Ranger
Base Class: Ranger

POWERTECH
Bond with Armor to Become the Ultimate Hunter Powertechs channel their Tracer magic through technology to create enhanced suits of armor. Into this armor, they incorporate swappable weapons and gear to become implacable hunters who can adapt to evolving prey.

Level 3: Powertech Tools

You gain the following benefits.
Armor Training.
You gain training with Heavy armor.

Tool Proficiency.
You gain a set of Mechanic’s Tools, and you have proficiency with them.

Hunter’s Armor

As a Magic action while you have Mechanic’s Tools in hand, you can turn a suit of armor you are wearing into Hunter’s Armor. The armor continues to be Hunter’s Armor until you don another suit of armor or if you die.

You gain the following benefits while wearing your Hunter’s Armor. Fast Armoring. You can don or doff the armor as a Utilize action. The armor can’t be removed against your will.

Incorporate Gear.
You create and install one of the following pieces of adventuring gear into your armor (ignoring its weight), and you can take the Utilize action with it as a Bonus Action: Ascension Gun, Bypass Tools (you have proficiency with it), Climbing Kit, Macro Scope (affects your Pulse Cannon, see below, regardless of its properties), or Medic’s Kit (replenishes 1d6 uses when you finish a Long Rest). The gear can’t be removed from the armor, but you can change the selection when you finish a Short or Long Rest. The gear vanishes if the armor stops being your Hunter’s Armor.

Second Skin.
If the armor normally has a Strength requirement, the Hunter’s Armor lacks this requirement for you. Additionally, it doesn’t count as Heavy armor for your Omni-Traversal feature.

Spellcasting Focus.
Use can use the Hunter’s Armor as a Spellcasting Focus for your Tracer spells. When you do so, a
spell lacks a V component and gains an M component.

Level 3: Pulse Cannon

Your armor contains a pulse cannon weapon system, granting the following benefits.

Arm Cannon.
While wearing your Hunter’s Armor, you can activate or deactivate the pulse cannon whenever you can draw or stow a weapon. While activated, the gauntlet and forearm of one of the armor’s arms transform into the cannon. Your hand inside the cannon can’t hold or manipulate other objects.
While the cannon is active, you can fire it as a Bonus Action. The cannon is a Martial Ranged weapon with a normal range of 100 feet and a long range of 300 feet. On a hit, the target takes 1d8 Force damage, and you can activate the Push or Sap mastery property. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Integrate Weapon.
Using Mechanic’s Tools, when you finish a Short or Long Rest, you can integrate (or remove) a Ranged weapon into the armor, causing the weapon to vanish. The weapon reappears in the armor’s space when it is removed or when the armor is no longer your Hunter’s Armor. You can have one weapon integrated into the armor at a time, and you can’t drop the integrated weapon. While the cannon is active, you can fire the integrated weapon normally.

Level 7: Mark II Armor

You make substantive upgrades to your Hunter’s Armor designs, gaining the following benefits.

Gear Expansion. You create and install one of the following pieces of adventuring gear into your armor (ignoring its weight): Flamethrower (refuels when you finish a Long Rest), High Power Communicator (provides its own power), or Night Vision Goggles (provides its own power). The gear can’t be removed from the armor, but you can change the selection when you finish a Short or Long Rest. The gear vanishes if the armor stops being your Hunter’s Armor.

Flight Jets. You build flight systems into your armor. As a Bonus Action while wearing your Hunter’s Armor, you gain a Fly Speed equal to your Speed for 1 minute or until you remove the armor. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a Long Rest.

Escape the Horde

Opportunity Attacks have Disadvantage against you.

Multiattack Defense

When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Power Cycler

You add power reserves to your Hunter’s Armor that activate when needed, granting you the following benefits while wearing the armor.

Capacitor Spike.
When you roll Initiative, if you have fewer than two uses remaining for the Arm Cannon benefit of your Pulse Cannon feature, you regain uses until you have two.

Stim Jolt.
When you fail a saving throw, you can take a Reaction to succeed on the save instead. Once you use this benefit, you can’t do so again until you finish a Short or Long Rest.

Level 15: Mark III Armor

You make a final upgrade to your Hunter’s Armor and gain the following benefits.

Overcharged Pulse.
On a hit, your Pulse Cannon nowdeals 2d8 Force damage, and you can activate the Topple mastery property.

Reinforce Plating.
Your Hunter’s Armor provides the M component when you cast Stoneskin. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell while wearing your Hunter’s Armor, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and you gain Resistance to Radiant damage for the duration.

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