Savant

Savants are on the cutting edge of technology and can apply it to almost any situation.


Base Class

Fixer Upper

Whenever you attempt to repair a tech item, vehicle, or firearm, the DC is lowered by 2.

Flash of Genius

When you or a creature within range makes a d20 roll, you can add your intelligence modifier to the result. Limited to twice per day



Electromancer 1

3 SP | 4 HP | Trained in tinker's tools

Tesla Bolt

You can store electricity in the form of charge points. You can have a maximum of 5 charge points at once, and you can regain charge points from nearby sources of electricity using 3 actions.

You can make an electric attack with 1 action by spending a charge point. Make a ranged attack on a target within 30 feet, on a hit the target takes 1d6 lightning damage. When you hit with an attack, you can take an additional action and spend another charge point to double the damage.

Electromancer 2

3 SP | 4 HP | +2 charge point maximum

You have resistance 3 to lightning damage. Whenever you take lightning damage, you regain all expended charge points.



Gadgeteer 1

3 SP | 4 HP | Trained in tinker's tools

Invention

You can create one tier 1 tech item during a short or long rest. You can only have two items created this way at a time.

Gadgeteer 2

3 SP | 4 HP

Tech Adept

Whenever you equip a tech item, any static bonus is increased by 2.



Gunsmith 1

3 SP | 4 HP | Trained in explosives and firearms

Specialized Ammo

You can modify a number of bullets equal to your intelligence modifier. Choose from the specialized ammo list.



Mech Driver 1

3 SP | 4 HP | Trained in explosives and firearms

Mech

You have a mech that you can pilot. It counts as a suit of armor and takes an appearance of your choice. You ignore energy and training requirements and can equip or remove it at will. While operating your mech, you can use intelligence instead of dexterity for explosive and firearm weapon attacks.

Mechanic 2

3 SP | 4 HP

Wrist Rockets

Your mech is equipped with Wrist Rockets which you do not need to reload.



Medic 1

3 SP | 4 HP | Trained in medical kits

Medical Kit Expert

You can use a medical kit without expending any uses. You can also use a medical kit to give a stabilized unconscious creature one hit point.

Medic 2

3 SP | 4 HP

Check Up

You can use 2 actions to analyze a creature and learn what conditions and diseases the creature is afflicted with. Knowing these conditions or diseases gives you a +4 bonus to checks made to remove them.



Reanimator 1

3 SP | 4 HP | Trained in medical kits

It's Alive!

With the powers of deranged science you managed to create a homunculus. The homunculus follows your verbal commands to the best of its ability and is unfailingly loyal to you. You can only create 1 homunculus with this feature, and it gains all of your skill and tool proficiencies.