Base Class: Rogue
As a Technician Rogue, you are an expert in all things electronic and mechanical. You use your knowledge to gain an edge in combat and to perform daring heists that require precise timing and execution.
Tools of the Trade
At 3rd level, you gain proficiency with Tinker's Tools and one set of artisan's tools of your choice. You also gain proficiency in the Investigation skill.
Gadgeteer
At 3rd level, you can use your action to create a small, handheld device that can provide a variety of benefits. The device can be one of the following:
* Flashbang: A small explosive device that emits a blinding flash of light and a loud bang. All creatures within a 20-foot radius must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be blinded and deafened for 1 minute.
* EMP Grenade: A small device that emits an electromagnetic pulse, disrupting electronic devices in a 30-foot radius. All creatures and objects within the radius that rely on electricity or electronics must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or be affected as if by the *disrupting wave* spell for 1 minute.
* Grappling Hook: A small device that fires a grappling hook attached to a 50-foot length of rope. You can use this device to gain advantage on Athletics checks to climb or to swing across gaps.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Hacker's Eye
At 9th level, you gain the ability to quickly analyze electronic devices and computer systems. As an action, you can make an Intelligence (Investigation) check to gain insight into the workings of a device or system. The DC of this check is determined by the DM based on the complexity of the device or system.
On a success, you gain advantage on any checks or attacks made against the device or system for the next hour. Additionally, you can use your reaction to gain advantage on any saving throw made against a device or system that you have analyzed in this way.
Shadow Tech
At 13th level, you gain the ability to blend in with shadows and darkness. You can take the Hide action as a bonus action when you are in an area of dim light or darkness. Additionally, when you are in an area of dim light or darkness, you can use your action to become invisible until the end of your next turn.
Master Technician
At 17th level, you become a true master of technology. You gain proficiency in all artisan's tools and can use your action to create any device or gadget that you have seen or heard about, as long as you have access to the necessary materials and tools. Additionally, you can use your action to repair any damaged or broken technological device, restoring it to full functionality.
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