Base Class: Barbarian
Barbarians who walk the Path of the Techno-Guardian possess technological enhancements — arcanotech, alien science, mundane yet no less powerful mechanical wonders, and more— to them and protect them and their allies in battle. When these Barbarians rage, they access these miracles of artifice and engineering to defend against harm, punish their foes, and arm themselves with knowledge for battles to come.
Tech Enhancements
Your Rage engages powerful technological enhancements that aid you in battle. While your Rage is active, when you hit a creature with a weapon or an Unarmed Strike, your tech enhancements target that creature, causing one of the following effects of your choice.
- Distract. Until the start of your next turn, the target has Disadvantage attack rolls against targets other than you or another Barbarian who has this feature.
- Protect. Until the end of the target’s next turn, the next time it hits a creature other than you with an attack roll, that creature has Resistance to the damage dealt by the attack.
- Strike. The target takes an extra 1d6 damage, which can be Acid, Cold, Fire, Force, Lightning, or Thunder (your choice).
Tech Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Deploy Remote Sensors
At 10th level, you gain the ability to deploy a remote sensor array that can give you vital battlefield intelligence. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Acceleration Drive
When you make an attack roll with a Melee weapon as part of the Attack action and roll 18–20 on the d20, you can make one additional attack roll with the same weapon as part of that action. Once you use this feature, you can't do so again until the start of your next turn
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