BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Technician Archetypes

The following archetypes are available for the Technician class.  

Botanist

Pick this archetype if you want to be an expert on wasteland plants and the ways in which they can be used. Some of your features require their targets to make a saving throw. The saving throw DC of your Botanist features equals 8 + your Proficiency bonus + your Intelligence modifier.   3 - Wasteland Provender
You’re proficient in Nature and Survival. If you’re proficient in either skill, you instead gain expertise in that skill. You’re also proficient in Chem Cook’s Tools and Cook’s Utensils.   While travelling you forage for vegetables, fruits, and other edible plants to use as ingredients or seasoning. Each day, you gather enough food to provide one meal for up to six people provided you spend at least an hour in the a region of wilderness where these are likely to grow (up to DM's discretion), and provided you prepare and serve the meal during a short rest. In addition to helping fend off starvation, the meals you prepare using this feature are more nutritious than the average fare. Each creature that eats the meal gains temporary hit points equal to your Tech Value. These temporary hit points last until your next short rest if not lost beforehand.   9 - Plant Savant
You have advantage on Intelligence (Nature) and Wisdom (Survival) ability checks that have to do with finding, identifying, and understanding the properties of plants.   13 - Plant-Gro Formula
You invent a chemical formula based on the power of Gloomium that promotes extreme, instantaneous plant growth. Unfortunately, they die almost as quickly. Still, you’ve found the formula has its uses. You can have a number of plant-gro dispersal devices at a time equal to your Intelligence modifier (a minimum of one), and you can craft up to that number during a short rest using your Chem Cook’s Tools. Each plant-gro dispersal device you craft consumes a small number of materials: 5 salvage, 1 liquid snack, and 1 bottle of water. Anyone can use one of your plant-gro dispersal devices if it’s in their possession. Using the device requires an action.   You can make any combination of the plant-gro dispersal devices described below. If you create an additional makeshift device when you’ve already reached your limit, one of the existing makeshift devices (your choice) develops a fault and becomes useless.   Plant-Grow Injector
As an action, you make a Strength or Dexterity-based melee attack roll against a creature. On a hit, that creature takes poison damage equal to 5d6 + your Tech Value and must make a Constitution save or be poisoned for a minute. The target makes a Constitution saving throw at the end of each of its turns, ending the poisoned condition on a success. You can’t score a critical hit with this device.   If the target is a plant or plant-type creature it briefly becomes more powerful before suffering severe deterioration.
• It doubles in size in all dimensions, and its weight is multiplied by eight. Its size category increases by one - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.
• It has advantage on Strength checks and Strength saving throws.
• Its natural weapon also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. as though takes double damage.   This growth lasts for three rounds, after which the plant shrivels back to its normal size. It takes poison damage equal to 10d6 + double your Tech Value and is poisoned for a minute. Your plant-gro ignores any resistances or immunities the plant normally has to poison damage and the poisoned condition.   At your option, you can spend an additional 10 salvage when crafting this dispersal device to craft a syringe compatible with a syringer rifle. Such a syringe can still be used by hand if required.   Plant-Gro Mist Grenade
This grenade can be thrown at a point up to 60 feet away as an action. Upon impact it sprays a fine mist of your plant-gro formula in all directions. Grasping weeds and vines sprout from the ground within 10 feet of the target point, turning that area into difficult terrain. Each creature in the affected area must make a Dexterity saving throw. On a failed save, a target is restrained. A creature restrained by the plants can use its action to make a Strength check against your Botanist feature save DC. On a success, it frees itself.   Each 5-foot square of plant growth has an AC of 10 and 15 hit points. Reducing the hit points of a 5-foot square section of plant growth to 0 destroys it, and that space is no longer difficult terrain. The mutated plants wilt after three rounds, dying as rapidly as they grew.   Plant-Gro Spray Bottle
As an action, you can spray up to 16x 5-foot squares you choose that are adjacent to you at any point during your turn.   Tangled vines and thorny growths erupt from the ground, forming a 10-foot high, solid wall in each space. Any creature occupying an affected space is pushed to the nearest free space and must make a Dexterity saving throw. On a failed save it takes piercing damage equal to 1d4 + your Tech Value and is restrained. A creature restrained by the plants can use its action to make a Strength check against your Botanist feature save DC. On a success, it frees itself.   The plant walls created by your spray bottle break line of sight, are impassable, and can be used as cover by you and other creatures. They have an AC of 10 and 25 hit points. Reducing the hit points of a section of plant wall to 0 destroys it.   The mutated plants wilt after three rounds, dying as rapidly as they grew.   17 - Perfected Plat-Gro Scientist
You finally perfect your miracle formula. When you create a plant-gro dispersal device you can choose to use your perfected formula. Doing so has the following effects.
• Plants that grow as a result of a perfected plant-gro mist grenade or spray bottle are permanent until destroyed.
• Plants and plant creature that are injected with a perfected plant-gro injector benefit permanently from the effects of their enlargement, and suffer no poisonous effects. The effects of a perfected plant-gro injector on other types of creature remain the same.  

Chem Cook

Pick this archetype if you want to focus on creative chemistry to help out your allies and hinder your enemies. Some of your features require their targets to make a saving throw. The saving throw DC of your Chem Cook features equals 8 + your Proficiency bonus + your Intelligence modifier.   3 - Quickbrew Chemist
You’re proficient in Chem Cook’s Tools. If you’re already proficient, you instead become proficient in one other tool or Intelligence-based skill of your choice.   You also gain the ability to mix up some types of chem with only a little time and the bare essentials. You can have a number of these quickbrew chems at a time equal to your Intelligence modifier (a minimum of one), and you can craft up to that number during a short rest using your Chem Cook’s Tools. Each quickbrew chem you craft consumes a small number of materials: 10 salvage and your choice of either 2 liquid snacks or 1 bottle of water. At your option, you can spend an additional 10 salvage per quickbrew chem to craft a syringe compatible with a Syringer Rifle or Injector Gauntlet. These syringes can still be used by hand if required.   Anyone can use one of your quickbrew chems if it’s in their possession. Using the chem requires an action to consume or inject the chem. The action can be taken on behalf of another living creature as long as they are adjacent to the character taking the action.   You can make any combination of the quickbrew chems described below. If you create an additional quickbrew chem when you’ve already reached your limit, one of the existing quickbrew chems (your choice) loses its potency and causes no effects if used.   Body Buff
When consumed or injected, this quickbrew chem increases a creature’s Strength, Dexterity, and Constitution by 2 for 30 seconds (5 rounds)   Mind Muddler
When consumed or injected, this quickbrew chem creates feelings of pleasure and causes a distracting mental fugue. The user or target must succeed at a Constitution saving throw or suffer the dazed condition and disadvantage on social ability checks for 30 seconds (5 rounds). At the end of each of the target’s turns, they may make a Constitution saving throw to end the effect early.   Gloom Shield
When consumed or injected, this quickbrew chem reduces all necrotic damage dealt to the user or target by 1 + your Tech Value for 30 seconds (5 rounds). When drank, it restores hit point damage equal to 1 + your Tech Value.   Restorative
When consumed or injected, this quickbrew chem restores hit points to its user or target equal to 3d6 + your Tech Value.   Revitalizer
When consumed or injected, this quickbrew chem removes one level of the exhaustion condition from its user or target.   Tough Buff
When consumed or injected, this quickbrew chem reduces all bludgeoning, piercing, and slashing damage dealt to the user or target by 1 + your Tech Value for 30 seconds (5 rounds).   Toxic Brew
When consumed or injected, the target of a this quickbrew chem must succeed at a Constitution saving throw or take poison damage equal to 1d6 + your Tech Value at the beginning of each of their next 5 turns. At the end of each of the target’s turns, they may make a Constitution saving throw to end the effect early.   3 - Careful Handling
You’re adept at extracting dangerous substances used in chems and poisons from their source. You can extract such substances from creatures, plants, and other sources without risking harm to yourself.   9 - Master Chemist
You have advantage on Intelligence (Chemistry) ability checks.   13 - New and Improved Formula
You’re capable of crafting chems far more efficiently. The salvage cost to make one of your quickbrew chems is now 5, and the cost to make a quickbrew syringe is 10. When you spend salvage to make any other kind of chem yourself, reduce the salvage cost of the chem by a quarter, rounding down.   17 - Potent Brew
You can create a cocktail that combines the effects of two quickbrew chems in one. You can only create one potent brew per short rest, but you can create up to two at a time. If you create an additional potent brew when you already have two that are unconsumed, one of the existing potent brews (your choice) loses its potency.  

Engineer

Pick this archetype if you want to focus on making, repairing, and figuring out mechanical devices. Some of your features require their targets to make a saving throw. The saving throw DC of your Engineer features equals 8 + your Proficiency bonus + your Intelligence modifier.   3 - Makeshift Mechanic
You’re proficient in Mechanic’s Tools. If you’re already proficient, you instead become proficient in one other tool or Intelligence-based skill of your choice. You also gain the ability to craft a small number of useful items using salvage.   You can have a number of these makeshift devices at a time equal to your Intelligence modifier (a minimum of one), and you can craft up to that number during a short rest using your Mechanic’s Tools. Each makeshift device you craft consumes a small number of materials, requiring 20 salvage unless otherwise specified for the device.   Anyone can use one of your makeshift devices if it’s in their possession. Using the device requires an action.   You can make any combination of the makeshift devices described below. If you create an additional makeshift device when you’ve already reached your limit, one of the existing makeshift devices (your choice) develops a fault and becomes useless.   Garrote
A trip wire is a fine line, such as fishing line or wire, set near head height.   A garrote must be placed between two vertical surfaces which can support it. Placing the garrote requires a minimum of two actions (one each to place both sides of the line). You can set the garrote across a gap of up to 20 feet. When you set the garrote, you decide if you want to set its height for small or medium creatures. You can also choose to set its height for larger creatures, provided you have the means and time to climb to the necessary heights.   Make an Intelligence (Stealth) check. The result of that check sets the DC for other creatures to notice the garrote. When a creature moves into a space through which the garrote passes while unaware of its presence, the effect depends on their size.
• If the creature is smaller than the size for which the garrote was set, it passes through the garrote’s space without triggering.
• If the creature is the appropriate size for the garrote’s height, it takes slashing damage equal to 6d6 + your Tech Value and the creature is unable to speak for the next hour.
• If the creature is larger than the intended victims of your garrote, it takes slashing damage equal to 4d6 + your Tech value.   Makeshift Grenade
When you create this makeshift device, choose its type from the list below. These are similar to those items found in Ammunition, but may be more localized, powerful or weaker depending on the construction and your Technician skills.   • Makeshift Incendiary Grenade: A grenade of this type is designed to quickly ignite and spread flame. Your makeshift incendiary grenade deals fire damage equal to 3d6 + your Tech Value.
• Makeshift Fragmentation Grenade: A grenade of this type has hard casing designed to splinter and disperse as shrapnel. Your makeshift fragmentation grenade deals piercing damage equal to 3d6 + your Tech Value.
• Makeshift Flechette: A grenade of this type is packed full of nails, screws, razors, ball bearings, or similar bits of shrapnel, and is intended as an antipersonnel device. Your makeshift flechette grenade deals slashing damage equal to 3d6 + your Tech Value.   The grenade can be thrown at a point up to 60 feet away as an action. Each creature within 10 feet of the target point must make a Dexterity saving throw, taking the full damage for each of the grenade’s damage types on a failed save, or half as much if successful.   Grenade, Special
Requires 30 Salvage to create. When you create this makeshift device, choose its type from the list below.
• Makeshift Cryo Grenade: A grenade of this type fills its area with freezing chemicals. Your makeshift cryo grenade deals cold damage equal to 3d6 + your Tech value and requires a Constitution saving throw to avoid full damage.
• Makeshift Corrosive Grenade: A grenade of this type is full of caustic chemicals. Your makeshift corrosive grenade deals acid damage equal to 3d6 + your Tech Value and requires a Dexterity saving throw to avoid full damage.
• Makeshift Pulse Grenade: A grenade of this type emits a sudden burst of concussive energy. Your makeshift pulse grenade deals sonic damage equal to 3d6 + your Tech Value and requires a Constitution saving throw to avoid full damage.
• Makeshift Gloomium Grenade: A grenade of this type contains Gloomium. Your makeshift grenade deals necrotic damage equal to 3d6 + your Tech Value and requires a Constitution saving throw to avoid full damage.
• Makeshift Shock Grenade: A grenade of this type emits a powerful burst of electricity. Your makeshift shock grenade deals electrical damage equal to 3d6 + your Tech Value and requires a Dexterity saving throw to avoid full damage.
• Makeshift Toxin Grenade: A grenade of this type contains poisonous gases. Your makeshift toxic grenade deals poison damage equal to 3d6 + your Tech Value and requires a Constitution saving throw to avoid full damage.   The grenade can be thrown at a point up to 60 feet away as an action. Each creature within 10 feet of the target point must make a saving throw of a type determined by the grenade, taking the grenade’s full damage on a failed save, or half as much if successful.   Mine
Requires 20 or 30 Salvage.
You can make a mine version of either a grenade or a special grenade. The salvage cost of a mine variant of a grenade is equal to the grenade’s cost.   You can set a mine on a horizontal surface in your own space or an adjacent space as an action. If you have the means to do so, such as glue, you can also attach a mine to a vertical surface. Make an Intelligence (Stealth) check. The result of your check sets the DC for other creatures to notice the mine.   When you place the mine you also decide its trigger distance, which can be 0 feet, 5 feet, or 10 feet. The mine remains inert for anywhere between one to five rounds (your choice), allowing you and your allies time to move to safety. It becomes active at the end of your turn on the final round.   If an active mine has a trigger distance of 0 feet, it is only triggered by pressure. If a small or larger creature moves through the mine’s space and is unaware of it, the mine explodes. Otherwise, an active mine explodes the moment a small or larger creatures enters its trigger radius.   When a mine explodes each creature within 10 feet of the mine’s location must make a saving throw of a type determined by the grenade the mine is based on, taking the full damage for each of the mine’s damage types on a failed save, or half as much if successful.   Robot Repair Kit
This makeshift device can quickly repair minor damage to a robot or turret. The robot repair kit is used as an action, and its user or target regains hit points equal to 3d6 + your Tech Value.   Snare
A snare trap contains a compacted weighted net, glue, or something similarly designed to limit movement.   You can set a snare on a horizontal surface in your own space or an adjacent space as an action. If you have the means to do so, such as glue, you can also attach a snare to a vertical surface. Make an Intelligence (Stealth) check. The result of that check sets the DC for other creatures to notice the mine.   When you place the snare you also decide its trigger distance, which can be 0 feet, 5 feet, or 10 feet. The snare remains inert for anywhere between one to five rounds (your choice), allowing you and your allies time to move to safety. It becomes active at the end of your turn on the final round.   If an active snare has a trigger distance of 0 feet, it is only triggered by pressure. If a small or larger creature moves through the snare’s space and is unaware of it, the snare is triggered. Otherwise, an active is triggered the moment a small or larger creatures enters its trigger radius.   When a snare is triggered, each creature within 10 feet of the snare’s location must make a Dexterity saving throw. On a failed save, a target is restrained. On a successful save, the target’s movement costs double until it leaves the snare’s area of effect. A creature restrained by your snare can use its action to make a Strength check against your Engineer feature save DC. On a success, it frees itself.   Trip Wire
A trip wire is a fine line, such as fishing line or wire, set across an opening near the ground.   A trip wire must be placed between two vertical surfaces which can support it. Placing the trip wire requires a minimum of two actions (one each to place both sides of the line). You can set the trip wire across a gap of up to 20 feet. Make an Intelligence (Stealth) check. The result of that check sets the DC for other creatures to notice the trip wire.   When a small, medium, or large creature moves into a space through which the trip wire passes while unaware of its presence, they fall prone and the trip wire is broken. Huge and gargantuan creatures break the trip wire but don’t fall prone.   You can combine a trip wire with one or more of your makeshift mines or snares that meet the following conditions:
• The mine or snare is activated by pressure (it has a trigger range of 0 ft.).
• The mine or snare has been set within 5 ft. of the trip wire.
When the trip wire is triggered, all other makeshift devices combined with it are also immediately triggered.   3 - Machine Expert
You’re familiar with the design specifications and flaws of many old world technologies. When a robot, turret, or other machine either attacks you or rolls an ability check which you oppose, you can force them to make the attack or check with disadvantage.   You can use this feature a number of times equal to your Tech Value. You regain expended uses of this feature when you finish a long rest.   9 - Technological Savant
You have advantage on Intelligence (Engineering) ability checks.   13 - Efficient Engineering
The salvage cost to make one of your makeshift devices is now 15, and the cost to make a makeshift special grenade or mine is now 20.   You’re also capable of crafting weapons, armour, and modifications (if your game uses them) far more efficiently. Reduce the cost of all such items by a quarter (rounding down) when spending salvage to make them yourself.
Item Size Fragile Resilient
Tiny (bottle, goggles) 5 (2d4) 10 (4d4)
Small (pistol, rifle, ukulele) 7 (2d6) 20 (6d6)
Medium (barrel, heavy weapon) 9 (2d8) 36 (8d8)
Large (cart) 11 (2d10) 54 (10d10)
17 - Master Craft
Any item you create is unmatched in its excellence. The object has twice the number of Hit Dice as usual for an object of its size and resilience, as shown on the Master Craft Object Hit Points table. Your creations also have a Damage Threshold of 5, ignoring any damage of 4 or less.   In addition, during a short rest you can perform maintenance on a weapon, tool, or armour you created. You can do so only if you’re not already using the short rest to engage in other activities (like making your makeshift devices). When you perform maintenance on an item, roll 1d6.
• On a 4,5, or 6 the item gains 4 maintenance points.
• On all other results the item gains maintenance points equal to your roll.
A maintained item gains benefits according to its type.   Maintained Armour
Attacks against you have disadvantage. Each time you are targeted by an attack, your armour loses one maintenance point. When it has no maintenance points remaining attacks against you no longer have disadvantage.   Maintained Tool
The tool grants advantage on ability checks relating to its use. Each time it does so, the tool loses one maintenance point. When it has no maintenance points remaining, the tool no longer grants advantage.   Maintained Weapon
The weapon has advantage on attack rolls. Each time you make an attack roll with the weapon, it loses one maintenance point. When it has no maintenance points remaining the weapon no longer grants advantage.   An item retains its maintenance points until they’re expended. An item can only have a maximum of 4 maintenance points at a time. If you perform maintenance on an item which still has points remaining, it can only gain enough points from the maintenance to increase its total to 4. Any additional points you generate are lost.  

Programmer

Pick this archetype if you want to be an elite master of all things related to computers.   3 - Expert Hacker
You master the ability to quickly and efficiently bypass electronic security systems. You’re proficient in Computers. If you are already proficient in Computers, you instead become proficient in one other tool or Intelligence-based skill of your choice.   You also gain access to the following hacks. You can use these hacks while connected to a robot, turret, computer, or other machine via a direct interface such as its control terminal. If you have a WristComp, you can use it to hack via a cable as though it were a control terminal, or wirelessly while within 30 feet. A machine doesn’t know it’s been hacked if you succeed, but does know an attempt was made when you fail. When you use a hack you make an Intelligence (Computers) check, resolved in one of the following ways:
• If the target is a computer or other machine which lacks intelligence, it has a Computers DC set by your DM. You succeed if your Intelligence (Computers) roll beats the DC.
• If a rival hacker is trying to keep you out of a system, you must beat both the machine’s Computers DC and the opposed Intelligence (Computers) roll of your antagonist.
• A robot or other intelligent machine makes a Wisdom saving throw, using your Intelligence (Computers) roll as the saving throw DC.   Bypass
You can use this hack against any machine, taking one minute to do so. On a success, you bypass the hacked machine’s surface programming and access the core functions of its operating system as though you were an administrator. The hacked machine answers questions truthfully and does so without any kind of obfuscation or colour (for instance, a robot that has been reprogrammed to speak like a cowboy reverts to its factory dialogue settings during your bypass).   You can ask one question, plus an additional question per interval of 5 by which your Intelligence (Computers) roll beat the target DC. The bypass ends after you finish asking questions or if the hacked machine takes damage.   Incite
You can use this hack against a robot or turret as an action. On a success, you override the machine’s friend-foe recognition, causing it to recognize allies as hostiles and hostiles as allies.   This hack lasts one turn, plus one additional round per interval of 5 by which your Intelligence (Computers) roll beat the target DC.   On its turn, the hacked machine must make an attack against one of its allies if it’s possible for it to do so.
• It attacks the nearest of its allies. When the hacked machine deals damage to one of its allies, the target takes additional damage equal to your Tech Value.
• If it can move, it moves closer to its target if it needs to do so either to make its attack or improve its chances of hitting (such as moving within short range or bypassing cover).
• It never moves further away from a creature unless reduced to less than half its hit points. If that condition is met it prefers to find cover, even if that takes it into long range or otherwise reduces its ability to attack.   Exceed Limits
You can use this hack on an allied robot or turret as an action. On its turn, the machine can take an additional action. The machine can’t use this feature on the same turn it gains an additional action from another source, such as another instance of Exceed Limits or the Soldier’s Action Surge feature.   Rewrite
Over the course of at least 24 hours, you can code a set of operational instructions for a robot or machine from scratch. You must have a storage medium for the code and a means of transferring it to the intended target. Often these are one and the same (eg. a memory disc).   The instructions you write may include basic retail, maintenance, or household tasks as well as patrol and defensive parameters. With additional time (at the DM’s discretion) you can write control programs with more complex instructions, as well as delete or rewrite significant sections of memory and personality. Player character robots are immune to this hack unless willing.   Self-Destruct
You can use this hack against a robot or turret as an action. The hack fails automatically unless the target’s current hit points are equal to or less than your Technician Level + the difference between your Intelligence (Computers) check and the target’s Wisdom save or Computers DC.   On a success, you trigger the target’s self-destruct mechanism if it has one, or else overload it in a manner that emulates self-destruction.   The hacked machine explodes at the end of its next turn, or when it is reduced to 0 hit points, whichever comes sooner. The explosion deals fire damage equal to 3d6 + your Tech Value to every creature within 10 feet of it.   Player character robots (or androids) are immune to this hack unless willing.   3 - Competitive Code
You can breach any firewall and fear no other hacker. You can use this feature in either of the following ways:
• To halve the time required to hack into a machine (to a minimum of 3 seconds, eg. an action).
• To force an opposed hacker to roll with disadvantage, or reduce a target’s Computers DC by 5.   You can use this feature a number of times equal to your Tech Value. You regain expended uses when you finish a long rest.   9 - Elite Hacker
You have advantage on Intelligence (Computers) ability checks.   13 - Opportunistic Hack
You’re adept at hacking robots and turrets even in the midst of frenzied combat.   You can’t have disadvantage on an Intelligence (Computers) check unless a fellow programmer inflicts you with it using their competitive code. Additionally, You can start an Incite or Self-Destruct hack as a bonus action, then complete it as a bonus action on the following round.   17 - Efficiency Tweaks
During a short rest you can adjust the programming of a willing robotic ally to make targeted improvements.   Choose one of the following benefits:
• +1 to the robot’s attack rolls.
• +1 to the robot’s AC and +2 to their Dexterity saving throw bonus.
• +2 to all ability checks the robot makes using one ability score of your choice.
The benefit you choose applies until your next short or long rest.

Comments

Please Login in order to comment!