Technician

## Overview

Technicians are like science programmer wizards. And mom said I was wasting my life with World of Warcraft...

Technicians can learn as many programs as they want, but they can only prepare a certain amount and cast a certain number per day.

## Cantrip / Program Slots

3\2

3\3

3\4\2

4\4\3

4\4\3\2

4\4\3\3

4\4\3\3\1

4\4\3\3\2

4\4\3\3\3\1

5\4\3\3\3\2

## Level 1

### APDOW Usage

Follows wizard spell tree. New programs do not cost gold to add to the index. You can prepare a number of programs equal to your INT modifer + Technician level. You can automatically add two programs whenever you level up, and new programs can be purchased from any ship computer.

## Level 2

### Battery Recharge

Restore 1/2 of your level worth of program slots every time you take a short rest. You cannot restore any programs over 6th level with this ability.

## Level 5

### Rational

Use an action to end being charmed or frightened

## Level 6

### Extra Juice

Cast a cantrip as a bonus action whenever you use a program.

## Level 7

### Cryptology

Gain advantage on deciphering codes and make your own messages.

## Level 9

### APDOW multitasking

Once per Long Rest, cast two programs for your action.

## Level 10

### Mental Mastery

Once per long rest, force an opponent to fail the saving throw of a program you casted.

## Protection

### Level 3

#### Ward

Whenever you cast a protection program, you can create a damage barrier with hp equal to (2 x level) + INT modifier. This Ward can be created once per Long rest. Damage is absorbed by the Ward before the damage goes to you.

### Level 6

#### Improved Ward

This ward can be used to protect allies within 30 feet of you.

### Level 9

#### Tough Mind

Gain resistance against damage from enemy APDOWs

## Prediction

### Level 3

#### Law of Averages

Roll 2 d20s once per long rest. Replace any attack, saving throw, or ability check of any creature you can see with one of the d20 rolls.

### Level 6

#### Combat Movement Algorithm

Roll a d100 whenever you roll initiative. If the result is less than your level + WIS modifier + INT modifier, arrange the order of initiative however you'd like.

### Level 9

#### Forecasted Failure

If an enemy's attack roll is less than your INT mod (or 1), you can take a reaction to cast a spell.

## Combat

### Level 3

#### Intelligent Pathfinding

Choose 1+program level creatures to take no damage from an Area of Effect program

### Level 6

#### Optimized Damage

Creatures take half damage on a successful save from a level 0 (cantrip) program.

### Level 9

#### Overclocked APDOW

Add your INT modifier to any program's damage roll.

## Illusion

### Level 3

#### Quick Hologram

Use a reaction to cast minor illusion during an enemy's turn.

### Level 6

#### Upgraded projector

Use a bonus action to change the nature of an illusion

### Level 9

#### Counter measure

Once per short rest, use a reaction to make an attack against you or an ally in 30 feet fail.

## Transmutation

### Level 3

#### Alter Chemistry

Transform one cubic foot of wood, iron, steel, copper, or stone into a different one of those materials for an hour.

### Level 6

#### Solid Stuff

Double duration of transmutation programs

### Level 9

#### Unlikely Cover

Use a bonus action to turn half cover into full cover 3 times per short rest.

## Mind Control

### Level 3

#### Charismatic

Double proficiency bonus on deception and persuasion checks.

### Level 6

#### Turn Away

Use a reaction to force an enemy making an attack on you to make a Wis saving throw. On a fail, you can redirect that attack to another creature within 10 feet of you (excluding the creature attacking you). You can use this feature twice per long rest.

### Level 9

#### Natural Charmer

Creatures do not automatically notice when they come under the influence of an APDOW mind control program.