Medium humanoid (any race) Staff Sergeant, Pacificatores , Lawful Neutral
Turtling Any member of the the engineer's group within 30 feet regards half cover as full cover. If a member group withing 30 feet is subjected to an elemental effect that makes them take half damage on a successful saving throw they automatically succeed.
Expert. While an engineer stands within 5 feet of their group's commanding officer, their entire group can move normaly through rough terrain as if it was normal.
Demolitionist. When the engineer drops to 0 HP roll 1d6 , on a 1, the explosive materials are ignited and the engineer explodes. Every creature in a 30 feet radius must make a Dexterity saving throw (DC 15) or be cought in the blast, taking 3d6 fire damage. A creature that suceeds their saveing thorw takes half damage instead. A downed engineer who does not have any explosives left does not ignite.
Breaching Charge (2 per day) The engineer places a sticky explosive charge on a surface. The explosive can be detonated within 6, 12 or 18 seconds and covers an area of 30 feet. Any creature that is caught in the explosion must make a Dexterity saving throw (DC 15) or take 4d6 fire damge. A creature that succeed their saving throw takes half damage instead. Reload (Bonus Action). The engineer reloads their rifle, restorig the capability to shoot. Throw granade (Bonus Action, 2 per short rest). The engineer throws a Dwarven Grenade granade, according to the item rules.
Portedbarrel Rifle (1 use before reload). Ranged Weapon Attack: +5 to hit, range 80/240 ft,. one target. Hit: 10 (2d10+6) piercing damage.