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## Cybertech Engineering Those engineers who choose the Cybertech Engineering discipline focus on the ability to enhance their primary wristpad tech focus in order to augment their techcasting abilities. ### Bonus Proficiencies ***Cybertech Engineering:** 3rd level*
You gain proficiency in cybertech's tools. additionally, when you engage in crafting with cybertech's tools, 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 tools 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. ### Reverse Engineering ***Cybertech Engineering:** 6th level*
When you reduce a creature you know to be a techcaster to 0 hit points, you can choose download a tech power, determined by the GM, they know from their techcasting focus to your own wrist pad over time, if it is of a level for which you can cast. For each level of the power, the process takes 2 hours and costs 500cr, at-will powers instead require 1 hour and 250cr. At the end of the process you make a techcasting ability check with proficiency. The DC for the check is determined by the level of the power being learned, as shown below in the Reverse Engineering DC by Level table. On a success, you learn the contained tech power, which does not count against your tech powers known. \columnbreak ### Reverse Engineering DC by Level
| Level | DC | |:---:|:-----------:| | At-will | 10 | | 1 | 12 | | 2 | 14 | | 3 | 16 | | 4 | 20 | | Level | DC | |:---:|:-----------:| | 5 | 22 | | 6 | 24 | | 7 | 26 | | 8 | 28 | | 9 | 30 |
### 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.
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\pagebreakNum ### 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. #### Adaptive Targeting Routine _**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 routine modification on a power when you cast it, unless otherwise noted. #### 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. #### Calculated Trajectory Routine If you miss with a tech power that calls for an attack roll, you can spend 2 additional tech points to reroll the attack. You must use the new roll. You can use this routine even if you have already used a different routine modification during the casting or maintenance of the power. #### Cryo Amplifier When a creature takes cold damage from a tech power that you cast, you deal additional cold damage equal to half 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:** 15th level, Cryo Amplifier, Mk II_
When you expend a use of your Cryo Amplifier, Mk II, when the creature fails Constitution saving throw it instead becomes restrained until the start of your next turn. #### Electrical Amplifier When a creature takes electrical damage from a tech power that you cast, you deal additional electrical damage equal to half 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. \columnbreak #### Electrical Amplifier, Mk III _**Prerequisite:** 15th level, Electrical Amplifier, Mk II_
When you expend a use of your Electrical Amplifier, Mk II, when the creature fails Constitution saving throw it instead becomes stunned until the start of your next turn. #### Enduring Routine 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 routine 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, you deal additional fire damage equal to half 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:** 15th 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. #### Dynamic Targeting Routine When you cast a power that forces multiple 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. A chosen creature automatically succeeds on its saving throw against the power. You can use only one routine modification on a power when you cast it, unless otherwise noted. #### 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.
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\pagebreakNum #### Elemental Ingenuity, Mk II _**Prerequisite:** 15th 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. #### Empowered Routine _**Prerequisite:** 7th level_
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. You must use the new rolls. You can use only one routine modification on a power when you cast it, unless otherwise noted. #### 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. #### 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. #### Multithreading Routine _**Prerequisite:** 5th level_
You program multithreading routines for parallel processing that allow you to target an additional creature with a single power. When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional tech points equal to the power’s level to target a second creature in range with the same power (1 tech point if the power is at-will). You can use this routine even if you have already used a different routine modification during the casting or maintenance of the power. #### Pre-Generated Routine _**Prerequisite:** 7th 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 routine modification on a power when you cast it, unless otherwise noted. #### Precision Firing Routine 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 routine modification on a power when you cast it, unless otherwise noted. #### Persistent Routine When you cast a power that requires concentration to maintain you can choose to spend 2 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 routine modification on a power when you cast it, unless otherwise noted. #### Steadfast Routine When you are forced to make a Constitution saving throw to maintain concentration on a power, you can use your reaction and spend 1 tech point to automatically succeed on the saving throw. You can use this routine even if you have already used a different routine modification during the casting of or maintenance the power. #### Range Routine 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. 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 routine modification on a power when you cast it, unless otherwise noted. #### 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. #### 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). #### 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. #### 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.
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