Jetpack 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.

Advanced Bomb Ejector

Prerequisite: Bomb Ejector; 7th level

You can now cast Element of Surprise once at second level while expending Tech points as if it were cast at first level. You regain the ability to cast it in this way after finishing a long rest.

Advanced Evasion

Prerequisite: 11th level

Evasive Flying's bonus to AC increases to +2

Advanced Mortar Launcher

Prerequisite: Mortar Launcher, 7th level

You can now cast Homing Rockets once at second level while expending Tech points as if it were cast at first level. You regain the ability to cast it in this way after finishing a long rest.

Advanced Thrusters

Prerequisite: Prototype Thrusters, 10th level

Each use of your custom jetpack now lasts five minutes and you have a number of uses equal to your Intelligence modifier that you can use per long rest instead of having to use power cells.

Aiming Stabilizers

Prerequisite: 5th level

You gain a +1 bonus to attack rolls made with weapon attacks while your custom jetpack is activated. This bonus increases to +2 at 9th level and +3 at 13th level.

Battlefield Repositioning

On your turn while your custom jetpack is activated you can use your action to pick up an ally after making a DC 13 Strength (Athletics) check and move them up to half your movement speed and drop them off at a new location. Upon landing, your ally can use their reaction to make a weapon attack against a creature within range.

Energy Redistribution

Prerequisite: 5th level

You gain a +1 bonus to damage rolls made with weapon attacks while your custom jetpack is activated. This bonus increases to +2 at 9th level and +3 at 13th level.

Experienced Jet Fighter

Prerequisite: 13th level

You now only need to move 10 feet towards a target before making an attack to gain advantage on the attack and when you roll maximum damage and make a second attack, that second attacks deals an extra 1d4 fire damage.

Flame Vents

You now know the Jet of Flame at will power and it does not count against your maximum number of Tech powers.

Full Burn

Prerequisite: 15th level

When using Afterburn Escape you can now move your full movement speed in any direction

Jet Assisted Strike

Prerequisite: Vibroweapon

End your current use of your custom jetpack to empower a melee strike. On a hit, your melee weapon attack deals an extra 1d6 kinetic damage. Hit or miss, your jetpack's fuel is depleted. The extra damage die increases to 1d8 at 9th level and then to 1d10 at 13th level.

Overshield

You now know the Ward at will power and it does not count against your maximum number of Tech powers.

Power Pack Overload

You now know the Electrical Burst at will power and it does not count against your maximum number of Tech powers.

Prototype Bomb Ejector

You learn the Element of Surprise Tech power and it does not count against your maximum number of Tech powers. In addition, you can cast it at first level once without expending any Tech points. You regain the ability to cast it in this manner after finishing a long rest.

Prototype Mortar Launcher

You learn the Homing Rockets Tech power and it does not count against your maximum number of Tech powers. In addition, you can cast it at first level once without expending any Tech points. You regain the ability to cast it in this manner after finishing a long rest.

Prototype Thrusters

Your movement speed while flying with your custom jetpack is increased by 15 feet.

Quick Start Engine

Activating your custom jetpack no longer takes a bonus action and instead uses an object interaction on your turn.

Rising Phoenix

When you activate your custom jetpack you can expend a Potent Aptitude die and have enemies within 5 feet of you make a Dexterity saving throw. They take your Potent Aptitude's dice roll as damage + your Intelligence modifier in fire damage if they fail.