Technologist
An Engineer Discipline that works through decks and networks, interfaces with systems at range and takes control of constructs and vehicles.
Identity
The Technologist is the Engineer Discipline that went into the machine instead of under it. Halcyion signals officers, Echelon audit-breakers, Axiom catalogers who talk to synthetic minds in their own protocol, and frontier operators whose whole practice is a battered deck and a spool of tap-line all belong to it. The Discipline is about access to systems and about leaving no trace in them.
Features
- L3 Deck Interface
You gain proficiency in the Investigation skill and with a Hacker's deck if you do not already have them. Your Apparatus also works as a deck: you can interface with any powered system you can touch, and you have advantage on ability checks made to identify what a device does, what network it belongs to, and when it last reported in.
- L7 Remote Interface
You no longer need to touch a system to work on it. As an action, you can spend 1 Charge to interface with any powered device you can see within 60 feet as though you were holding it. If the device is defended, make an Intelligence check against the defending system's DC. On a success, you can take one action through it, such as opening or sealing a door, blinding a sensor for one round or reading its most recent log.
- L11 System Purge
As an action, you can spend 2 Charges to purge one construct, cybernetic implant, drone or vehicle system you can touch. The target ends one of the following effects that affect it: the Charmed condition, the Frightened condition, a hostile effect controlling its actions, or one ongoing malfunction imposed by a spell or hostile intrusion. An unwilling construct can make a Wisdom saving throw against your spell save DC to resist.
- L15 Network Aura
As a bonus action, you can spend 2 Charges to establish a Network Aura in a 30-foot radius for 1 minute. While it holds, you and allies within it have advantage on saving throws against effects from constructs and powered devices, hostile sensors and turrets within the radius have disadvantage on attack rolls, and you know the location of every powered device in the radius whether or not you can see it.
- L18 System Takeover Capstone
Once per long rest, as an action, you can take control of a system. Target one construct, vehicle, drone, turret or station system within 60 feet. It must succeed on a Wisdom saving throw against your spell save DC or come under your control for 1 minute, acting on your initiative and obeying your commands. A construct with an Intelligence of 8 or higher repeats the save at the end of each of its turns. When the effect ends, the system reports the intrusion to whoever owns it.