Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Tech Specialist

    The Tech Specialist is a battlefield engineer, droid commander, and electronic warfare expert. They can sabotage systems, support allies, repair and overclock droids, and manipulate technology to turn the tide of combat. A master of mechanics and computing, this class combines tactical knowledge with inventive solutions and creative problem-solving.

    Examples from Star Wars lore: Echo, Tech (The Bad Batch), Babu Frik, C1-10P β€œChopper”

    Class Traits by Level

    Level 1 – Tech Savant
    Gain advantage on Mechanics and Use Computer checks. Your intellect makes you deadly efficient with tech.
    Level 1 – Nano-Patcher
    Once per long rest, you may inject nanites to heal 1d8 + INT modifier HP as an action. Increases by 1 Die at levels 5, 10, 15 and 19. Nanites can be acquired at specialty shops around the galaxy.
    Level 2 – Emergency Medic
    You gain advantage on Treat Injury checks.
    Level 2 – Grenadier I
    You are specialized with grenades (+1 Att, +1 Dmg).
    Level 3 – Field Medic
    When you use Treat Injury on an ally within 30 feet of an enemy, you and that ally gain +2 AC until the start of your next turn.
    Level 3 – Droid Surge
    Once per encounter, you may double a friendly droid’s movement and attack speed for 1 round.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Tech Specialist
    You can modify a device, suit of Armor, Weapon, Droid, or Vehicle so that it gains a special trait. GM discretion.
    Level 5 – Security Slicer
    When you make a Mechanics check to Disable Device or Use Computer Check to hack a system, you can do so without the help of a Security Kit.
    Level 6 – Droid Overclock
    Once per encounter, as a bonus action, you can grant a droid or construct +2 to attack and saving throws for 1 round.
    Level 6 – Lucky Hacker
    When you successfully use the Use Computer skill to access or retrieve data, there’s a chance you uncover additional hidden information. Roll a d20 β€” on a result equal to or less than your Intelligence modifier + proficiency bonus, you discover a bonus detail, system vulnerability, or file the system wasn’t meant to share.
    Level 7 – Droid Override I
    Once per long rest, you can issue a command to a droid. It must make a Wisdom save or obey you for 1 round.
    Level 7 – Grenadier II
    You may add your Intelligence modifier to your grenade damage.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – DIY
    Any upgrade or modification you complete weighs half as much and costs 50% fewer materials or credits.
    Level 9 – Tactical Uplink – Offense
    Once per encounter, allies within 30 ft of you gain +1 to attack for three rounds.
    Level 10 – Tactical Uplink – Defense
    Once per encounter, allies within 30 ft of you gain +2 to AC and saving throws for three rounds.
    Level 10 – Viral Injection
    Once per short rest, when you use the Use Computer skill to bypass, shut down, or disable a system, you can choose to inject a custom virus into the system. If successful, the system becomes unstable for several minutes, depending on your skill check result.
    Level 11 – EMP Surge
    Once per short rest, release a pulse that disables shields, droids, and electronics in a 30-ft radius. On a failed save, they are disabled for 1 round. On a successful Con save, they suffer no effect.
    Level 11 – Combat Medic
    When stabilizing an ally, they regain 1d6 HP + proficiency bonus.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Grenadier III
    When you throw a grenade, your allies within the area of effect take only half damage, and no damage on a successful saving throw.
    Level 13 – Field Medic Expert
    When you use Treat Injury on an ally within 30 feet of an enemy, you and that ally gain +4 AC until the start of your next turn.
    Level 14 – Digital Ghost
    Gain advantage on Stealth while near tech.
    Level 14 – Logical Mind
    Once per long rest you can enter a state of analytical mode for three rounds. You cannot be surprised or intimidated and have advantage on Initiative rolls. You can add your Wis mod to Int rolls.
    Level 15 – Charge Mastery
    Explosives and traps you plant gain +2 to their saving throw DC and deal an additional 1d6 damage.
    Level 15 – Tech Mastery
    Once per short rest, you may take an additional tech-based action on your turn (trap set, turret deploy, remote trigger).
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Grenadier IV
    Your grenades damage increases by 1 die.
    Level 17 – Enhanced EMP Surge
    Your surge lasts for three rounds.
    Level 18 – Tactical Uplink Mastery
    You tactical uplink range increase to 60 ft. In addition, when using Tactical Uplink, your allies can reroll a failed attack or saving throw.
    Level 18 – Critical Technologist
    Mechanics and Use Computer rolls critical range is 19-20.
    Level 19 – Droid Override Master
    Once per long rest, you can issue a command to a droid. It must make a Wisdom save or obey you for 3 rounds.
    Level 19 – Predictive Combat Engine
    Your mind constantly simulates all possible battlefield outcomes. Once per long rest, choose one of the following predictions to activate for three rounds: – Predict Movement: Enemy creatures cannot gain advantage against you and provoke opportunity attacks even when Disengaging. – Predict Damage: Once per turn, when an ally within 30 feet takes damage, you can reduce the damage by an amount equal to your Intelligence modifier + proficiency bonus (reaction). – Predict Impact: Once per turn, you may reroll one failed attack roll, saving throw, or skill check, but you must keep the new result. – Predict Timing: You may choose to act at any point in the initiative order this round. You must declare this before your turn begins.
    Level 20 – Modular Mind
    Once per long rest, you may re-use one limited spent traits.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.