Prismatic Engineering
Those engineers who choose the Prismatic Engineering discipline center their efforts on perfecting high-power laser technology, in application as both a weapon and a defensive guard.
Bonus Proficiencies
Prismatic Engineering: 3rd Level
You gain proficiency with armstech's implements and jeweler's implements, as well as two martial blasters that have the penetrating and power cell properties. Additionally, when you engage in crafting with armstech’s implements or jeweler's implements, the rate at which you craft doubles.
Modified Beam Cannon
Prismatic Engineering: 3rd level
You learn to modify an unenhanced blaster that has the power cell property with which you are proficient, utilizing your experience with high-power laser projectors. Over the course of a long rest, you can create your modified beam cannon. You must have armstech's implements, jeweler's implements, and the blaster to perform this modification.
Your modified beam cannon deals 1d8 energy damage on a hit, and has the auto, penetrating 2, power cell (range 50/200), reload 10, and two-handed properties.
Your modified beam cannon is enhanced, requires attunement, can only be used by you, and counts as a techcasting focus for your tech powers while you are attuned to it. Your modified beam cannon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer 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 install, 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.
Beam Focusing
Prismatic Engineering: 3rd level
When you cast a power that deals acid, cold, fire, lightning, necrotic, or sonic damage, you can expend 1 tech point to change that damage to energy. When you do so, the damage ignores resistance to energy damage and treats immunity as resistance.
Defense Array
Prismatic Engineering: 6th, 10th, and 15th level
When a creature you can see creates an explosive or power effect centered within normal range of your modified beam cannon that requires a saving throw for all creatures in a cone, line, or radius, you can use your reaction and expend a potent aptitude die. Make an Intelligence saving throw against the DC of the effect. On success, you neutralize the effect. On failure, the damage taken by all creatures in the area is reduced by the result of your potent aptitude die.
The damage reduction amount on failure increases when you reach certain levels in this class, increasing by 2d6 at 10th level, and again (4d6) at 15th level.
Material Refraction
Prismatic Engineering: 14th level
Weapon attacks using your modified beam cannon's penetrating property now target all creatures in a line up to its normal range, originating from you.
Additionally, when you attack your initial target with your modified beam cannon or a tech power that requires an attack roll or Dexterity saving throw to resist damage, you can choose to expend a number of tech points up to your proficiency bonus to cause the effect to split on impact into an equal number of projectiles. The original attack or effect is resolved, and you can then target a number of creatures equal to the number of projectiles within 30 feet of the original target, making subsequent attack rolls with equal bonus to hit or imposing the saving throw DC equal to that of the original target. On a hit or failed saving throw, the secondary target takes half the damage of the original effect. You cannot target the original target creature again with the secondary attack or saving throw.
You can use this ability twice per long rest.
Concentrated Beams
Prismatic Engineering: 18th level
Energy damage you deal from weapon attacks and powers ignores damage resistance, reduction, and threshold features that do not require resource use, such as Heavy Durasteel Armor or the Regulated armor property.
Additionally, when making an attack with your modified beam cannon or casting a tech power that deals energy damage and your target is a starship, you instead divide by 5 when scaling damage.
Prismatic Modifications
The modifications are presented in alphabetical order.
Advanced Projection Regulator
Prerequisite: 18th Level, Projection Regulator
When you use your modified beam cannon as your techcasting focus, your damage rolls for tech powers that deal energy damage gain a minimum roll threshold, discussed in chapter 7.
Brutal Cell
Prerequisite: 5th Level
Your modified beam cannon gains the brutal 1 property.
You can select this modification again at 13th level.
Burst Pulser
Your modified beam cannon gains the burst 10 property.
You can select this modification a second time, reducing the burst value to 5.
Capacitor Plates
Your modified beam cannon gains the charging 1 armor property. You can also expend its charges on ranged weapon attacks.
You can select this modification twice.
Conal Release
Prerequisite: Burst Pulser
When you would make a burst fire attack with your modified beam cannon, you can instead target a cone of dimensions equal to half your weapon's normal range.
You can make this attack twice between long rests.
Conservation Activator
Your modified beam cannon loses the auto property.
Darkvision Optics
While holding your modified beam cannon, you gain darkvision to 60 feet.
Disintegration Discharger
Prerequisite: 5th Level
Your modified beam cannon gains the disintegrate 13 property. The disintegrate value increases by 2 at 9th level (15), 13th level (17), and 17th level (19).
Enhanced Magnification Lenses
You can see objects as far as those in orbit with pristine high detail. Additionally, you make Investigation and Perception checks within 5 feet with advantage.
Extension Circuit
Prerequisite: 9th Level
Your modified beam cannon gains the extending 5 focus property.
You can select this modification 4 times.
Heatbeam Assembly
Prerequisite: 5th Level
Your modified beam cannon now causes the ignited (1d4) property. It persists for up to 1 minute.
Improved Lensing
Prerequisite: 5th Level
Your modified beam cannon's damage die increases by one stage (1d10).
The die increases again at higher levels: to 1d12 at level 9, to 2d6 at level 13, and to 3d4 at level 17.
Incendiary Penetration
Prerequisite: Heatbeam Assembly
Your modified beam cannon now causes the ignited (2d4) property. In addition, when you target a creature that is currently ignited with your modified beam cannon, you gain a +2 bonus to your attack.
Keen Beam
Prerequisite: 5th Level
Your modified beam cannon gains the keen 1 property.
You can select this modification again at 13th level.
LaserWeb Defensive Protocol
Prerequisite: 5th Level
When you cast a power that boosts a creature's armor class, you can expend and roll a potent aptitude die to increase their armor class the by rolled amount for the duration of the power.
Long-Range Optics
Your modified beam cannon's normal and long range values are doubled.
You can select this modification again to instead triple the values.
Next-Generation Scanner
Prerequisite: 11th Level, Darkvision Optics
While holding your modified beam cannon, you gain truesight to 60 feet.
Surge Release
As a bonus action, you can expend 2 tech points. For the following minute, your first weapon attack deals double its original weapon damage dice. If the minute passes without making an attack, the effect ends.
You can select this modification again, granting you the ability to instead expend 5 tech points. When you do so, your first weapon attack deals triple its original weapon damage dice.
You can use this feature a number of times between short rests equal to half your proficiency bonus (rounded up).
Projection Regulator
Prerequisite: 9th Level
Your damage rolls with your modified beam cannon gain a minimum roll threshold, discussed in chapter 7.
Protective Headwear
Prerequisite: 5th Level
You gain immunity to the blinded and deafened conditions.
Rapid Pulser
Your modified beam cannon gains the rapid 4 property.
You can select this modification a second time, reducing the rapid value to 2.
Recycler Effificency Magazine
Your modified beam cannon's reload property increases by 5.
You can select this modification up to 4 times.
Targeting Upgrade
Prerequisite: 5th Level
You gain a +1 bonus to attack rolls made with your modified beam cannon. This bonus increases to +2 at 9th level and +3 at 13th level.
Vicious Afterburner
Your modified beam cannon gains the vicious 1 property.
You can select this modification up to 2 times.
Waveform Emitter
For all subclass features that relate to energy damage, you can now use sonic damage.