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Tech Blast

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You modify your modified armor gauntlet with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8 energy damage on a hit. It has a normal range of 30 feet and a long range of 120 feet.

Enhanced Endurance

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When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Accelerated Movement

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You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

Tool Expertise

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You gain expertise in any tool proficiencies you gain from this class.

Infuse Item

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You gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a shield or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

This bonus increases to +2 at 10th level and +3 at 15th level.

Potent Aptitude

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Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Potent Aptitude die is rolled, it is lost.

A creature can have only one Potent Aptitude die at a time.

Telepathy.

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You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Life in the Void

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You have resistance to necrotic damage, and while exposed to the vacuum of space, you can survive for a number of hours equal to your Constitution modifier (minimum 1 hour), instead of a number of rounds.

Foreign Biology.

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You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.


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