{"name":"Technician","overview":"Master if their craft, you excel at tinkering with anything tech related, and are greatly superior to blacksmiths.","hit_dice":"1d10","hit_points_at_1st_level":"12 + CON MOD","hit_points_at_higher_levels":"1d10 + CON MOD","armor_proficiencies":"All","weapon_proficiencies":"Light, Martial, Thrown, Simple.","tools":"Tinker's Tools, Blacksmith's Tools.","saving_throws":"Constitution, Intelligence ","skills":"Choose 4 from: Acrobatics, Athletics, Perception, Intimidation, Stealth, Survival, Persuasion.","starting_equipment":"Two Light Hammers [b]OR[\/b] One Heavy Sledgehammer\r\nScale Mail\r\n100x Scrap","spellcasting":"N O","class_features":"Level 1 - Master of the Craft\r\n[br]\r\nYou have a permanent +2 to PB.\r\n[hr]Level 1 - Runic Mastery\r\n[br]\r\nYou can read runic.\r\n[hr]Level 1 - Returning Weapon\r\n[br]\r\nWhen you throw your hammer, it comes back to you, damaging the enemy twice.\r\n[hr]Level 3 - Heavy Metal\r\n[br]\r\nTechnicians are close quarters fighters, they use a special fighting style called, \"Heavy Metal\" which is based around using hammers. You have \"Endurance\" which Is used to perform Heavy Metal moves. At level 3 you have 5.\r\n[hr]Level 3 - Metal Crusher\r\n[br]\r\nCrush an opponent by swinging down onto an enemy with your hammer, dealing 2d8 force damage and giving disadvantage. Uses 1 Endurance.\r\n[hr]Level 3 - The Grinder\r\n[br]\r\nSpin your hammer violently, dealing 1d8 damage to all entities within 10ft. of you. Uses 1 Endurance.\r\n[hr]Level 3 - The Forge\r\n[br]\r\nQuickly write a runic word onto your hammer that lasts 3 rounds. The runic gives the hammer 1d6 extra damage of any element. Uses 2 Endurance.\r\n[hr]Level 4 - Ability Score Improvement\r\n[br]\r\nChoose between 2 stat points or a feat.\r\n[hr]Level 4 - Quake\r\n[br]\r\nSlam your hammer upon the ground, causing the earth to shatter, those in a straight line form you will roll a STR save of 12 + STR\/INT MOD + PB. Failing will cause them to fall into the earth, making them prone. This also deals 1d12 + PB + STR MOD. Bludgeoning damage. Uses 2 Endurance Points.\r\n[hr]Level 5 - NERD RAGE\r\n[br]\r\nYou decide to ditch your strength, allowing you to use INT for your to hit modifier.\r\n[hr]","subclass_options":"[h1]Sentry Master[\/h1]\r\nYou have learned to forge multiple still, but powerful pieces of tech that can be suited to do multiple things.\r\n[hr]Level 3 - Sentry Master \r\n[br]\r\nWhen you are near the sentries you create, you gain advantage with attack rolls.\r\n[hr][h3]Level 3 - S.E.N.T.R.Y MK I[\/h3]\r\n[br]\r\nThis is the selection of Sentries you can craft. You get more later. You can only have three of each sentry out at a time. \r\n[br]\r\n\r\nEach sentry costs 5 to make, as well as a bonus action. You can scrap sentries for 3 scrap, if it is upgraded, for every upgrade you get 2 more scraps. Upgrading a sentry uses a bonus action. To hit is a +PB and a +INT MOD. The health for sentries is 1x Class level, doubles for every upgrade. You assign a turret to a ally or an enemies turn. It will fire after that persons turn, For every 2 upgrades. you can choose another turn to fire.\r\n[br]\r\n\r\n- Ballista Sentry - \r\n[br]\r\nA sleek, classic, old fashioned ballista, but with automatic tracking and auto reload!\r\n[br]\r\nIt has a 30ft. radius of range, and will automatically fire at enemies inside its radius for 1d6 piercing damage on your turn. Costs 5 to upgrade, can be upgraded to a maximum of 4 times. Each upgrade increases the damage, it also increases the range by 5ft. \r\n[br]\r\n\r\n1 Upgrade: 1d8 + PB, + 5ft Range\r\n[br]\r\n2 Upgrades: 1d10 + PB, + 5ft Range + Another Turn\r\n[br]\r\n3 Upgrades: 1d12 + PB, + 5ft Range\r\n[br]\r\n4 Upgrades: 1d20 + PB, + 5ft Range + Another Turn\r\n[br]\r\n\r\n- Life Dispenser - \r\n[br]\r\nA sentry that shoots out healing energy.\r\n[br]\r\nIt has a range of 15ft. radius, and on your turn, will heal 1 person for 1d6 + PB. The DM controls the sentries \"AI\". Costs 10 to upgrade, can be upgraded to a maximum of 4 times. Each upgrade increases the healing, it also increases the range by 5ft.\r\n[br]\r\n\r\n1 Upgrade: 1d8 + PB, + 5ft Range\r\n[br]\r\n2 Upgrades: 1d10 + PB, + 5ft Range + Another Turn\r\n[br]\r\n3 Upgrades: 1d12 + PB, + 5ft Range\r\n[br]\r\n4 Upgrades: 1d20 + PB, + 5ft Range + Another Turn\r\n[br]\r\n\r\n- Spider Mines - \r\n[br]\r\nA bundle of 3 mines that have a radius of 10ft. The mines will automatically track enemies and run to them and explode for 1d8 fire damage, if there is multiple people in the radius, the DM will control the \"AI\" of the mines. Cannot be upgraded. Will move every turn.\r\n[hr][h3]- Mini Sentry - Level 4.[\/h3]\r\n[br]\r\nMini Sentries are sentries you can move around and put on yourself or an ally. It goes on your\/allies turn. You can create one of each type. Takes 5 scrap to build.\r\n[br]\r\n\r\nPocket Healer -\r\n[br]\r\nA small charge, engraved with healing runes. Stick onto ally or yourself to heal them gradually.\r\n[br]\r\nHeals INT MOD on the targets turn. if target is a WARFORGED, it heals 1d4 + targets INT MOD.\r\n[br]\r\n\r\nShoulder Cannon - \r\n[br]\r\nA small turret that fires pellets. Deals STR MOD damage on targets turn, has a range of 30ft. if target is a WARFORGED, it deals 1d4 + targets INT MOD.\r\n[br]\r\n[hr]Level 4 - Armored Machinery\r\n[br]\r\nSentries have and AC of 11 + its level.\r\n[hr]Level 6 - Auto-Repair\r\n[br]\r\nYour turrets now have an automated repair system, which allows them to heal 1d6 + PB hp every 3 turns.\r\n[hr]Level 6 - Faster Reload\r\n[br]\r\nLevel 3 sentries fire twice every 5 turns now. OR you can shoot once per 3 turns like normal.\r\n[hr][h3]Level 7 - S.E.N.T.R.Y MK. II[\/h3]\r\n[br]\r\n\r\nYou have learned more blueprints to your sentries. You can only have of each turret out at a time.\r\nEach Mk. II sentry costs 10 to make, as well as a bonus action. You can scrap sentries for 3 scrap, if it is upgraded, for every upgrade you get 2 more scraps. Upgrading a sentry uses a bonus action. To hit is a +PB and a +INT MOD. The health for sentries is 1x Class level, doubles for every upgrade.\r\n[br]\r\n\r\n\r\n- Quickening Stim - \r\n[br]\r\nA portable stim that you can place on you or an ally, this stim gives speed-increasing properties, increasing your movement by 10ft. This gets stronger per upgrade. Can be upgraded 3 times, each upgrade costs 10.\r\n\r\n0 Upgrades: + 10ft. of movement.\r\n[br]\r\n1 Upgrade: Double movement.\r\n[br]\r\n2 Upgrades: Extra Action Movement. \r\n[br]\r\n3 Upgrades: Extra Turn.\r\n[br]\r\n\r\n- Blast Cannon - \r\n[br]\r\nA cannon with the power to smite enemies with powerful explosions, though its quite slow. This cannon shoots every 1 round, and deals 3d20 fire damage to an enemy, and those within 5ft. of the original target take half damage. This costs 15 to upgrade, and can be upgraded 4 times.\r\n\r\n0 Upgrades: 3d20\r\n[br]\r\n1 Upgrade: 4d20 + PB, + 5ft Range\r\n[br]\r\n2 Upgrades: 5d20 + PB, + 5ft Range\r\n[br]\r\n3 Upgrades: 6d20 + PB, + 5ft Range\r\n[br]\r\n4 Upgrades: 7d20 + PB, + 5ft Range\r\n[br]\r\n\r\n\r\n- Flamethrower -\r\n[br]\r\nA sentry that automatically dispenses flames onto multiple targets in a 15ft cone, dealing 2d6 fire damage. It has a base range of 30ft. Costs 5 to upgrade. Can be upgraded 3 times. \r\n[br]\r\n\r\n0 Upgrades: 2d6 + PB\r\n[br]\r\n1 Upgrade: 3d6 + PB, + 5ft Range\r\n[br]\r\n2 Upgrades: 4d6 + PB, + 5ft Range\r\n[br]\r\n3 Upgrades: 5d6 + PB, + 5ft Range\r\n[br]\r\n[hr]Level 9 - Buddies \r\n[br]\r\nHave a 1d8 damage buff near your sentries.\r\n[hr]","table_data":"","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"762533","world":"4d88b12c-93bc-499f-aa9e-5bdcfaf3f010","folder":""}