Mechromancer Class/Technical Specializations

## Technical Specialization

Instead of choosing a subclass, a Mechromancer gains certain perks at specific levels of their class. These perks represent your training or overall modifications to your body, rather than specific alterations to a limb or other area. This class feature grants you choices at 3rd, 6th, 9th, 13th, and 17th levels. Once you have made your choice of perk at one of these levels, you cannot change it.

####  3rd Level: Fighting Style.

 You gain one of the following fighting styles of your choice. Note that these bonuses only apply to graft weapons.

* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense.** Adds a +1 AC bonus to the unarmored defenses granted by Living Metal.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

####  6th Level: Mechanized Defenses.

 You gain one of the following defensive systems of your choice.

* **Armored Plating.** Adds a +2 AC bonus to the unarmored defenses granted by Living Metal. Your armor fortifies your internals as well, granting a +2 to your max HP.
* **Deflector Shields.** When you are hit by an attack you can see, you can use your reaction and spend 1 Energy to activate your deflectors, gaining a bonus to your AC against the triggering attack, which equals 2 + the Energy roll. The base +2 AC bonus lasts till the start of your next turn.
* **Blink Drive.** When you are hit by an attack or forced to make a Dexterity save against a harmful effect, you may choose to activate this system. Roll a d20 - on a result of 11 or higher, you momentarily phase into the Ethereal plane and back again, allowing you to completely avoid the attack or effect. You may use this system twice, regaining all uses after completing a long rest.

####  9th Level: Thigh Grafts.

 You gain one of the following perks of your choice.

* **Decelerators.** Any fall damage you take is reduced by your Constitution modifier.
* **Spring-Loaded Braces.** Your walking speed increases by 10 feet.
* **Gyroscopes.** You have advantage on saving throws against being knocked Prone, and standing up from being Prone only costs 5 feet of movement.

####  13th Level: Specialization Kit.

 You gain one of the following perks of your choice.

* **Explorer's Kit.** You can measure distance perfectly based on line of sight for up to 5 miles, you always know which direction is North, and you may use Intelligence instead of Wisdom for your Perception checks. Additionally, your Energy pool is reduced by 1, but you only need to eat and drink once a week.
* **Black Ops Kit.** You gain advantage on Stealth checks as long as you are unmoving and not making any noise louder than breathing. Additionally, you may choose to stay awake and alert throughout a long rest. When you do this, you gain all the benefits of a long rest, but start the following day with 2 Energy less than your maximum.
* **Soldier's Kit.** You may use Intelligence or Constitution instead of Strength or Dexterity when attempting or contesting a grapple check. Additionally, when you use energy to grant yourself temporary hit points, those are instead regular hit points for you.

####  17th Level: Torso-Chassis Conversion.

 You gain one of the following perks of your choice.

* **Solar Power Array.** Your Constitution score increases by 1, and when you take a short rest, you now regain 2 Energy instead of 1.
* **Quad-Socket Overhaul.** You have four arms instead of two now, each with one graft slot. You have advantage on checks and saves made to climb, your climbing speed equals your base walking speed, and you can climb upside down on horizontal surfaces. Your Dexterity score increases by 1.
* **Discharge Capacitors.** When you hit a creature with a melee graft weapon attack, you can spend 2 Energy to force them to make a saving throw against your Graft Casting DC or be Stunned until the end of your next turn.