Technologist A Gnome stands smirking at the end of a hallway, his pursuers unaware of the traps that have been laid for them. An Orc spends his nights tinkering by the fireside, preparing and repairing his gear, an ever changing array of technological marvels. Her allies pinned down with more foes yet looming in the distance, a slender and bookish Human woman extends an ornate gauntlet towards the oncoming horde, waves of force erupting from her outstretched hand. Mind Over Mana The source of a Technologist's prowess is their many long years of study and experimentation spent honing their craft. Utilizing an array of gagets and inventions to accomplish their goals, a Technologist places their faith in science and ingeniouity rather than in arcane forces or the divine, and it is from that font their powers originate. Reason Above Religion As the old saying goes, that which we consider magic is merely technology that we have not yet come to understand. A Technologist is an inquisitive mind that seeks to demystify the magical and to do with sweat and steamworks what was previously only possible with the aid of gods.

Creating a Technologist Each Technologist has his own favorite tools. Some will research more efficient means to eliminating foes, some will spend their efforts to find better ways to assist their allies. What makes a Technologist a formidable force is the myriad of ways he can influence the tide of battle with his diverse skill set and knack for improvisation. Discuss with your DM the origin of your Technologist's knowledge and rather this class is appropriate for their campaign setting or not. Quick Build To quickly create a Technologist, focus your stats in to Intelligence and Dexterity or Constituton. Your skills should include Arcana and Insight and any scholorly or artisanal background will do fine.















Technologist Level Proficiency

Bonus Technology

Points Innovations Features 1st +2 4 - Technology Points, Novice Loadout 2nd +2 8 2 Innovator, Utility Package 3rd +2 12 2 Specialization 4th +2 17 2 Ability Score Improvement 5th +3 22 2 Journeyman Loadout 6th +3 27 3 Innovative Breakthrough 7th +3 33 3 Specialization Upgrade 8th +3 39 3 Ability Score Improvement 9th +4 46 4 Innovative Breakthrough 10th +4 53 4 Specialization Upgrade 11th +4 60 4 Adept Loadout 12th +4 68 4 Ability Score Improvement 13th +5 76 5 Innovative Breakthrough 14th +5 84 5 Failsafe Protocol 15th +5 93 5 Specialization Upgrade 16th +5 102 5 Ability Score Improvement 17th +6 111 5 Masterwork Loadout 18th +6 121 6 Innovative Breakthrough 19th +6 131 6 Ability Score Improvement 20th +6 142 6 Deus Et Machina

Technologist Features Technologists gain the following features: Hit Points Hit Dice: d8

d8 Hit Points at 1st Level: 1d8 + your Constitution modifier

1d8 + your Constitution modifier Hit Points at Higher Levels: hit dice average (rounded up) + your Constitution modifier per Technologist level after 1st. Proficiencies Armor: Light Armor

Light Armor Weapons: Darts, Slings, Hammers, Maces, Crossbows

Darts, Slings, Hammers, Maces, Crossbows Tools: Tinker's Tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Arcana, Insight Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Crossbow or (b) Mace

(a) Leather Armor or (b) Hide Armor

(a) Component Pouch or (b) an explorer's pack

Tinkerer's Tools Technology Points For each level gained in this class you gain Technology Points, or TP, which you may expend to power various abilities and class features. Once used, these points are restored at the end of a long rest. Tech DC: Your Tech DC is calculated by adding 8 + your INT modifier + your proficiency. This score is used to determine the success of some of your abilities. Novice Loadout At first level, you gain access to the following abilities, which can be used by spending Technology Points: Lesser Discombobulator: As an action, you hurl a bolt of force at a point no more than 60 feet away. Creatures within 5 feet of this point must make a DEX save against your Tech DC. On a fail, creatures take 2d4 force damage, or none on a successful save. - 2TP

Oil Slick: As an action, a 15 foot cone of ground in front of you becomes difficult terrain. Creatures attempting to move through it must make a DC14 Dexterity saving throw. If they fail, they stop moving and are knocked prone, or are unaffected on a success. - 1TP

Flash Mine: As an action, you may place a charge on a surface within your reach, which, once armed, detonates when a creature enters within 5 feet of the charge. Creatures within 5 feet of the detonation are subjected to a thunderous boom and a bright flash of light, causing them to make a DC14 Constitution saving throw. If they fail, they are blinded until your next turn, or are unaffected on a success. - 1TP

Mediset: As a bonus action, you may heal a creature that you can touch for 1d4. You may spend additional TP to increase the healing by 1d4 per TP up to a maximum of 6d4 of healing. - 1TP

Frost Charge: As a bonus action, you may imbue your next wepon attack with an additional 1d4 cold damage. You may spend additional TP to increase the damage by 1d4 per TP up to a maximum of 4d4 damage. - 1TP

Quicklight: As a bonus action, a single object you touch emits bright light in a 30 foot radius for one hour. - 1TP Innovator At level 2, you have gained access to various upgrades and abilities as a result of intense research and experimentation. You may choose 2 abilities from the following list, which you may switch out during a long rest. As you gain more levels in this class you will unlock more options for this feature. Discombulationist: You may add your Intelligence modifier to the damage of your Discombobulators.

Evasive Maneuvers: You may use Dodge as a bonus action.

Machinist: You gain access to the cantrip Shocking Grasp, which you additionally may use to heal constructs and repair machines.

Assistant: Once per day, you may cast the 1st-level spell Find Familiar for free.

Ocular Implant: You gain proficiency in Perception.

Nightvision: You gain 60 feet of darkvision. If you already have darkvision, your sight range is increased by 60 feet.

Protectionist: You gain proficiency with medium armor. Utility Package Also at level 2, as a result of your early experimentations, you gain access to the cantrips Mending, Message, and Booming Blade, which you may cast for free. Specialization At third level, you may choose to specialize either as a Commando, Engineer, or Covert Operative. You gain more specialization features at levels 7, 10, and 15. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Journeyman Loadout Beginning at 5th level, you gain access to the following abilities: Destructo Ray: As an action, creatures in a 30 foot line in front of you must make a Constitution saving throw against your Tech DC. Creatures who fail take 5d8 necrotic damage, or half as much on a success. - 5TP

Improved Discombobulator: Your Discombobulators deal an additional 2d4 of damage and their radius of impact is increased to 10 feet. Additionally, creatures now take half damage on a successful save instead of none. - 4TP Caltrops: As an action, you throw caltrops in a 10 foot radius or 20 foot line on the ground up to 40 feet away, which becomes difficult terrain. Creatures walking through it move at half speed and take 1d4 piercing damage for each 5 feet traveled within the caltrops. - 2TP Smokescreen: As an action, you can create a 10 foot cloud of magical darkness in a space that you can see, which dissipates after 5 rounds. - 2TP

Chronocube: You alter time around up to six creatures of your choice in a 20-foot cube within 80 feet. Each target must succeed on a Wisdom saving throw or be affected by this spell for one minute. An affected creature’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, but not both. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. - 4TP

Hot Charge: As a bonus action, you may imbue your next weapon attack with an additional 1d8 of fire damage. You can spend additional TP to increase the damage by 1d4 per TP up to a maximum of 4d4 damage. - 2TP Innovative Breakthrough Starting at 6th level, you may now have a maximum of 3 Innovations active at once. Additionally, you gain access to the following Innovation options: Aquatic Adaptations: You can breathe underwater and your movement speed is not slowed while swimming.

Stimulant: You gain access to the 3rd-level spell Haste, which you may cast for 4TP.

Fleetfoot: Your maximum movement speed is increased by 5 feet.

Combatant: When taking the Attack action you may now make two attacks and you gain proficiency with martial weapons.

Durable: Your AC increases by 1 when you are wearing armor.

Translator: You can understand any language spoken to you or read even if you do not speak the language.

Innovative Breakthrough Starting at 9th level, you may now have a maximum of 4 Innovations active at once. Additionally, you gain access to the following Innovation options: Escapist: Once per day, you may cast the 4th-level spell Freedom of Movement for free.

Hovercraft Enthusiast: You can cast the 2nd-level spell Levitate for 2TP.

Pacemaker: Once per day, if a source of damage would reduce you to 0hp, it instead reduces you to 1HP.

Microemotional Processor: You gain proficiency in the Persuasion skill, or expertise if you are already proficient.

Vaporeal: You can cast the 2nd-level spell Misty Step for 2TP.

Psyguard: You gain advantage against being charmed or frightened. Adept Loadout Beginning at 11th level, you gain access to the following abilities: Super Destructo Ray: Damage is upgraded to 6d8 on a fail. - 6TP

Sticky Bomb: As an action, you hurl adhesive goop no further than 40 feet away. Creatures within 5 feet of the designated point must make a Strength saving throw against your Tech DC. Creatures who fail this save are rendered immobile and must repeat the save each turn until a success is rolled. - 5TP

Sharpshot: As an action, make a ranged Tech attack (1d20 + INT modifier + proficiency) with a range of 150 ft. On a successful hit, the target takes 8d8 magical piercing damage. - 8TP

Improved Smokescreen: As an action, you may create a cloud of magical darkness with a 15 foot radius within a space that you can see, which dissipates after 5 rounds. - 5TP

Curekit: As an action, a creature you touch is healed of any status ailments. - 7TP Innovative Breakthrough Starting at 13th level, you may now have a maximum of 5 Innovations active at once. Additionally, you gain access to the following Innovation options: Eagle Eye: You may cast the 6th-level spell True Seeing for 9TP.

Teleporter: Once per day you may cast the 7th-level spell Teleport for 10TP.

Synergist: You may cast the 5th-level spell Skill Empowerment for 7TP.

Improved Translator: You can speak, read, and understand any language. Requires Translator Innovation.

All-Terrain Mobility: You suffer no movement speed penalty from difficult terrain.

Tactician: When you attack with advantage you deal an additional 1d8 to your target. Failsafe Protocol Starting at 14th level, once per save, when you fail a saving throw you may spend 10TP to reroll the results. You must take the second roll. Masterwork Loadout Beginning at 17th level, you gain access to the following abilities: Death Beam: As an action, choose a creature within 60 feet who has taken damage. They must make a Constitution saving throw against your Tech DC. On a fail, they take 6d12 + 20 necrotic damage, or half as much on a successful save. - 17TP

Static Orb: As an action, choose a point no more than 100 feet away. Creatures within 50 feet make a Dexterity saving throw against your Tech DC. On a fail, they take 12d6 thunder damage, or half as much on a success. - 14TP

Ray of Terror: As an action, you launch a ray of dark, eldritch energy at a creature within 100 feet. The target must make a Wisdom saving throw against your Tech DC. If they fail, they take 6d6 psychic damage and must spend their turn screaming and wildly flailing their arms in the air. The creature can only run in circles, cannot take reactions, and attacks against it are made with advantage while the effect persists. The creature repeats the Wisdom saving throw at the beginning of each turn until they pass, breaking the effect. On a successful saving throw, they take half of 6d6 and are not otherwise affected. Creatures who are immune to charm and fear effects cannot be targeted by this ability. - 13TP

Improved Stickybomb: - Radius of effect increases to 10 feet. Creatures who fail the Strength saving throw are also grappled for one round. - 12TP

Overload: As an action, if you are below half of your maximum health, you may unleashed a discharge of electrical energy in a 20 foot radius of your character. Creatures within that 20 foot radius must make a Dexterity saving throw against your Tech DC. On a fail, those creatures take 6d10 lightning damage, or half as much on a successful save. - 10TP Innovative Breakthrough At 18th level, you may now have a maximum of 6 Innovations active at once. Additionally, you gain access to the following Innovation options: Arcanist: You gain proficiency in the Arcana skill, or expertise if you are already proficient, and can cast the 4th-level spell Arcane Eye at will without any material components for 8TP.

Mage Hunter: You may cast the 8th-level spell Antimagic Field at will without any material components for 15TP.

Jetpack: You may cast the 3rd-level spell Fly for free.

Vivacity : After the completion of a long rost, you gain temporary hit points equal to 15 + your Constitution modifier.

Mechanical Life Support: You no longer require food, water, or air to survive.

A/V Implant: You are immune to blindness and deafness.

Simulated Self: Once per day, you may cast the 7th-level spell Simulacrum for 13TP.

Hologram Technician: You may cast the 7th-level spell Mirage Arcane for 13TP.

Advanced Combat Systems: When you take the attack action, you may make three weapon attacks. Requires Combatant Innovation Deus Et Machina At 20th level, three times a day, you may use two main action Loadout abilities in one turn or use the same one twice. The second ability's TP cost is halved.

Technologist Specializations A Technologist can further specialize his abilities by becoming a Commando, an Engineer, or a Covert Operative. A Commando takes control of the battlefield by building turrets to dish out additional damage, whereas a Covert Operative takes a more subtle approach to situations, relying on cloaking devices and a surveillance drone to further his ends. Engineers shape the battlefield, often literally, by creating cover where none existed before, and by way of upgraded utility devices within his arsenal. Commando Commandos can most often be found on the front line directing the flow of battle. Their specialization enables them to raise and command Autobow turrets that deal damage and can draw off heat in a pinch. Autobow Engineer At 3rd level, as an action, you may spend 3TP to create an Autobow turret. The turret takes it's turn when you do and acts as directed to the best of its ability, although it remains stationary once placed and cannot be moved. Autobow Turret Construct, neutral Armor Class 13

13 Hit Points 15

15 Speed 0ft. STR DEX CON INT WIS CHA 2 (-4) 10 (0) 8 (-1) 3 (-4) 8 (-1) 3 (-4) Condition Immunities blindness, deafness, fear, charm, poison, paralyzed

blindness, deafness, fear, charm, poison, paralyzed Senses passive Perception 12

passive Perception 12 Languages none

none Actions Autobow. Ranged Weapon Attack: + caster's INT modifier + caster's proficiency modifier to hit, range 30/ft., one target. Hit: 1d8 piercing Projectile Research Additionally at 3rd level, you may cast the 1st-level spell Catapult for 2TP. You may upcast at a rate of 2TP per spell level beyond its base.









Forceful Munitions Starting at 7th level, your Autobow Turrets deal an additional 1d4 force damage, have a maximum attack range of 40ft, and cost 5TP to create. Efficiency Systems Starting at 10th level, your Autobow Turrets gain an extra ranged attack when taking the attack action. Additionally, their maximum HP increases to 30 and their AC is improved to 15. Artillery Specialist Starting at 15th level, your Autobow Turrets gain another 1d4 of force damage to each hit, for a total of 2d4, gain a maximum attack range of 50 feet, have a maximum of 45 hit points, and an AC rating of 16, but cost 7TP to create.