Base Class: Wizard
Magi-Technicians spend years on their personalised suits of armour, and it shows...depending on the armour base Magi-Technicians can create powerful combat suits which are more art than science, equipped with varying subsystems and magical focal points. Each suit is as unique as the creator and reflects their realistic needs for combat and effectivity in the field.
Magi-Technician Chassis
Starting at level 2 you may select any armour you own and modify it to become your Magi-Tech Chassis. You gain proficiency in the armour type of the Magi-Tech Chassis only, this proficiency changes if the armour type of the Magi-Tech Chassis changes. To create a Magi-Tech Chassis you must already own the armour and spend 8 hours and 50gp modifying and creating the various mechanical subsystems present. You may only have one Magi-Tech Chassis at a time, you can transfer all Magical Subsystems to your new armour if your change.if you want to change your Magi-Tech Chassis you must spend 50gp and 8 hours on a new suit of armour.
If the armour you select would let you add your Dexterity Modifier to your AC you only gain +1 AC from your Dexterity Modifier when determining your AC.
If the armour you select does not let you add your Dexterity Modifier to your AC you lose 5ft of movement while wearing the armour.
While equipped with the Magi-Technician armour you may equip Magical Subsystems up your Intelligence modifier with a minimum of 1. You may pick 2 Magical Subsystems for free, any others must be created by expending 25gp and 4 hours. When you create a new Magi-Tech Chassis and you still own your current Chassis you can transfer all Subsystems for no cost.
Alchemical Transference Machine
Once per short rest you can use your action to make an attack roll adding your Intelligence and Dexterity Modifiers to it, if you hit the target takes piercing damage equal to your Wizard level and you gain hitpoints equal to the damage done. You can do this to willing targets and if you do the damage dealt becomes twice your Wizard level.
Bio-Mechanical Improvements
Any familiar you have from the "Find Familiar" spell improves its AC, and ability scores +1, any melee attack it has gains an additional range of 30ft in addition it gains blindsense of 10ft or if it had blindsense this increases by 10ft.
C.A.Ms
You can use your bonus action to gain hitpoints equal to 1 hit dice or your Wizard level which ever is higher or to gain Advantage on one Dexterity Saving Throw or Check which isn't Stealth. You can only use this feature once per short rest.
Distraction Enhanced Spell Slinger
Once per short rest when you cast a spell with a target you can give yourself advantage on an attack roll or the target disadvantage on a saving throw
Divine Enhanced Goggles
As a bonus action you gain Dark Vision 60ft and Blindsight of 10ft for 1 minute.
Evocation Powered Boosters
While you have this Subsystem equipped once per short rest you can use your bonus action to dash. Opportunity attacks cannot be made against you if use Dash using this feature.
Force Field Transmitter
As a reaction if a creature you can see within 50ft would be hit by an attack you can impose disadvantage on the attack, if the attack still hits you can lower the damage by your Wizard level. You can only use this feature once per short rest.
Psionic Echo Projector
As a reaction all creatures except you within 15ft suffer 1d4 Psychic damage and suffer disadvantage on all rolls until the end of the current turn, you can only this once per short rest.
Transmutation Defensive Protocols
Once per short rest you can use your reaction to improve your AC by 5 until the end of the current turn.
Arcane Enhanced Servos
At level 6 you can use your Intelligence modifier for all Strength Saving Throws and Strength Checks which aren't for attacking.
Magical Transference Reactivation
At level 10 as a bonus action you can expend any of your spell slots to regain the use of any 1 Subsystem feature which you have already used and would regain on a short rest.
Magical Weapon Barrage
At level 14 once per long rest you can choose one target within 60ft. It must make a Dexterity Saving Throw or suffer 8D12 damage. On a failure it suffers half damage. You can chose to destroy any subsystem on your armour to increase the damage of this attack by 2D12 for each subsystem destroyed. Subsystems destroyed this way cannot be reused and must be recreated.
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