Techie

Techies are fairly well learned and skilled.

As a techie, you gain the following class features.

**Hit Points at 1st**
level: **6 + your Constitution modifier.**

**Hit Points at Higher**
Level: **1d6 (or 4) + your Constitution modifier per techie level after 1st**

**Weapons:** Simple
weapons, and sidearms

**Tools:** One kit
of your choice

**Saving Throws:** Intelligence,
Wisdom

**Skills:** Choose
four skills from Animal Handling, Investigation, Mechanics, Medicine, Nature, Religion,
Research, and Wyrding.

### Polyglot

You know many languages. You know a number of additional languages
equal to your Intelligence modifier. If your Intelligence modifier increases, you
may learn an additional language; however, if your Intelligence modifier decreases,
you forget a language.

### Training

A techie is defined by the kind of training they have. At
3rd level, you choose your training. The training you choose grants you
features at 3rd level and again at 7th, 10th, 14th,
and 17th.

**Investigator:** Seeks
truth wherever they can find it; either by uncovering lies to catch a criminal
or solving the riddles of an ancient ruin.

**Mechanic:** Without
skilled mechanics fixing damaged technology in the field, most will never get to
see the starlight again.

**Medic:** Their general
knowledge about anatomy and what keeps living things alive, makes them indispensable
while exploring the frontier.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

### Expertise

At 6th level, select two skills you are currently
proficient with or a skill and a kit. You may double the proficiency bonus for those
skills.

### Mastery

At 11th level, when using a skill you have *expertise* in outside of combat, you may use
that skill as though you rolled a 20, assuming there is adequate time to accomplish
the task.

### Reflexive

At 15th level, when using a skill you have *expertise* in while in combat, you may use
that skill as though you rolled a 10. You must decide to do this before you roll
the check and only once every short rest.

## Investigator

You seek information. You can gather it from others or from
careful research, but in the end, your job is to know things.

#### Snoop

At 3rd level, when making an investigation check,
you may add your skill die to the roll.

#### Mentor

At 7th level, as an reaction, you can grant an
ally who can hear you a bonus equal to your skill die on their next skill check.

#### Eye for Detail

At 10th level, you may add your skill die to any
roll you are making when actively attempting to get information about a topic.

#### Vulnerability

At 14th level, as an action, you are able to see
a vulnerability in your enemy and get your allies to exploit it. Until the beginning
of your next turn, all allies within 18 meters of you that can hear you has advantage
on all of their next attack rolls and may add your skill die to their damage rolls

#### Omniglot

At 17th level, after being exposed to a verbal
or a written form of a language for a month, you can read or speak that language
as appropriate.

## Mechanic

You are methodical and exact. Years of training as made you
a very competent warrior with the tools at hand.

### Gearhead

At 3rd level, when making a mechanics check, you
may add your skill die to the roll.

### Technobabble

With your understanding of basic technological principles,
you can easily discern readouts and displays.

At 7th level, you can read instruments and displays
even if you don’t understand the language. You only understand the basic functions.

### Ad Hoc

At 10th level, assuming you have the appropriate
parts, you may make a mechanics check with a DC based on how complex the device
is. On a success you create the device and it will have a number of uses equal to
your skill die. After that many uses, it will cease to function and cannot be used
again.

  Rudimentary
  Simple
  Advanced

### Quick Repair

At 14th level, you can perform a mechanics check
as a move action when repairing equipment.

### Emergency Repair

At 17th level, as an action, a piece of broken
equipment you can touch becomes fully functional for a number of rounds equal to
your skill die, afterwards, it is damaged beyond repair. You must take a long rest
before you can use this ability again.

## Medic

You are methodical and exact. Years of training as made you
a very competent warrior with the tools at hand.

### Miracle Worker

At 3rd level, when making a medicine check, you
may add your skill die to the roll.

### Grace

At 7th level, when you make a medicine check to
stabilize a creature without *alien anatomy*,
you may heal them your skill die hit points. This healing begins at their current
hit point total, not at 0.

At 11th level, you can use this ability on creatures
with *alien anatomy.*

### Antidote

At 10th level, as an action, a creature you can
touch may make a saving throw against a single condition they are affected by, they
may use your skill die as a bonus to this save throw.

### Triage

At 14th level, you may automatically stabilize
a single creature you are touching as a bonus action. You must take a short rest
before you can use this ability again.

### Second Chance

At 17th level, as an action, you can bring a stabilized
creature’s hit points up to 0 and remove any negative conditions they may be experiencing.
You must take a long rest before you can use this ability again.