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Roughtech

Roughtech

Class Features

As a roughtech, you gain the following class features.

Hit Points

Hit Dice: 1d12 per roughtech level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your

Constitution modifier per roughtech level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Mechtech, Interface, Pilot, Athletics, Intimidation, Ecotech, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a demolition sledge or (b) any martial melee weapon

• (a) two breaching wedges or (b) any simple weapon

• An explorer’s pack or scavenger’s pack

Overdrive

In battle, you fight with overwhelming force. On your turn, you can enter overdrive as a bonus action. While in overdrive, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength saving throws.

• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a roughtech, as shown in the overdrive Damage column of the roughtech table.

• You have resistance to bludgeoning, piercing, and slashing damage. If you are able to run programs, you can’t run them or concentrate on them while in overdrive. Your overdrive lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your overdrive on your turn as a bonus action. Once you have ran overdrive the number of times shown for your roughtech level in the overdrive column of the roughtech table, you must finish a long rest before you can overdrive again.

Subdermal Plating

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Safety Bypass

Starting at 2nd level, you can cancel all safety protocols built into your cybernetics. When you make your first attack on your turn, you can decide to activate the bypass. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Env Monitor

At 2nd level, you gain a sense processor that scans for when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and programs. To gain this benefit, you can’t be blinded, deafened, or incapacitated

Frame Specs

At 3rd level, you choose a skeleton rig that shapes the purpose of your enhancements. Choose the Construction, Terraformer, or Externophile frame, each is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Actuator Upgrade

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Sequence Optimizer

By 7th level, your framerate is so high that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your overdrive before doing anything else on that turn

Breach Phase

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Emergency Power

Starting at 11th level, your overdrive can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re in overdrive and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Overdrive Cycle

Beginning at 15th level, your overdrive is so efficient that it ends early only if you fall unconscious or if you choose to end it.

Reinforced Hydraulics

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Premium Chassis

At 20th level, your hardware is second to none. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24


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People-First Approach · Reliability You Can Count On · A Focus on Quality ·

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