Fighter
Base Class: Fighter

As a Techno Warrior you will have the basic ability any Fighter has, but you combine that with feature that allow you to create and amplify many different items. Most of your features revolve around boosting an item, or creating a new from an old one. Over all your are a very curious and knowledgeable person, with the tendency to jump head first in to thing in order to gain more experience and knowledge. And you have the combat skills to back it up.

Some Techno Warrior have robotic parts (making them more like cyborgs), and have chosen this path because of this.

Mechanical Mix

With this feature you have the ability to use thief's tools or artisan's tools in order to fuse 2 or 3 items together (by doing so, the new item created is a Mecha item). When using this feature, you need 1 to 3 hours strait to successfully perform the fusion.

You also gain proficiency with Mecha items.

Infusion

At 3rd level, you learn a ritual that infuses your latent magical power into your weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and infuse it with magical power.

Once you have Infused your weapon, that weapon gets your Intelligence modifier to all of its attack and damage rolls, unless you are incapacitated.

You can have up to two infused weapons. If you attempt to infuse a third weapon, you must defuse one of the other two.

Engravement

Beginning at 7th level, you learn how to engrave wizard spells on to weapons. You engrave a spell on to a weapon over the course of 1 hour, which can be done during a short rest. You must have thief's tools or artisan's tools in order to engrave a spell.

Once you have engraved a spell on to a weapon, you can cast the engraved spell as an action (the spell only needs the V components to use) while your are wielding that weapon in hand.

You can only engrave 1 spell per weapon, and the spell engraved can only be cast at its base level.

Spellcasting Ability. Intelligence is your spellcasting ability for your engraved spells, since you learn how to engrave the spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an engraved spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Magic Burst

At 10th level, you learn how to release a burst of magical energy that damages every one around you and forces them to make a strength saving throw.

If they succeed, they take only half damage from the attack. If they fail, they take the full damage of the attack and are knocked back 30ft away from you.

Strength save DC = 8 + your proficiency bonus + your Intelligence modifier

Attack modifier = your Intelligence modifier

Engraved Charge

At 15th level, you gain the ability to charge your weapon's engraved spell in to it as a bonus action, by doing so all the weapon's damage roll gets increased with 1d6 per the engraved spells level.

If you use this ability, then your can't use that weapon's engraved spell until your next turn.

Improved Infusion

Starting at 18th level, being incapacitated doesn't affect your infused weapons.

You can also call your infused weapon to you, so long as you can see the weapon and you have 1 free hand, doing damage to every one in a strait line between you and your infused weapon.

Damage = 2d6

Damage modifier = your Intelligence modifier