In a world of corporate feudalism, insurance isn't so much about getting a payout if something happens as it is about making sure that nothing happens in the first place. Enter the insurance adjustor: a techwizard using the most cutting-edge techs possible to protect and defend their employer's property and personnel. Insurance adjustors create high-tech alarms, impenetrable security systems, and lethal traps - as well as understanding how to take such defenses apart.
Protection Expert
Beginning when you select this specialty at 2nd level, the cash and time you must spend to copy a Protection tech into your cyberdeck is halved.
Tech Ward
Starting at 2nd level, you can weave a dense energy field around yourself for protection. When you cast a Protection tech of 1st level or higher, you can simultaneously use some of the tech's power to create a force field on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your techwizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a Protection tech of 1st level or higher, the ward regains a number of hit points equal to twice the level of the tech.
Once you create the ward, you can't create it again until you finish a long rest.
Projected Ward
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Tech Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Skillful Adjustment
Beginning at 10th level, when you cast a Protection tech that requires you to make an ability check as a part of casting that tech (as in localized EMP or counter EMP burst), you add your proficiency bonus to that ability check.
Tech Resistance
Starting at 14th level, you have advantage on saving throws against techs. Furthermore, you have resistance against the damage of techs.