Introduction
These changes have been long awaited and are finally here!. Even before the release of Gadgeteer Engineering, which took most of the "gadget" type modifications from the current Cybertech; Cybertech Engineering had a mixed identity of empowering tech powers while also having random gadgets that didn't contribute to their ability to use tech powers.
Well no more! Thanks to the long work of Vesh, Legobis/Rick fisto, and myself, as well as many others on the Discord; Cybertech finally has it's identity solidified as the premium damage dealing and general tech power using Tech Caster.
Design Insights
Cybertech now has a focus on modifying your wristpad to deal damage with Tech Powers, namely those that deal Fire, Lightning, or Cold damage; modify any other powers with "Subroutines" that mirror a Consular's Force-Empowered Casting; as well as various other modifications and features that make Cybertech the go to archetype for anyone wanting to make a pure techcasting character.
New Enhanced items
With the release of this Engineer archetype also comes the release of a host of new Wristpad modifications, all centered around giving Techcasters the ability to do what Forcecasters have been able to do for a long time... Force-Empowered Casting has become an option for techcasters in the form of spiffy Subroutine modifications that can be found and installed into any wristpad.
Now this does take that special function away from Consulars and Forcecasters (using the Splashclass Feat and taking the Consular option). However Consulars still get them as part of their class at no cost and other Forcecasters can take the Feat without as much worry about "GM intervention" or having to spend credits to get an Enhanced item. Techcasters will have to not only obtain these modifications, but also a wristpad chassis to install them into, devoting time and credits, taking up a valuable attunement slot, as well as one of their slots on said wristpad. And I believe that cost is enough to justify Techcasters getting these casting options in this way. (plus this was planned by Galiphile anyway xD).
Cybertech Engineering
Those engineers who choose the Cybertech Engineering discipline focus on the ability to enhance their primary wristpad in order to augment and empower their techcasting abilities.
Bonus Proficiencies
Cybertech Engineering: 3rd level
You gain proficiency in cybertech's implements. additionally, when you engage in crafting with cybertech's implements, the rate at which you craft doubles.
Cyberpad
Cybertech Engineering: 3rd level
Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech's implements in order to perform this modification.
Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Insightful Casting
Cybertech Engineering: 3rd level
You can expend uses of your Potent Aptitude to gain additional tech points, or expend tech points to gain additional Potent Aptitude uses.
Creating Tech Points. You can transform a single use of Potent Aptitude into two tech points as a bonus action on your turn. These additional tech points can exceed your maximum. Any tech points you create with this feature vanish when you finish a short rest.
Creating Potent Aptitude. As a bonus action on your turn, you can expend two tech points to gain a single use of your Potent Aptitude.
Quickslice
Cybertech Engineering: 6th level
When a creature you can see casts a tech power, you may use your reaction to attempt to download that tech power to your wristpad for later use if it is of a level for which you can cast.
Make an ability check using your techcasting ability with proficiency. The DC equals 10 + two times the power’s level. On a success you store the power for later use. On a failure, the power is not stored. You can cast powers stored in your wristpad as if you had learned them and they do not count against your tech powers known.
Once you have used this feature on a creature, you cannot do so again on the same creature until you complete a short or long rest.
You can store an amount of levels worth of tech powers equal to your engineer level at a time. Additionally, you can choose replace or remove one or more tech powers learned by this feature each time you use it.
Severe Fallout
Cybertech Engineering: 14th level
Whenever a creature rolls a natural 1 on a saving throw against one of your tech powers they take double damage from that power. If the power doesn't deal damage, instead they have disadvantage on their next saving throw against a tech power you cast.
Maximum Output
Cybertech Engineering: 18th level
When you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.
Once you've used this feature, you must complete a short or long rest before
you can use it again.
Cybertech Modifications
If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.
Arakyd Vector
Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.
Careful Subroutine
When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional tech point and choose a number of those creatures up to your Intelligence modifier (minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Cryo Amplifier
When a creature takes cold damage from a tech power that you cast that requires an attack roll or saving throw, you deal additional cold damage equal to your Intelligence modifier (minimum of +1).
Cryo Amplifier, Mk II
Prerequisite: 7th level, Cryo Amplifier
When you deal damage to a creature with this amplifier, the creature gains one level of slowed until the end of your next turn. If the tech power already imposes levels of slowed, the number of slowed levels imposed increases by 1.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you complete a long rest.
Cryo Amplifier, Mk III
Prerequisite: 13th level, Cryo Amplifier, Mk II
When you expend a use of your Cryo Amplifier, Mk II, The target must make a Dexterity saving throw. On a failed save, it instead becomes restrained until the start of your next turn.
Distant Subroutine
When you cast a power that has a range of 5 feet or greater, you can spend 1 additional tech point to double the range of the power.
Alternatively, when you cast a power that has a range of touch, you can spend 1 additional tech point to make the range of the power 30 feet.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Electrical Amplifier
When a creature takes lightning damage from a tech power that you cast that requires an attack roll or saving throw, you deal additional lightning damage equal to your Intelligence modifier (minimum of +1).
Electrical Amplifier, Mk II
Prerequisite: 7th level, Electrical Amplifier
When you deal damage to a creature with this amplifier, the creature must succeed at a Constitution saving throw or become shocked until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you complete a long rest.
Electrical Amplifier, Mk III
Prerequisite: 13th level, Electrical Amplifier, Mk II
When you expend a use of your Electrical Amplifier, Mk II, when the creature fails the Constitution saving throw it instead becomes stunned until the start of your next turn.
Extended Subroutine
When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional tech point to double its duration, to a maximum duration of 24 hours.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Evaluation scanner
You can cast the Analyze power without using tech points. If you use this on a tech focus, you learn what tech powers, if any, are within it.
Explosive Amplifier
When a creature takes fire damage from a tech power that you cast that requires an attack roll or saving throw, you deal additional fire damage equal to your Intelligence modifier (rounded up, minimum of +1).
Explosive Amplifier, Mk II
Prerequisite: 7th level, Explosive Amplifier
When you deal damage to a creature with this amplifier, it becomes ignited (your techcasting ability modifier) until the start of it's next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you complete a long rest.
Explosive Amplifier, Mk III
Prerequisite: 13th level, Explosive Amplifier, Mk II
When a creature is ignited with a use of your Explosive Amplifier, Mk II and that creature takes any fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of it's next turn.
Elemental Absorbtion
You can cast the Absorb Energy power once without expending Tech Points. You can't do so again until you finish a short or long rest.
Elemental Ingenuity
Prerequisite: 11th level
When you cast a power that deals fire, lightning, or cold damage, you can spend 1 additional tech point and choose to swap the damage type to fire, lightning, or cold damage.
Elemental Ingenuity, Mk II
Prerequisite: 13th level, Elemental Ingenuity
When you cast a power that deals acid, ion, poison, or sonic damage, you can expend 1 additional tech point and choose to swap the damage type to fire, lightning, or cold damage.
Elemental Shielding
Prerequisite: 11th level, Cryo Amplifier, Explosive Amplifier, or Electrical Amplifier
You gain resistance to damage types for which you have a matching amplifier modification installed.
Frailcasting Dynamics
Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Hasty Translation
You can cast the Translation Program power once without expending Tech Points. You can't do so again until you finish a short or long rest.
Heightened Subroutine
Prerequisite: 5th level
When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 2 additional tech points to give one target of the power disadvantage on its first saving throw made against the power.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Improved Subroutine
When you roll damage for a power, you can spend 1 additional tech point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Improved Subroutine even if you have already used a different Subroutine modification during the casting of the power.
Lingering Subroutine
Prerequisite: 5th level
WWhen you cast a power that requires concentration to maintain you can choose to spend 3 additional tech points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Long Range Comms
Prerequisite: 5th level
You can cast the Sending power, targeting a creature whose frequency is in your wristpad, without using tech points. A willing creature can use its action to register its comm frequency on your device, which can contain a number of frequencies equal to your proficiency bonus.
As an action, you can remove a frequency on the device by deleting it.
Pinpoint Subroutine
When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 tech point and make a ranged tech attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Quickened Subroutine
Prerequisite: 5th level
When you cast a power that has a casting time of 1 action, you can spend 2 additional tech points to change the casting time to 1 bonus action for this casting.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Refocused Subroutine
Prerequisite: 5th level
When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 tech points to automatically succeed on the saving throw.
You can use Refocused Subroutine even if you have already used a different Subroutine modification during the casting of the power.
Rendcasting Dynamics
Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Seeking Subroutine
Prerequisite: 5th level
If you miss with a tech power that calls for an attack roll, you can spend 2 tech points to reroll the attack. You must use the new roll.
You can use Seeking Subroutine even if you have already used a different Subroutine modificatio during the casting of the power.
Thermodynamic Conservation
Once per round when you take cold, fire, or lightning damage from a force or tech power, you gain temporary hit points equal to twice the power's level to potentially absorb the damage (minimum of 1). These points last until the end of your next turn.
If the Mk II upgrade of the affecting amplifier is installed, the temporary hit points gained increase by an amount equal to your Intelligence modifier (minimum of 1).
Twinned Subroutine
Prerequisite: 5th level
When you cast a power that can only have one target and doesn’t have a range of self, you can spend a number of additional tech points equal to the power’s level to choose a second target in range with the same power (1 tech point if the power is at-will).
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Voltaic Screen
You can cast the Voltaic Shielding power once without expending Tech Points. You can't do so again until you finish a short or long rest.
Withercasting Dynamics
Prerequisite: 5th level
While using your wrist as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.
Item Modifications (Wristpad)
Careful Subroutine
Item modification (wristpad), Premium
When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional tech point and choose a number of those creatures up to your Intelligence modifier (minimum of one). A chosen creature automatically succeeds on its saving throw against the power.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Distant Subroutine
Item modification (wristpad), Premium
When you cast a power that has a range of 5 feet or greater, you can spend 1 additional tech point to double the range of the power.
Alternatively, when you cast a power that has a range of touch, you can spend 1 additional tech point to make the range of the power 30 feet.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Extended Subroutine
Item modification (wristpad), Premium
When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional tech point to double its duration, to a maximum duration of 24 hours.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Heightened Subroutine
Item modification (wristpad), Prototype
When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional tech points to give one target of the power disadvantage on its first saving throw made against the power.
You can only spend a number of tech points in this way equal to your proficiency bonus (minimum of once). You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Improved Subroutine
Item modification (wristpad), Premium
When you roll damage for a power, you can spend 1 additional tech point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use Improved Subroutine even if you have already used a different Subroutine modification during the casting of the power.
Lingering Subroutine
Item modification (wristpad), Prototype
WWhen you cast a power that requires concentration to maintain you can choose to spend 3 additional tech points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.
You can only spend a number of tech points in this way equal to your proficiency bonus (minimum of once). You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Pinpoint Subroutine
Item modification (wristpad), Premium
When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 tech point and make a ranged tech attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Quickened Subroutine
Item modification (wristpad), Prototype
When you cast a power that has a casting time of 1 action, you can spend 2 additional tech points to change the casting time to 1 bonus action for this casting.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Refocused Subroutine
Item modification (wristpad), Prototype
When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 tech points to automatically succeed on the saving throw.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use Refocused Subroutine even if you have already used a different Subroutine modification during the casting of the power.
Seeking Subroutine
Item modification (wristpad), Prototype
If you miss with a tech power that calls for an attack roll, you can spend 2 tech points to reroll the attack. You must use the new roll.
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use Seeking Subroutine even if you have already used a different Subroutine modificatio during the casting of the power.
Twinned Subroutine
Item modification (wristpad), Prototype
When you cast a power that can only have one target and doesn’t have a range of self, you can spend a number of additional tech points equal to the power’s level to choose a second target in range with the same power (1 tech point if the power is at-will).
You can only spend a number of tech points in this way equal to your proficiency bonus. You regain the ability to do so when you complete a long rest.
You can use only one Subroutine modification on a power when you cast it, unless otherwise noted.
Increase an ability score of your choice by 1, to a maximum of 20.
Increase the chosen ability score by 1, to a maximum of 20.