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Technician

The Technician embraces science and technology and aspires to always be in pursuit of intellectual improvement. A technician is a rare individual with an agile brain and the willpower to pursue an intellectual path in the face of a world that largely embraces violence and is often mistrustful of the advances that once led to so much destruction.
Level Prof Features Solutions Tech Value Analysis
1 2 Expertise, Signature Device 2
2 2 Problem Solver, The Better Part of Valour 2 2
3 2 Archetype Feature 3 2
4 2 Ability Score Improvement 3 2
5 3 Structural Analysis 3 2 5
6 3 Expertise 4 2 6
7 3 Take Cover 4 2 7
8 3 Ability Score Improvement 4 3 8
9 4 Archetype Feature 4 3 9
10 4 Ability Score Improvement 4 3 10
11 4 Enquiring Mind 4 3 11
12 4 Ability Score Improvement 5 3 12
13 5 Archetype Feature 5 3 13
14 5 Flawless Research 5 3 14
15 5 Tactical Positioning 5 3 15
16 5 Ability Score Improvement 5 4 16
17 6 Archetype Feature 5 4 17
18 6 Resilient Ego 6 4 18
19 6 Ability Score Improvement 6 4 19
20 6 Towering Intellect 6 4 20

Hit Points

Hit Dice: 1d8 per Technician level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Technician level after 1st  

Proficiencies

Armor: Light armor
Tools: Choose any one.
Saving Throws: Intelligence and Wisdom
Skills: Investigation and either Engineering OR Computers.
Choose any two of History, Computers, Engineering, Medicine, Sleight of Hand or Nature.  

Equipment

• A Combat Knife
• (a) Any one Melee weapon or (b) a Ballistic Pistol and 20 Bullets (Sidearm)
• A Synthetic Bodysuit or Reactive Kevlar.
• (a) a smg and 40 bullets (smg) or (b) a shotgun and 20 Shells (Shotgun) or (c) Carbine Rifle and 30 bullets (rifle).
• A set of tools that you are proficient with.
• Backpack, sleeping bag, mess kit, lighter, flashlight, battery (s, 4), MRE (10), water bottle, Paracord (50')  

Multiclassing

If you multiclass into Technician you gain the following proficiencies: Investigation and either Engineering OR Computers. If you already have proficiency in either skill, choose one other skill from the class’s list for each skill with which you’re already proficient.  

Class Features

As a technician, you gain the following class features.  

Expertise

When you first gain this feature, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the selected proficiencies.   At 6th level, you can choose two more of your skill or tool proficiencies to gain this benefit.  

Signature Device

Also at 1st level, you create a gadget to help you survive the challenges of the wasteland. Choose one of the following options:  

Signature Device: Armour

You create a set of custom-made or heavily modified light armour.   You possess a complete set of any light armour of your choice. While wearing the complete set of your signature armour, you’re granted an additional +1 to AC.   Armour Modifications
You can apply modifications to your signature armour. Choose a single modification from the following list:
• Reduce incoming necrotic damage by 3.
• Reduce incoming lightning damage by 3.
• Reduce incoming cold damage by 3.
• Reduce incoming melee damage by 3.
• Increase unarmed melee damage by 3.
The first time you take a long rest after gaining each new level in the technician class, you can switch one modification currently applied to your signature armour with any other modification.  

Signature Device: Custom Bot

You either create a bot from scrap parts, or you modify an existing model so heavily it now serves a function wholly unrelated to it’s original design specifications.   Your custom bot follows your commands as best as it can. It goes on your initiative, but you determine its actions and attitudes. If you are incapacitated or absent, your custom bot acts on its own.   Your custom bot has the following game statistics:   Size and Movement
• You choose whether your bot is a small or medium creature.
• Your bot has a movement speed of 30 ft. You can choose to give your bot the ability to hover. If you do so, it gains a 30 ft. fly speed which replaces its walking speed.
• A small hovering bot can’t use its fly speed to ascend more than 30 ft. above ground level.
• A medium hovering bot can’t use its fly speed to ascend more than 5 ft. above ground level.   Ability Scores
• Your bot’s abilities start with a score of 10.
• If the bot is medium you can increase two abilities from the following list to 12: Intelligence, Wisdom, Strength, or Constitution.
• If the bot is Small, you can increase two abilities from the following list to 12: Intelligence, Wisdom, Dexterity, or Constitution.
• Whenever you gain the Ability Score Improvement class feature, your bot also gain the benefits of that feature (to a maximum of 20 in any one ability score). You may choose to improve different ability scores for the bot than you choose for yourself. Your bot can’t select feats using this feature.   Hit Points
• Your bot has hit points equal to 6 + its Constitution modifier.
• Every time you gain a level in the Technician class, your bot gains additional hit points equal to 4 + its Constitution modifier.
• If your bot is ever reduced to 0 hit points, it can be repaired with 8 hours of work and the expenditure of 50 currency or salvage.   Proficiencies
• Your bot uses your level in the Technician class to determine its proficiency bonus.
• Your bot adds half its proficiency bonus (rounded down) to all saving throws.
• Your bot is proficient in two skills of your choice.
• Your bot understands up to two languages you know. You may choose for it to communicate either through a series of beeps only you understand, or else using one language it knows. It has a built-in radio transceiver with a range of 15 miles.
• Your bot is proficient with its built in weapons.   Attacks
• Your bot has one built-in melee weapon which deals your choice of bludgeoning, slashing, or piercing damage equal to 1d4 + your Tech Value. You choose which of the three damage types your bot deals when you create it. You can switch the weapon’s damage type after the first long rest you take after attaining each new level in the Technician class.
• Your bot has one built-in laser weapon which deals laser damage equal to 1d4 + your Tech Value and has a range of 40/120 feet.  

Signature Device: Melee Weapon

You heavily modify one of your one-handed melee weapons into your signature weapon. You’re receive a +1 bonus to all attack rolls made with this weapon. At 5th level, you can attack twice instead of once whenever you take the Attack action on your turn to make attacks exclusively with this weapon. Your signature melee weapon gains the following:   • It also deals further damage equal to 1d6 + your Tech Value. This additional damage is of a type you choose from the following list: fire, cold, lightning, poison, and necrotic.   If you spend an hour modifying and customizing a new weapon, it becomes your Signature Melee Weapon and your old one loses this property.  

Signature Device: Multitool

You create a custom tool that incorporates improved versions of multiple tools a science-minded individual might need in their wanderings.   Choose any three types of tool. Your multitool counts as though it were all three tools. You’re proficient in the use of all the tools incorporated into your multitool even if you normally lack that proficiency, but only when using the multitool.   In addition, after failing an ability check involving your multitool proficiency you can ask your Guide if rolling a result 5 higher would have been a success. If the answer is yes, you can add +5 to your roll and succeed instead. You can use this feature a number of times per long rest equal to your Tech Value.   Your multitool weighs 3 lb.  

Signature Device: Ranged Weapon

You heavily modify a pistol to be your signature ranged weapon. You receive a +1 bonus to all attack rolls made with this weapon. At 5th level, you can attack twice instead of once whenever you take the Attack action on your turn to make attacks exclusively with this weapon. Your signature ranged weapon gains the following property:   • Its base damage is equal to 2d6 + your Tech Value and has a range of 50/150 feet.
• The weapon’s damage type is your choice of either piercing, radiant, fire, cold, lightning, or thunder.
• If your signature ranged weapon deals piercing damage it requires Pistol ammunition. All other types require Batteries (S) as ammunition. It may be loaded with special ammunition as normal.
• It has the reload property, requiring your choice of an action or bonus action to load a new clip. You can fire the weapon 12 times before you need to reload.
• Your signature ranged weapon weighs 3.5 lb.   You may spend one hour with a new pistol to change it into your Signature Ranged Weapon. Your old pistol loses this property.  

Signature Device: Projected Shield

You’ve built a hands-free energy shield that can harmlessly dissipate at least some of an incoming energy source, including kinetic energy from ballistic ammunition or melee weapons. You choose whether your shield generator is worn at your belt, on your back, or on your wrist.   The generator weighs 1 lb.   Once per round you can spend your reaction to reduce the damage of a single attack that hits you by 5 + your Tech Value.    

Tech Value

You’re excellent at what you do. Your Tech Value, shown in the Technician Class table, is often referenced by your other Technician and archetype features tied to objects you’ve either made or repaired. It may be added as a bonus to rolls you make, or dictate the number of times you can use a feature.  

Problem Solver

You can think a difficult situation through and offer a solution. As an action on your turn, you can provide clear and precise instructions to one creature within line of sight that can hear and understand you. On that creature’s next turn, they have advantage on the first ability check or attack roll they make. If they make no ability attack roll or attack roll, the solution is wasted.   The number of solutions you can offer in this way is show in the Solutions column of the Technician Class table. You regain any spent solutions when you finish a short or long rest.  

The Better Part of Valour

You know when discretion trumps heroism. You can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage or Hide action.  

Archetype

You define the type of technical work you wish to specialize in.   Technician Archetypes  

Ability Score Improvement

Each time you gain this feature you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.   Any time you gain an ability score improvement, you can forgo the ability score improvement for that level and instead select a feat for which you qualify.  

Structural Analysis

You can take a bonus action on your turn in combat to analyze an enemy or an object for weakness to exploit. The first time you hit the target with an attack on the same turn, they take additional analysis damage equal to your level in this class, as shown in the Analysis Column of the Technician Class table. Because your analysis damage is a unique type, it ignores a creature’s resistances and immunities.  

Take Cover

You’re adept at keeping yourself out of harm’s way while your tougher colleagues deal with a threat.   When you’re adjacent to an object that grants you cover, you have a minimum of half cover against all attacks and effects, even when the cover wouldn’t normally be an obstacle between you and their point of origin. If the object normally grants a higher degree of cover, that still applies to attacks and effects for which the object is a true obstacle.  

Enquiring Mind

Your quick and competent brain easily absorbs knowledge and grasps difficult concepts, and you have no difficulty practically applying the fruits of your intellectualism.   Whenever you make an Intelligence or Wisdom ability check, you can treat a d20 roll of 9 or lower as a 10.  

Flawless Research

As long as you have access to appropriate records and at least an hour in which to conduct your research, you can discover up to your Intelligence modifier in data points (to a minimum of 1). Each data point is a brief statement pertaining to the subject of your research.   In order to use this feature you must either know at least one data point already to be able to research around it, or you must formulate a question that provides focus for your research. For instance, you might look for information related to a famous person whose name you know, or any recorded happenings attached to a specific date. Or you might ask a question like “do this region’s locals believe in any cryptids?” or “where are the known raider camps in the area?”.   You can learn any of the following kinds of information, starting with recorded facts that and then moving down the list until you can discover no more data points or there is nothing left to discover:
Factual. The data is presented as truth by multiple reliable sources. Facts are presented as they are currently understood: a data point universally accepted as fact may still sometimes turn out to be untrue or only partially correct.
Unproven. The data is compelling and presented as truth by one or more source, but it lacks corroboration.
Theoretical. The data is presented as likely by one or more sources, but they acknowledge the theory is yet to be proven.
Anecdotal. The data source or sources merely relay information received from a third party.   You learn one data point at a time. As your DM tells you the data points you learn, they also tell you which category each data point belongs to. At any time during your research, you can choose to re-frame it by focusing on a newly learned data point or asking a new question. You learn no more data points from the original research topic, and any remaining data points you learn are related to your new avenue of research instead. For instance, by researching a person’s name you could learn about an event they took part in. Redirect your research to exploring that event in more detail might reveal the identity of other NPCs involved in the event.   After using this feature, you must complete a short or long rest before you can do so again.  

Tactical Positioning

You can use your prodigious intellect to maneuver to the most advantageous positions.   Whenever a hostile creature moves close enough to you that you’re within reach of their melee attacks, you can move half your movement speed as a reaction without provoking an opportunity attack. If the hostile creature is medium or smaller, you can spend 5 feet of this movement while adjacent to them to switch your places.  

Resilient Ego

You’ve learned and accomplished much, and have a clear vision of the great tasks still ahead of you. It’s difficult for anyone to sway you from your path, and as such you have advantage on all Wisdom saving throws.  

Towering Intellect

Your brain is unparalleled in the wastes. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Hit Die: d8   Saving Throw Proficiency:
Intelligence and Wisdom   Armor Proficiencies:
Light armor   Archetype Options:
Technician Archetypes

Articles under Technician


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