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"A workshop? Not for me. I'll be on the front lines."[EPG:59]

Prerequisite: Artificer

Battle Engineer Path Features

Aggressive Action (11th level): When you spend an action point to take an extra action, you gain a +1 bonus to weapon attack rolls until the end of your next turn, and your weapon attacks deal 1d6 extra damage until the end or your next turn.

Brutal Enchantment (11th level): Whenever one or your artificer or battle engineer powers grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1.

Accurate Enhancement (16th level): Whenever one of your artificer or battle engineer powers grants a bonus to weapon attack rolls to an ally, that bonus increases by 2.

 Greater Magic Weapon Battle Engineer Attack 11
Arcane energy enwraps your weapon and your allies' weapons.
 Encounter + Arcane, Weapon
 Standard Action  Melee or Ranged weapon
 Target: One creature
 Attack: Intelligence + 3 vs. AC
 Hit: 2[W] + Intelligence modifier damage.
 Effect: Each ally adjacent to you gains a power bonus to attack rolls and to damage rolls equal to your Wisdom modifier or your Constitution modifier until the end of your next turn.


 Fleeting Dweomer Battle Engineer Utility 12
You infuse a weapon with a brief yet powerful enchantment.
 Encounter + Arcane
 Minor Action  Close burst 5
 Target: One weapon or implement in burst
 Effect: You infuse the target with arcane energy. Choose a damage type: acid, cold, fire, force, lightning, or thunder. The target deals extra damage of this type equal to your Intelligence modifier until the end of the encounter. Until the end of the encounter, whenever the target 's wielder scores a critical hit with the weapon, the target of the attack gains 10 ongoing damage of the damage type you chose (save ends).


 Persistent Spheres Battle Engineer Attack 20
Your weapon crashes into your foe, sending out sparklike motes that harass that creature and sting other foes that draw close to it.
 Daily + Arcane, Weapon, Zone
 Standard Action  Melee weapon
 Target: One creature
 Attack: Intelligence vs. AC
 Hit: 3d10 + Intelligence modifier damage, and if the target doesn't move at least 2 squares during its turn, it takes 10 damage at the end of its turn (save ends).
 Miss: Half damage, and if the target doesn't move at least 2 squares during its turn, it takes 5 damage at the end of its turn (save ends).
 Effect: The attack creates a zone of painful motes in a burst 2 centered on the target. The zone lasts until the target saves against this power. When the target moves, the zone moves with it, remaining centered on it. Any enemy that starts its turn within the zone takes 5 damage, and it grants combat advantage while within the zone.
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