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Astrotech Engineering

Engineer archetype
sourceECclassEngineer

Those engineers who choose the Astrotech Engineering discipline focus on utilizing their vast knowledge of droid technology to confuse, confound, and destroy enemy tech, droids and constructs.

Bonus Proficiencies

Astrotech Engineering: 3rd level You gain proficiency in astrotech's implements. Additionally, when you engage in crafting with astrotech's implements, the rate at which you craft doubles.

Electronic Warfare Platform

Astrotech Engineering: 3rd, 9th, and 17th level You learn to modify your astrotech's implements into a mobile electronic warfare platform. Over the course of a long rest, you can modify your astrotech's implements. You must have astrotech's implements in order to perform this modification.

Your electronic warfare platform is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your electronic warfare platform has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

Your electronic warfare platform comes equipped with electromagnetic projection and sensing systems, enabling three fields: ionizing, jamming, and targeting. As a bonus action, you can activate a field, which lasts for 1 minute, causing an effect determined by the field. Only one field can be active at a time, and you can end your field at any time on your turn, no action required. The range of your barriers increases to 15 feet at 9th level and 30 feet at 17th level. You can use these fields a combined number of times equal to your proficiency bonus, as shown in the engineer table. You regain all expended uses when you complete a long rest.

Ionizing Field

Whenever a droid or construct other than you starts its turn within 5 feet of you, it gains 4 slowed levels and takes ion damage equal to half your engineer level.

Jamming Field

Whenever you or a friendly creature within 10 feet of you are forced to make a saving throw by a tech power, the creature gains a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

Targeting Field

You and friendly creatures within 5 feet of you gain a bonus to the first ranged weapon damage rolls you

make each round equal to your Intelligence modifier (minimum of +1).

Potent Electromagnetism

Astrotech Engineering: 3rd level Once per round, when you deal damage to a droid or construct, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as the source of the damage.

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Direct Controller

Astrotech Engineering: 6th, 9th, 13th, and 17th level Your mastery of droids improves your ability to manipulate them. When you cast a power that could affect only droids or constructs, and you only affect droids with the power, you can choose to treat the power as if cast at your Max Power Level.

You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.

Systems Hijack

Astrotech Engineering: 14th level All droids, constructs, and creatures wearing or holding a techcasting focus within 120 feet are viable targets for any tech powers which you cast with a range of touch.

Electromagnetic Burst

Astrotech Engineering: 18th level As an action, you can end your field in a electromagnetic burst of power with an effect determined by the field you were generating.

Once you've used this feature, you must complete a long rest before you can use it again.

Ionizing Burst

Choose up to 10 creatures of your choice that are within 60 feet. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 ion damage and is stunned until the start of your next turn. On a success, it takes half damage and isn't stunned.

Jamming Burst

Choose up to 10 creatures of your choice that are within 60 feet. Once in the next minute, when a chosen creature fails a saving throw caused by a tech power or is hit by an attack power, the creature can choose to succeed on the saving throw or have the attack miss instead.

Targeting Burst

Choose up to 10 creatures of your choice that are within 60 feet. Each creature must succeed on a Constitution saving throw against your tech save DC or be blinded for 1d4+1 turns.

Astrotech Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

AI Amplifier

Prerequisite: 5th level You gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

AI Rangefinder

Prerequisite: 5th level You gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

Advanced Hardening

Prerequisite: 15th level, Hardening You have resistance to ion damage.

Advanced Grounding System

Prerequisite: 15th level, Prototype Grounding System You have resistance to lightning damage.

Advanced Jamming Phased Array

Prerequisite: 15th level, Prototype Jamming Phased Array While your jamming field is active, any hostile creature within the field must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

Advanced Ionizing Phased Array

Prerequisite: 15th level, Prototype Pulsating Phased Array While your ionizing field is active, your tech powers and class features ignore resistance to ion damage, and immunity to ion damage is instead treated as resistance from any creature within range of your field.

Additionally, when you use your Ionizing Phased Array feature, you create a fourth blast.

Advanced Targeting Phased Array

Prerequisite: 15th level, Prototype Targeting Phased Array While your targeting field is active, as an action, you can allow a number of allies within the field up to your Intelligence modifier (minimum of one) to use their reaction to make a ranged weapon attack against a single target you can see.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Droid Restraints

When you would install a restraining bolt, you can do so in half the time. Additionally, when determining the save DC of a restraining bolt you control, you can use your tech save DC, if it would be higher than the item's DC.

Flashlight Attachment

You affix a targeted light to your electronic warfare platform. As a bonus action, you can toggle the light on or off. While on, your electronic warfare platform sheds bright light in a 60-foot cone.

Fadecasting Controller

Prerequisite: 5th level You gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

Grounding System

You have advantage on saving throws against lightning damage.

Hacked Communications

As a bonus action, you may choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Hardening

You have advantage on saving throws against ion damage.

Intelligence Core Override

Prerequisite: 9th level You can cast the override interface tech power at 5th level without spending tech points.

Once you've used this feature, you must complete a long rest before you can use it again.

Ionizing Phased Array

Prerequisite: 5th level While your ionizing field is active, as an action, you can send forth blasts of directed ionic energy. Make two ranged tech attacks against targets within the field. These attacks can target the same creature or different ones. Make separate attack rolls for each blast. The attack deals 1d6 ion damage on a hit.

Jamming Phased Array

While your jamming field is active, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within your field, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take ion damage equal to your Intelligence modifier.

Miniaturized Repulsor Coils

Your electronic warfare platform can store 20 lb., not exceeding 1 cubic foot, which does not count towards your encumbrance.

Prototype Transmitter

Prerequisite: 7th level You further tweak your transmitter design, extending the area of your fields. When you activate a field you may choose to double the radius of your field.

Once you've used this feature, you must complete a long rest before you can use it again.

Prototype Grounding System

Prerequisite: 7th level, Grounding System You have immunity to the shocked condition.

Prototype Jamming Phased Array

Prerequisite: 7th level, Jamming Phased Array While your jamming field is active, when a creature within your field attempts to cast a tech power, you can use your reaction to cast the tech override power at 3rd level without spending tech points. When you cast this power using this feature and you make the techcasting ability check as a part of this casting, you add your proficiency bonus to the check.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Prototype Ionizing Phased Array

Prerequisite: 7th level, Ionizing Phased Array While your ionizing field is active, when you cast a tech power or use a class feature that affects other creatures within the radius of your field, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

Additionally, when you use your Ionizing Phased Array feature, you create a third blast.

Prototype Targeting Phased Array

Prerequisite: 7th level, Target Marking Phased Array While your targeting field is active, as an action, you can cast the scramble interface power at 3rd level without spending tech points.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Redundant Circuits

Prerequisite: 15th level You can have two fields active at a time.

Rendcasting Controller

Prerequisite: 5th level You gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

Sensor Scramblers

Prerequisite: 5th level All creatures within 10 feet of you become undetectable to electronic sensors and cameras for the next 10 minutes. Anything these creatures are wearing or carrying is also undetectable, so long as it's on the creature's person. The creatures are still visible to regular vision.

Once you've used this feature, you must complete a long rest before you can use it again.

Stealth Field Generator

Prerequisite: 7th level You integrate a portable, personal cloaking device into your electronic warfare platform. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force or tech power.

Once the generator has been activated, it can't be activated again until you finish a short or long rest.

Targeting Phased Array

Prerequisite: 5th level While your targeting field is active, as an action, you can choose a number of creatures equal to your Intelligence modifier you can see within 60 feet (a minimum of one creaeture), and force them to make a Dexterity saving throw. On a failed save, all ranged weapon attacks made by allies within your field against the target have advantage until the beginning of your next turn.

Truelight Attachment

Prerequisite: 11th level, Flashlight Attachment You modify your electronic warfare platform with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your electronic warfare platform. When toggled on, for the next minute your electronic warfare platform now automatically dispel illusions and can detect invisibility, as with truesight.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Withercasting Controller

Prerequisite: 5th level You gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

X-Ray Targeting

Prerequisite: 5th level You tweak your sensors to find weak points in thick armor. Your weapon attacks and tech powers deal double damage against constructs.

Level by level