engineers prepare defenses, clear routes, repair crossings, breach fortifications, and improvise solutions under fire. You are a soldier trained to alter the battlefield using tools, engineering judgment, and carefully rationed magic.

Starting character statistics

StatisticStarting rule
Hit points14 + 2 × CON modifier; no Hit Dice healing
Proficiency bonus+2
Spellcasting abilityIntelligence (INT); spell attack bonus = +2 + INT modifier; spell save DC = 10 + INT modifier
Saving throw proficienciesStrength, Intelligence
Skill proficienciesSurvival (basic army fieldcraft), Athletics, Investigation
Tool proficienciesMason’s tools, carpenter’s tools
Field EngineeringAdd double proficiency bonus to checks using engineering tools to construct, inspect, repair, or deliberately destroy structures.
Armor proficiencyLight armor, medium armor
Weapon proficiencySimple weapons and martial melee weapons
Weapon masteryWarhammer (Push); light crossbow (Slow)
Basic first aidAdd proficiency bonus: stabilize (action, DC 10 Medicine); field dressing (1 minute, DC 10 Medicine, restores 1d4 HP, once per injury episode). Each attempt uses 1 kit use.

Issued arms and equipment

ItemStandard issue
WeaponsWarhammer (1d8 bludgeoning; versatile 1d10), light crossbow (1d8 piercing) with 20 bolts
ProtectionChain shirt (AC 13 + DEX modifier, maximum +2), helmet; no shield
Engineering toolsMason’s tools, carpenter’s tools, hammer, chisel, small saw, measuring cord, folding shovel
Medical suppliesHealer’s Kit (5 uses, including bandages and field dressings)
Field kitUniform, boots, bedroll, blanket, mess kit, waterskin, 3 days’ rations
IdentificationIdentification tag and unit insignia

Weapon mastery training

Warhammer (Push): On a hit, push a Large or smaller creature up to 10 feet straight away. Light crossbow (Slow): On a hit, reduce target’s Speed by 10 feet until the start of your next turn.

Military spells taught during training

All five spells use Intelligence. Mana costs are paid normally; if mana is insufficient, the shortfall is paid from actual HP under the general Orcish magic rules. No material components are required.

Earthshape • 4 mana

Casting: Action | Range: 30 ft | Duration: Instantaneous

Move up to one cubic yard of loose earth, sand, or gravel into a new shape or position within range. Cannot affect solid stone or living creatures.

Stonefracture • 5 mana

Casting: Action | Range: Touch | Duration: Instantaneous

Deal 3d8 force damage to one nonmagical unattended object or section of masonry.

Reinforce Structure • 4 mana

Casting: Action | Range: Touch | Duration: 1 hour

Strengthen a nonliving section of wall, door, bridge, barricade, or other structure no larger than a 10-foot cube. The section gains 20 temporary HP, has advantage on saving throws against damage or collapse, and can support twice its normal load.

Bridgework • 6 mana

Casting: Action | Range: 30 ft | Duration: 10 minutes

Create a sturdy magical bridge or ramp up to 20 feet long and 5 feet wide, angled no more than 45 degrees, capable of supporting 5,000 lbs. It vanishes when the spell ends; anything still on it may fall.

Demolition Charge • 5 mana

Casting: Action | Range: Touch | Duration: Delayed detonation (maximum 10 minutes)

Create a compact magical charge attached to a solid surface or unattended object. Choose a delay of 1, 2, or 3 rounds when casting; it detonates at the end of your turn after that many rounds. Once attached, it cannot be moved or disarmed by its caster. The charge visibly glows and ticks or hums faster as detonation approaches. Resolve damage to the attached structure first: it takes 4d8 force damage. Each creature within 10 feet not protected by at least 3 inches of solid stone or 1 foot of packed earth makes a Dexterity saving throw, taking 3d6 force damage on failure or half on success. Comparable substantial barriers may also protect at GM discretion. If the blast breaches the intervening barrier, creatures newly exposed within 10 feet are subject to the same damage and save. The GM adjudicates collapse, debris, and other secondary hazards separately.

Engineer’s note: Structural knowledge and sound judgment matter as much as magic. Coordinate with your unit before placing charges or removing a load-bearing obstacle.