Techie

1st
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th
 10th

As a techie, you gain the following class features.

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per techie level after 1st

### Proficiencies

**Armor**: Light and medium armor
**Weapons**: Simple weapons, Heavy Pistols, and SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Intelligence, Wisdom
**Skills**: Engineering; select six skills from Electronics, History, Insight, Investigation, Medicine, Nature, Perception, Performance, and Science

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) M3 Heavy Pistol or (b) M4 SMG
* Two grenades
* Bag of components
* 5,000 credits worth of additional gear

### Tech Points

At 1st level, you get tech points that can be used to boost abilities and perform exploits representative of your training. At 1st level, you start with points equal to 3 + your Intelligence modifier, which increases by 1 every additional level. Any spent tech points are recovered after you finish a long rest.

### Drone

As an Action, spend 1 tech point to summon one of the following drones: assault, combat, defense, recon, or support.

When summoned, the drone has additional hit points equal to twice your techie level. Whenever the drone makes a saving throw, damage or healing roll, add your proficiency bonus to the roll. Whenever the drone attacks, apply your proficiency bonus instead of the drone's to the roll.

You have complete control over the drone. Any hacking attempts on the drone are rolled against your Intelligence, not the drone's. The drone has its own turn in the initiative order, which occurs immediately following your turn.

The drone lasts 1 minute or until its hit points drop to 0.

### Tech Savant

Starting at 1st level, you gain two of the following traits that reflect the uniqueness of your talents. Some require the spending of tech points. You gain one additional tech savant trait at 3rd level, 6th level, and 9th level.

* **Economical Plating.** You gain a +1 bonus to AC. Additionally, you can temporarily increase your armor’s potential, spending 1 tech point as an action to increase your AC an additional +1 for five minutes.
* **Friggin’ Love Science.** Spend a tech point, and you have advantage on Intelligence (Science) or Intelligence (Engineer) checks until the end of your next turn. If you select this trait a second time, you can spend one tech point to set your next d20 roll Intelligence (Science) or Intelligence (Engineer) check to a natural 20.
* **Immediacy.** Spend one tech point as a bonus action to gain an additional action on this turn. This action can be used to take any action except an Attack action.
* **Like Machines.** Your maximum tech points increase by 2. You can select this trait up to four times.
* **Midas Touch.** While you are wielding a firearm, its damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). You can select this trait twice, and its effects stack with others that increase damage die size.
* **Priorities.** Instead of using your Hit Dice to recover hit points during a short rest, you can expend them to regain tech points. For each Hit Die spent, you recover 2 tech points rather than recover hit points. You cannot have more tech points than your maximum.
* **Scientist, Not A Soldier.** When you use the Disengage action, you can also make a single ranged attack as part of the same action. You inflict half damage on a hit.

### Chimera Drone

At 3rd level, you have learned how to construct your own personal drone. Following 8 hours of work and the expenditure of 15,000 credits worth of materials, you upgrade a Virtual Intelligence into a rudimentary AI, allowing it to develop a personality, and create a synthetic body for the AI to transfer into. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the chimera drone stat block.

Add your proficiency bonus to the chimera drone's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your level, whichever is higher. Like any creature, the chimera drone can spend Hit Dice during a short rest.

In combat, the chimera drone takes its turn on your initiative. On your turn, you can verbally command the chimera drone where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the chimera drone takes the Dodge action.

If you are incapacitated or absent, the chimera drone acts on its own, focusing on protecting you and itself. The chimera drone never requires your command to use its reaction, such as when making an opportunity attack.

If your chimera drone is ever slain, 8 hours of work and the expenditure of 2,500 credits worth of materials can create a new body and a copy of the AI from a backup.

You can still summon a temporary drone using your tech points.

### Chimera Drone Loadout

Also at 3rd level, you have developed combat and utility attachments for your chimera drone. Choose three of the following attachments to modify your chimera drone.

* **Hacker-Bot.** When the drone makes an ability check with hacking tools it can add your proficiency bonus to the roll As a bonus action, the drone can launch a built-in universal cable up to 30 feet to connect itself to a port it can see.

* **Anti-Grav Boosters.** Your drone gains a flying speed of 40 feet and the ability to hover.
* **Pulse Cannon.** The drone can use the pulse cannon attack.
* **Razor Claws.** The drone can use the razor claws attack.
* **Shock Prod.** The drone can use its shock prod attack.
* **Guard.** The drone can take the Guard action.
* **Sabotage (3/Day).** The drone can take the Sabotage action.
* **Tactical Cloak (3/day).** The drone use its Tactical Cloak.
* **First Aid (3/day).** You can use your bonus action to have the drone inject a friendly, organic creature within 5 feet of it with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to 1d8 + your Intelligence modifier.
* **Mobile Unit.** Your drone becomes a Medium size sentient vehicle that can hold 1 rider. Its walking speed changes to 120 feet and its climbing speed changes to 60 feet. Its hit point maximum increases by an amount equal to your level.

Over the course of a long rest, you can replace your chimera drone’s attachments with three other attachments of your choice.

### Coordinated Attack

Beginning at 6th level, you and your drone companion form a more potent fighting force. When you use the Attack action on your turn, if your drone companion can see you, it can use its reaction to make an attack.

### Drone Army

Starting at 9th level, you can construct and use an additional chimera drone.

You can still summon a temporary drone using your tech points.