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 βChopperβ
Gain advantage on Mechanics and Use Computer checks. Your intellect makes you deadly efficient with tech.
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.
You gain advantage on Treat Injury checks.
You are specialized with grenades (+1 Att, +1 Dmg).
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.
Once per encounter, you may double a friendly droidβs movement and attack speed for 1 round.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You can modify a device, suit of Armor, Weapon, Droid, or Vehicle so that it gains a special trait. GM discretion.
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.
Once per encounter, as a bonus action, you can grant a droid or construct +2 to attack and saving throws for 1 round.
When you successfully use the Use Computer skill to access or retrieve data, thereβs 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 wasnβt meant to share.
Once per long rest, you can issue a command to a droid. It must make a Wisdom save or obey you for 1 round.
You may add your Intelligence modifier to your grenade damage.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Any upgrade or modification you complete weighs half as much and costs 50% fewer materials or credits.
Once per encounter, allies within 30 ft of you gain +1 to attack for three rounds.
Once per encounter, allies within 30 ft of you gain +2 to AC and saving throws for three rounds.
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.
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.
When stabilizing an ally, they regain 1d6 HP + proficiency bonus.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
When you throw a grenade, your allies within the area of effect take only half damage, and no damage on a successful saving throw.
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.
Gain advantage on Stealth while near tech.
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.
Explosives and traps you plant gain +2 to their saving throw DC and deal an additional 1d6 damage.
Once per short rest, you may take an additional tech-based action on your turn (trap set, turret deploy, remote trigger).
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Your grenades damage increases by 1 die.
Your surge lasts for three rounds.
You tactical uplink range increase to 60 ft. In addition, when using Tactical Uplink, your allies can reroll a failed attack or saving throw.
Mechanics and Use Computer rolls critical range is 19-20.
Once per long rest, you can issue a command to a droid. It must make a Wisdom save or obey you for 3 rounds.
Your mind constantly simulates all possible battlefield outcomes. Once per long rest, choose one of the following predictions to activate for three rounds:
β Predict Movement: Enemy creatures cannot gain advantage against you and provoke opportunity attacks even when Disengaging.
β 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).
β Predict Impact: Once per turn, you may reroll one failed attack roll, saving throw, or skill check, but you must keep the new result.
β Predict Timing: You may choose to act at any point in the initiative order this round. You must declare this before your turn begins.
Once per long rest, you may re-use one limited spent traits.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.