Base Class: Bard
Bards of the College of Technocrats form the bulk of the Technocratic Order that seek to control the acquisition and flow of rediscovered or reworked technology of the ancient Verse. Using their information networks to control these, by force if needed. They work in isolated cells, unlikely (though not unable) to recognize one another, though always prepared to crack down on over use or abuse of ancient technology, as their founders uncovered the cause of the ancient civilizations collapse, and seek to prevent it from happening again.
Technocrat Training
When you join the College of Technocracy at 3rd level you gain proficiency in Firearms, Arcana, History, and may use Firearms as a spell focus. If you’re already proficient in Arcana or History you may select another Skill proficiency in their place.
Inspire Efficiency
You or a creature with an inspiration die from you may expend that die to do one of the following;
-Ignore the Loading property of a weapon you’re wielding until the end of the current round (you must still have ammunition available to make an attack with a weapon) if you do you may roll the inspiration die and add it to one of the attack rolls made with that weapon during the round.
-Activate a magical item or drink a potion.
-Remove the Damaged condition from a piece of equipment (you still need tinker’s or smith’s tools on hand to do this).
Obsfucation
Whenever a creature that you can see, and that can hear and understand you attempts to make an Intelligence or Wisdom check you can roll and inspiration die, and subtract its total from that check, representing you distracting or outright lying to cover the truth. If that creature can’t beat your Charisma (Deception) opposed by its Wisdom (Insight) it is unaware of your attempt, at 10th level you have advantage on this Deception Check.
Also, if a creature is conducting research you may spend time and effort to confound it. By spending your time spreading false information, stealing research materials, or the like. For each week you spend countering a creature’s efforts you penalize their Intelligence by -2.
In addition when you hit a creature with an attack from a firearm that creature has disadvantage on the next saving throw it makes before the end of your next turn.
Technocrat Spellslinger
Once per turn when you take the Attack action with a Firearm on your turn you may cast a spell at the target of the attack so long as the spell targets or is centered on target of the attac. The spells range becomes the range of the weapon, and if the firearm attack you made as part of this action hits you have advantage to hit with the spell and the target has disadvantage on any saving throws against it. You may use this feature a number of times equal to your Charisma modifier (Minimum 1) before finishing a long rest.
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