

Renegade Class Features
CLASS FEATURES
As a Renegade, you gain the follow class features.
HIT POINTS
Hit Dice: 1d10 per Renegade level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 7 + your Constitution modifier per renegade level after 1st
PROFICIENCIES
Armor: Light armor, medium armor
Weapons: All electroweapons, simple blasters
Tools: Technologist's Tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from S.T.E.M, Programming, Investigation, Tinkering, Perception, Arcana, Intimidation.
STARTING WEALTH & EQUIPMENT
In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:
Marauder: 2000 Credits
CLICK HERE FOR EQUIPMENT
TECH CASTING
During your training you have derived powers from schematics with the aid of your wristpad. See [HERE] for the general rules of techcasting and the tech powers list.
TECH POWERS KNOWN
You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Engineer class table. You may not learn a tech power of a level higher than your Max Power Level.
TECH POINTS
You have a number of tech points equal to your Renegade level x 2, and you earn more at higher levels, as shown in the Tech Points column of the Renegade class table. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Engineer class table. You may only cast tech powers at 5th, 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a short or long rest.
TECHCASTING ABILITY
Wisdom or Intelligence can be your techcasting ability for your tech powers. You use the one selected whenever a power refers to your techcasting ability. In addition, you use this modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
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Tech save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier
Tech attack modifier = your proficiency bonus + your Intelligence or Wisdom modifier
TECH CASTING FOCUS
You use a wristpad or similar device as a techcasting focus for your tech powers.
REBELLIOUS NATURE
At 2nd level, your rebellious nature has given you a will to survive if for no other reason than to say you could. Gain advantage on all constitution saving throws and fall damage is halved. In addition, if you fail your first two saving throws, you now have advantage on the third.
RENEGADE ARCHETYPE
At 3rd level, you choose your Renegade Archetype which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at later levels as described on each subclass page.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat. (see here)
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UNRULY
Beginning at 5th level, all area of effect attacks deal bonus damage equal to your Renegade level. This applies to both allies and enemies alike. This affect is also applied when you utilize modified area of effects you create through the environment.
FEARLESS
By 7th level, you have seen many things that would make anyone's stomach churn. All intimation checks against you are rolled at disadvantage.
GRIM DETERMINATION
Starting at 9th level, little can stand in your way. Once per day, you can choose to re-roll any roll of your choice. You cannot re-roll damage.
IMPROVISER
At 11th level, when you use your action to a cast a tech power, you can make one weapon attack as a bonus action.
PERSISTENT
Beginning at 15th level, your second roll of Grim Determination is performed with advantage. In addition, you can now perform this action twice per day.
CAPITALIZER
Beginning at 18th level, if your enemy provokes an opportunity attack by you, you can use a tech-casting ability in place of your weapon attack.
CHEMICAL WARFARE
At 20th level, you embody the enhancements you inject. Your Intelligence and Wisdom scores increase by 2. Your maximum for those scores is now 22. For Daredevil's, your Intelligence cap is instead applied to Dexterity.
