Lance Technique
Scouts who excel in vehicular combat utilize speed and technology to overwhelm their prey. Followers of the Lance Technique use droid brain-enhanced light vehicles not only as weaponized platforms, but as tools for rapid travel and battlefield control.
Bonus Proficiencies
Lance Technique: 3rd Level
You gain proficiency in mechanic’s tools and the piloting skill.
Automaton Companion Vehicle
Lance Technique: 3rd Level
As an action, you can use your tech focus to summon an Automaton Companion Vehicle (ACV). It appears in an unoccupied space of your choice within 30 feet of you. If it is adjacent to you, you can use 5 feet of your movement speed to mount it.
The ACV is friendly to you and your companions, obeys your commands, and is a valid target of the tracker droid interface tech power. See its game statistics in the accompanying Automaton Companion Vehicle stat block, which uses your proficiency bonus (PB) in several places. Its form is a skimboard, which you (and only you) are able to pilot.
In combat, the ACV shares your initiative count and moves as you direct it. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ACV can take any action of its choice, not just Dodge.
The ACV remains until it is reduced to 0 hit points, until you use this feature to summon the ACV again, or until you die. Anything the ACV carrying is left behind when the ACV vanishes.
Once you summon the ACV, you can't do so again until you finish a long rest, unless you expend a number of tech points equal to your proficiency bonus to summon it.
Secondary Functionality
Lance Technique: 3rd Level
Interfacing with your ACV, you have access to expanded technological functions. You gain the following benefits while you are within 5 feet of the ACV and both you and it have hit points remaining:
• Integrated Databank. You have advantage on Intelligence checks. Additionally, you can connect a translator to the ACV, and over the course of 10 minutes, change which languages the translator uses.
• Tech Functions. You learn an additional at-will tech power that does not count against your total powers known. You can exchange this power with another at the end of a long rest. You can only cast it while within 5 feet of the ACV.
Vehicular Complexity
Lance Technique: 7th Level
The summoned ACV is now Medium size, and takes a form of your choice among the following options. Each form gains a secondary weapon, detailed in the Automaton Companion Vehicle stat block below. You cannot change the ACV’s form until you summon it again.
• Aerial Platform. The ACV gains a flying speed of 90 feet with the ability to hover. It ignores difficult terrain.
• Propulsion Submersible. The ACV’s speed drops to 0, and it gains a swimming speed of 60 feet. While piloting it, you have a continuous source of breathable air and tremorsense to 60 feet.
• Wheelbike. The ACV’s speed increases to 80 feet with a climbing speed of 20 feet.
Autonomous ACV
Lance Technique: 11th Level
You no longer have to use a bonus action to give commands to your ACV. Additionally, you no longer need to be within 5 feet of the ACV to use Secondary Functionality, and the ACV can use the selected power of Tech Functions as if you had cast it.
Radial Suppression
Lance Technique: 11th Level
As an action, you cause your ACV to overcharge and disperse its weaponry in a 15-foot sphere, centered on itself. Each creature of your choice must make a Dexterity saving throw against your techcasting save DC, taking four times the damage of its secondary weapon on a failed save, or half as much on success. This damage increases to five times the damage of its secondary weapon when you reach 15th level in this class.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend at least 3 tech points to use it again.
Perfect Conveyance
Lance Technique: 15th Level
Your ACV functions with technological superiority. It is now size Large, and can accommodate one passenger while you are piloting it. A friendly and willing creature can mount or dismount the ACV with 5 feet of movement.
Additionally, your ACV gains the following benefits:
• Enhanced Weapons. The ACV’s slam attack and secondary weapon deal one 1d6 bonus damage of the same type. While you are piloting the ACV, your weapon attacks also deal 1d6 bonus damage.
• Superb Tech Functions. Select a 1st-level tech power you know. You and the ACV may cast it without expending tech points. You can change your selection at the end of a long rest.
• Thruster Surge. While you are piloting the ACV, you can take the Dash action as a bonus action. When you do, once before the end of your turn, you can force each creature within 5 feet of the ACV to make a Dexterity saving throw against your tech save DC. On a failure, a creature takes fire damage equal to 1d4 + your techcasting modifier.
Automaton Companion Vehicle
Small construct, unaligned
Armor Class 14 + PB (armor plating)
Hit Points 5 + five times your scout level (the construct has a number of Hit Dice [d10s] equal to your scout level)
Speed 40 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 15(+2) 8(-1) 14(+2) 8(-1)
Saving Throws Dex +1 + PB, Wis +2 + PB
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge -
Proficiency Bonus equal to your bonus
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Forced March. The construct has advantage on Constitution saving throws made to avoid Exhaustion due to prolonged travel, as described in Chapter 8.
Piloted. The construct may be manually operated by a pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.
Ram. If the construct moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a Strength saving throw (DC equal to 11 plus PB) or be knocked prone.
Actions
Slam. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB kinetic damage.
Mounted Blasters (Aerial Platform Only). Ranged Weapon Attack: +1 plus PB to hit, range 80/320 ft., one target. Hit: 2d4 plus PB energy damage.
Sonic Cannon (Propulsion Submersible Only). The ACV releases a sonic blast in a 30 foot cone, originating from itself. Each creature in the cone must make a Constitution saving throw, DC equal to 11 plus PB. A creature takes 1d8 sonic damage on failure or half as much on success.
Twin Cannons (Wheelbike Only). Ranged Weapon Attack: +3 plus PB to hit, range 100/400 ft., one target. Hit: 2d6 plus PB energy damage.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
Art Credits
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