Detonation Engineering
Those engineers who choose the Detonation Engineering discipline design and refine explosives in search of a more powerful bomb.
Bonus Proficiencies
Detonation Engineering: 3rd Level
You gain proficiency in all blasters that utilize grenades, missiles, rockets, and torpedoes, as well as the demolitions kit. When you engage in crafting with demolitions kits, the rate at which you craft doubles.
Modified Detpacks
Detonation Engineering: 3rd Level
You learn to construct and modify explosives by design, utilizing your experience crafting them. Over the course of a long rest, you can create and modify a number of custom detpacks equal to your proficiency bonus, as seen in the Engineer table. You must have a demolitions kit to craft these custom detpacks. You regain all of your custom detpacks when you finish a short or long rest, and any remaining from before your rest are lost.
You can plant and prime your detpack on a surface you can reach as an Action and immediately pair it to your demolitions kit, choosing to allow for proximity detonation or remote detonation. On remote, you can use an Action with your demolitions kit and to detonate any paired detpacks within 30 feet of you. On proximity, the detpack arms at the start of your next turn, and detonates the next time a creature moves to within its radius. Creatures can disarm your primed detpacks using a successful demolitions kit check. Your detpacks have 1 hit point and armor class equal to your Intelligence score. A detpack that was primed and is reduced to 0 hit points immediately detonates.
When you detonate your detpack, you choose from the payload options you know, and all creatures in a 10-foot radius must make a saving throw, taking full damage and any secondary effects on failure or half damage and no additional effects on success. Your payload options use a number of damage die equal to half your Engineer level, rounded up. Creatures making a saving throw against your detpacks treat the damage as enhanced for overcoming resistance and immunity to unenhanced attacks and damage.
You start with two payload options, Fragmentation and Plasma:
- Fragmentation. Creatures in the explosion area must make a Dexterity saving throw, taking a number of d10s of Kinetic damage on failure or half as much on success.
- Plasma. Creatures in the explosion area must make a Dexterity saving throw, taking a number of d10s of Energy damage on failure or half as much on success.
Your detpack set 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 1).
When creatures make saving throws imposed by your detpacks or demolitions kit checks to disarm them, the DC equals your tech save DC.
Potent Yield
Detonation Engineering: 3rd Level
Once on your turn, when a creature you can see makes a saving throw against your detpack, you can expend and roll a potent aptitude die (no action required) to increase the DC of the effect by half the value rolled (rounded down). This also increases the DC of any saving throws the creature must make on subsequent turns caused by the same detpack.
Threat Preparedness
Detonation Engineering: 6th, 14th, and 18th Level
You have advantage on saving throws imposed by detpacks, explosives, and powers you control.
Select three payload types from the Detonation Modifications list. You gain the option to use those payload types, and they do not count against your total modifications. You do not need to meet their prerequisites to select them with this feature.
You gain another payload type at 14th level, and another at 18th level.
Backup Trigger
Detonation Engineering: 14th and 18th Level
You can now choose to remote detonate a primed proximity explosive using your demolitions kit, and your range for remote detonation increases to 120 feet. At 18th level, it increases again to 1 mile.
Additionally, you can use your reaction on another creature's turn to detonate one paired explosive.
Absolute Devastation
Detonation Engineering: 18th Level
Once per long rest, instead of rolling, you can choose for your detpack to deal maximum damage. A creature who fails the saving throw against it also has disadvantage on any saving throws it must make on subsequent turns caused by the same detpack.
Additionally, when a starship takes damage from your detpack, you instead divide by 5 when scaling damage.
Detonation Modifications
The modifications are presented in alphabetical order.
Breaching Charge
Prerequisite: 9th Level
When you plant and prime a detpack, you can choose for it to utilize a shaped breach instead, intended to create a blast hole in a specific direction. When detonated, the detpack explodes in a 15-foot cone. Each creature within the cone must make a saving throw, taking the payload's damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.
Enhanced Blast Force
Prerequisite: 5th Level
The saving throw DC of your detpacks increases by +1. It increases again at 9th level (+2) and 13th level (+3).
Enhanced Release Mechanism
Prerequisite: 5th Level
When roll a 1 on a damage die for your detpacks, you can treat the die as a 2. This increases to 3 at 9th level and to 4 at 13th level.
Expanded Blast Radius
Prerequisite: 5th Level
The radius of your detpack explosion increases by 5 feet. It increases again at 9th level (10 feet) and 13th level (15 feet).
Grenade Sabot
When you would throw a grenade or fire a blaster that uses grenades, you can choose to launch one of your detpacks instead. You can choose for your detpack to explode on impact or at initiative count 20, using a payload of your choice.
Launcher Sabot
When you would attack with a blaster that uses a missile or rocket, you can choose to launch one of your detpacks instead. Make an attack roll with the weapon. On a hit, the weapon deals Kinetic damage based on the blaster ammunition type (1d6 for missiles, 2d6 for rockets). Hit or miss, the detpack explodes, using a payload of your choice.
Long-Range Receiver
Prerequisite: 5th Level
The remote detonation range of your demolition kit doubles. It is instead tripled at 9th level and quadrupled at 13th level.
Payload: Bacta
Prerequisite: Medicine proficiency
Creatures in the explosion area regain a number of d4s of hit points, up to their maximum. The radius of this explosion is decreased by 5 feet. Droids and constructs are unaffected.
Payload: Cryo
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Constitution saving throw, taking a number of d6s of Cold damage on failure or half as much on success. Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Corrosive
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Constitution saving throw, taking a number of d8s of Acid damage on failure or half as much on success. If this damage reduces a creature to 0 hit points, it must make a Constitution saving throw. On a failed save, it dies immediately without making death saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Payload: Deafening
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Constitution saving throw, taking a number of d6s of Sonic damage on failure or half as much on success. Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Electrifying
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Dexterity saving throw, taking a number of d6s of Lightning damage on failure or half as much on success. Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Gas
Prerequisite: Poisoner's kit proficiency
The explosion area is filled with yellow-green fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, it creature must make a Constitution saving throw. The creature takes a number d6s of Poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs, and humanoids wearing appropriate protective equipment are unaffected.
Payload: Incendiary
The explosion area is set ablaze for 1 minute. The fire ignites any flammable objects in the area that aren’t being worn or carried. When a creature enters the fire or starts its turn there, it creature must make a Dexterity saving throw. The creature takes a number of d8s of Fire damage on a failed save, or half as much damage on a successful one.
Payload: Ion
Prerequisite: Cybertech's implements proficiency
Creatures in the explosion area must make a Dexterity saving throw, taking a number of d6s of Ion damage on failure or half as much on success. Any electronics within the blast radius are disabled until rebooted.
Payload: Panic
Prerequisite: Medicine or Technology proficiency
Creatures in the explosion area must make a Wisdom saving throw, taking a number of d6s of Psychic damage on failure or half as much on success. Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Payload: Shockwave
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Dexterity saving throw, taking a number of d6s of Force damage on failure or half as much on success.
Payload: Sleeping Gas
Prerequisite: Biochemist's kit proficiency
The explosion area is filled with faint-green fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, it creature must make a Constitution saving throw. The creature takes a number d4s of nonlethal Poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs, creatures immune to sleep effects, and humanoids wearing appropriate protective equipment are unaffected.
When reduced to 0 hit points by this grenade's effects, a creature is unconscious, stabilized, and sleeps for 1d4 hours or until it takes damage.
Payload: Spray Foam
Prerequisite: Technology proficiency
Creatures in the explosion area must make a Strength saving throw. On failure, a creature is restrained for up to 1 minute, and can reattempt the save at the beginning of its turns. While restrained in this way, a creature can't take actions or reactions, and automatically fails Dexterity saving throws as if it rolled a 1. Any fires within the radius of the explosion are extinguished. Another creature who is not also grappled or restrained may use their action to attempt the save, freeing the assisted creature on success.
Payload: Stun
Prerequisite: Medicine or Technology proficiency
Creatures in the explosion area must make a Constitution saving throw. On failure, a creature is stunned until the end of its next turn. Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Siege Munitions
Your detpacks deal double damage to objects and structures.
Sling Launcher
When throwing grenades or planting mines, your range increases to (30 + 5 x your Intelligence modifier) feet.
Timed Release
When you would detonate a detpack, you can expend a tech point and delay the explosive's detonation. For each round you do not detonate it, the explosive deals 1 additional damage die, to a maximum of die equal to your proficiency bonus. You can detonate the delayed explosive using a bonus action on your turn or a reaction on another creature's turn.
If you reach the maximum amount of time the explosive can delay and do not detonate it, the explosive is disarmed and does not explode. You can have only one explosive on timed release at a time, and when setting another on timed release, you must choose to either detonate the first or
allow its payload to be disarmed.
Upgraded Payload: Armor-Piercing
Prerequisite: 9th Level
When you use your Fragmentation or Plasma Payload, constructs, droids, and humanoids wearing heavy armor make the save with disadvantage. Additionally, on a failed save, a construct, droid, or humanoid wearing heavy armor suffers a -1 penalty to their Armor Class for up to 1 minute. The creature's Armor Class can be no less than 10 when decreased in this way. When creature with this penalty regains hit points or is the target of the Mending tech power, the penalty ends.
Upgraded Payload: Concentrated Acid
Prerequisite: 9th Level, Payload: Corrosive
A creature who fails the saving throw against your corrosive payload also suffers the corroded 1 condition, which lasts until it regains hit points.
Upgraded Payload: Concussive Charge
Prerequisite: 13th Level
When you use a payload that calls for a Dexterity saving throw, creatures who fail the save by 10 or more are knocked prone.
Upgraded Payload: Despair
Prerequisite: 9th Level, Payload: Panic
While a creature is frightened as an effect from your detpack, it is also weakened.
Upgraded Payload: Flashbang
Prerequisite: 9th Level, Payload: Deafening
When you use your Deafening Payload, creatures who fail the save are also blinded for the same duration.
Upgraded Payload: Oppression
Prerequisite: 9th Level, Payload: Gas or Payload: Sleeping Gas
While a creature is poisoned as an effect from your detpack, it cannot regain hit points.
Upgraded Payload: Refined Carbonite
Prerequisite: 9th Level, Payload: Cryo
When you use your Cryo Payload, creatures now take two stacks of slowed on failure, and one stack on success.
Upgraded Payload: Rhydonium-Adhesive
Prerequisite: 9th Level, Payload: Incendiary
When you use your Incendiary Payload, creatures who fail the save are Ignited for 1 minute. The Ignited value is equal to your Intelligence modifier.
Upgraded Payload: Seizing Shock
Prerequisite: 9th Level, Payload: Electrifying
While a creature is shocked as an effect from your detpack, on its turn, it must choose one option between taking an action, bonus action, or its movement.
Upgraded Payload: Total Systems Loss
Prerequisite: 9th Level, Payload: Ion
When you use your Ion Payload, Droids and Constructs who roll a natural 1 on the save are stunned for up to 1 minute. They can reattempt the save at the beginning of their turns, ending the effect on success.
Weapon Gimbal
You ignore Strength requirements of blasters with which you are proficient. When you would use a blaster that requires a tripod, deploy/collapse time is reduced to 1 action.