Technicians are master inventors and engineers who see their surroundings not for what they are, but for what they could be. Rulers and generals often keep several Technicians in their employ, the former to raise cities up, the latter to raze them down. Whatever road they follow, these ingenious savants can’t help but leave a world transformed in their wake.
¶ Technician’s Tools
The set of tools categorized as Technician’s tools includes all vehicle types, all artisan’s tools, smith’s tools, sewing kits, thieves’ tools, and tinker’s tools.
When you choose this archetype at 1st level, you gain proficiency with Engineering, one Technician’s tool, and one of the following: light armor, Arcana, Investigation, Nature, Perception, Sleight of Hand, or two additional Technician’s tools. Academic Exemplar At 1st, 11th, and 19th level, you gain an expertise die in Engineering. For you, expertise dice in Engineering can be upgraded from d8 to d12, exceeding the usual limit on expertise dice. You also gain two additional specialties in Engineering and an additional Engineering specialty at 5th, 9th, 13th, and 17th level. You can always choose to use Intelligence on Engineering checks.
In addition, whenever you would gain an Engineering specialty, you can instead choose to gain an expertise die in a Technician’s tool you are proficient with.
Also at 2nd level, you can spend 10 minutes to transform scrap material you find in your environment or on your person into any item (or collection of identical items) worth 10 gold or less from the Weapons, Ammunition, Shields, Common Poisons, Survival Gear, Containers, Miscellaneous Adventuring Gear, or Tools lists from Adventurer’s Guide, excepting Supply, maps, books, and holy water. At the Narrator’s discretion, you can also craft similar mundane items from other sources. All items created this way have no sale value and fall apart when you finish your next short or long rest.
You can use this feature once, regaining all expended uses after a short or long rest. You gain an additional use of this feature between each rest at 5th, 9th, 13th, and 17th level in this class, and you can expend multiple uses of this feature at once to craft items worth an additional 10 gold per expended use.
Finally, you spend only half the gold and time to train in the use of a tool or craft non-magical items by normal means.
Also at 2nd level, by spending an hour (which can be part of a short or long rest) making adjustments, you can change any set DC included in the description of a mundane object (such as the DC to pick a lock or avoid caltrops) to your trick save DC if your trick save DC is higher. You can’t change the DC this way if the DC is not a pre-set number, such as the DC to see through a disguise made with a disguise kit. Any mundane objects you create automatically receive this upgrade.
In addition, when you make an attack with an improvised weapon, you can increase its damage die by one step (from d4 to d6 to d8, etc.)
At 6th level, you learn the Timely Tool trick, or another trick if you already know it. It is considered a Signature Move for you, and it does not count against the number of tricks you know. You can use Timely Tool and prepare another trick using the same bonus action.
In addition, you can choose a tool proficiency in addition to a skill proficiency when using Analyzed Need.
At 11th level, you have become specialized in a particular area of engineering. You gain one of the following options:
You receive 10,000 gold worth of credit to make a donation (see Spending Gold, Donations in Chapter 4: Equipment of Adventurer’s Guide) or to build, purchase, or make improvements to one or more strongholds, which may or may not belong to you. For you, the cost multipliers and minimum costs for unusual strongholds are reduced by 25%.
You can spend this credit immediately or hold some or all of it in reserve for a later time.
You consider acid, alchemist’s fire, black powder charges, ether, flash bombs, poisons, smoke bombs, and alchemical torches to have half their gold value for the purposes of qualifying for the Crafty feature.
You gain proficiency with all siege weapons, and you can always choose to use Intelligence when making attack and damage rolls using siege weapons. In addition, you gain an expertise die on checks to use or repair vehicles. Finally, you have advantage on checks made to disable or reset mechanical traps and locks.
At 14th level, when you make a weapon attack or a tool check, you can use your reaction to reroll one of the d20s used in the check and use the higher result (even if you already had advantage on the check). You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest.
At 17th level, sudden, brilliant revelations strike you at critical times. At any time, you can roll 1d100. If the result is equal to or less than your savant level, you gain inspiration. You can only attempt this role once per short or long rest, and once you successfully gain inspiration in this way, you must complete a long rest before you can do so again. In addition, you can spend a use of inspiration to accomplish any of the following: