Techie

Techies are fairly well learned and skilled.

Class Features
As a techie, you gain the following class features.

Hit Points
Hit Dice: 1d6 per techie level.

'''Hit Points at 1st level:''' 6 + your Constitution modifier.

'''Hit Points at Higher Level:''' 1d6 (or 4) + your Constitution modifier per techie level after 1st

Proficiencies
Armor: None

Weapons: Simple weapons, and sidearms

Tools: One kit of your choice

Saving Throws: Intelligence, Wisdom

Skills: Choose four skills from Animal Handling, Investigation, Mechanics, Medicine, Nature, Religion, Research, and Wyrding.

Polyglot
You know many languages. You know a number of additional languages equal to your Intelligence modifier. If your Intelligence modifier increases, you may learn an additional language; however, if your Intelligence modifier decreases, you forget a language.

Training
A techie is defined by the kind of training they have. At 3rd level, you choose your training. The training you choose grants you features at 3rd level and again at 7th, 10th, 14th, and 17th.

Investigator: Seeks truth wherever they can find it; either by uncovering lies to catch a criminal or solving the riddles of an ancient ruin.

Mechanic: Without skilled mechanics fixing damaged technology in the field, most will never get to see the starlight again.

Medic: Their general knowledge about anatomy and what keeps living things alive, makes them indispensable while exploring the frontier.

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.

Expertise
At 6th level, select two skills you are currently proficient with or a skill and a kit. You may double the proficiency bonus for those skills.

Mastery
At 11th level, when using a skill you have expertise in outside of combat, you may use that skill as though you rolled a 20, assuming there is adequate time to accomplish the task.

Reflexive
At 15th level, when using a skill you have expertise in while in combat, you may use that skill as though you rolled a 10. You must decide to do this before you roll the check and only once every short rest.

Investigator
You seek information. You can gather it from others or from careful research, but in the end, your job is to know things.

Snoop
At 3rd level, when making an investigation check, you may add your skill die to the roll.

Mentor
At 7th level, as an reaction, you can grant an ally who can hear you a bonus equal to your skill die on their next skill check.

Eye for Detail
At 10th level, you may add your skill die to any roll you are making when actively attempting to get information about a topic.

Vulnerability
At 14th level, as an action, you are able to see a vulnerability in your enemy and get your allies to exploit it. Until the beginning of your next turn, all allies within 18 meters of you that can hear you has advantage on all of their next attack rolls and may add your skill die to their damage rolls

Omniglot
At 17th level, after being exposed to a verbal or a written form of a language for a month, you can read or speak that language as appropriate.

Mechanic
You are methodical and exact. Years of training as made you a very competent warrior with the tools at hand.

Gearhead
At 3rd level, when making a mechanics check, you may add your skill die to the roll.

Technobabble
With your understanding of basic technological principles, you can easily discern readouts and displays.

At 7th level, you can read instruments and displays even if you don’t understand the language. You only understand the basic functions.

Ad Hoc
At 10th level, assuming you have the appropriate parts, you may make a mechanics check with a DC based on how complex the device is. On a success you create the device and it will have a number of uses equal to your skill die. After that many uses, it will cease to function and cannot be used again.

Quick Repair
At 14th level, you can perform a mechanics check as a move action when repairing equipment.

Emergency Repair
At 17th level, as an action, a piece of broken equipment you can touch becomes fully functional for a number of rounds equal to your skill die, afterwards, it is damaged beyond repair. You must take a long rest before you can use this ability again.

Medic
You are methodical and exact. Years of training as made you a very competent warrior with the tools at hand.

Miracle Worker
At 3rd level, when making a medicine check, you may add your skill die to the roll.

Grace
At 7th level, when you make a medicine check to stabilize a creature without alien anatomy, you may heal them your skill die hit points. This healing begins at their current hit point total, not at 0.

At 11th level, you can use this ability on creatures with alien anatomy.

Antidote
At 10th level, as an action, a creature you can touch may make a saving throw against a single condition they are affected by, they may use your skill die as a bonus to this save throw.

Triage
At 14th level, you may automatically stabilize a single creature you are touching as a bonus action. You must take a short rest before you can use this ability again.

Second Chance
At 17th level, as an action, you can bring a stabilized creature’s hit points up to 0 and remove any negative conditions they may be experiencing. You must take a long rest before you can use this ability again.