Bulwark

"Shield integrity is holding. I'm gonna light these suckers up!"

For field techwizards, one of the biggest concerns can be surviving an enemy's attacks long enough to retaliate. Bulwarks hack their peripherals to generate powerful force fields that make them more durable in combat and harder to hit with attacks, as well as generating potent energy buildups that they can funnel into their attack techs.

Absolute Terror Field

At 2nd level, you have learned to generate a powerful force field to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast techs other than tricks until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You gain a bonus on initiative rolls equal to your Intelligence modifier (minimum 0).

Power Surge

Starting at 6th level, you can store discharged tech energy in your peripherals to later empower your damaging techs.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum 1). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a tech with localized EMP or counter EMP burst, you gain one power surge, as you steal power from the tech you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a techwizard tech, you can spend one power surge to deal extra kinetic damage to that target. The extra damage equals half your techwizard level.

Durable Magic

Beginning at 10th level, the energy you channel helps ward off harm. While you maintain concentration on a tech, you have a +2 bonus to AC and all saving throws.

Deflection Field

At 14th level, your Absolute Terror Field becomes infused with deadly energy. When you use your Absolute Terror Field feature, you can cause kinetic energy to arc from you. Up to three creatures of your choice within 60 feet of you each take kinetic damage equal to half your techwizard level.

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