

Munitions
MUNITIONS ENGINEERING
Those engineers who choose the Munitions Engineering discipline focus on the skill of constructing and modifying blasters, vibroweapons.
BONUS PROFICIENCIES
When you choose this discipline at 3rd level, you gain proficiency in armstech's tools, medium armor, martial blasters, and martial electroweapons, and martial fuse weapons.
MODIFIED WEAPONRY
Also, at 3rd level, you learn to modify one weapon with which you are proficient utilizing your technological knowledge. Over the course of a long rest, you can expend materials equal to half the cost of a weapon in order to modify it. You must have the weapon, materials, and armstech's tools in order to perform this modification.
Your modified weapon requires attunement and can only be used by you. Your modified weapon has 3 upgrade slots, and it gains more at higher levels, as shown in the Upgrade Slots column of the Engineer class table.
Some upgrade effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC. Over the course of a long rest, you can change a number of upgrades up to your Intelligence modifier (minimum of one).
At 9th level, you can maintain two modified weapons. The total upgrade slots are split across the two weapons.
CLOSE CALL
Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.
EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
COMBAT TECH
At 14th level, when you use your action to a cast a tech power, you can make one weapon attack as a bonus action.
VARIABLE SHOTS
Starting at 18th level, once per turn, when you hit with your modified weapon, you can change the damage type to acid, cold, energy, re, ion, kinetic, lightning, or sonic damage.

MUNITIONS UPGRADES
If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.
ADVANCED ENHANCEMENT
Prerequisite: 15th level
Prerequisite: Prototype Enhancement
You fine tune your modified weapon. The modified weapon gains an additional +1 bonus to attack and damage rolls made with it.
AUGMENTED STEPS
Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn giving you the following bonus:
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The damaged creature can't make opportunity attacks against you for the rest of your turn.
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Gain a +1 bonus to any attempts to escape the encounter.
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BAYONET
Prerequisite: Blaster
You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.
BURST FIRE
Prerequisite: 9th level, Blaster
Your weapon gains the burst property, with a burst number equal to half its capacity.
BOOMING STRIKES
Prerequisite: 7th level
You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.
ENHANCEMENT
Prerequisite: 5th level
You fine tune your modified weapon. The modified weapon gains a +1 bonus to attack and damage rolls made with it.
EXPANDED MAGAZINE
Prerequisite: Blaster
Your modified weapon can hold two power cells at a time, allowing you to expend both before a reload is required. You can only reload one power cell at a time.
FLASHLIGHT
You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or o. While on, your weapon sheds bright light in a 60-foot cone.
HARPOON REEL
Prerequisite: 5th level
You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature. A creature struck by this attack is impaled by the harpoon.
As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a cable. While connected in this manner, you can use your bonus action to activate the reel, target must make an Athletics or Acrobatics check to keep from getting knocked down.
Alternatively, you can opt to release the cable (no action required). Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.
IMBUE WEAPON
Prerequisite: 9th level
Prerequisite: Techcasting Weapon
You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power's normal effects.
INTEGRATED MAGAZINE
Prerequisite: Expanded Magazine
Your modified weapon can hold three power cells at a time, and you can replace all three power cells with the same action.
JAGGED EDGE
Prerequisite: Vibroweapon
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.
KEEN EDGE
Prerequisite: 11th level
Prerequisite: Jagged Edge
Your vibroweapon now scores a critical hit on a roll of 19 or 20.
OVERCHARGE WEAPON
Prerequisite: 11th level
Prerequisite: Booming Strikes
You gain the ability to channel your tech power to enhance your weapon's damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.
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PROTOTYPE ENHANCEMENT
Prerequisite: 9th level
Prerequisite: Enhancement
You further ne tune your modified weapon. The modified weapon gains an additional +1 bonus to attack and damage rolls made with it.
POWER TRANSFER
Prerequisite: 7th level
When you hit with the weapon, you can choose to gain temporary hit points equal to half the damage dealt. Once you've used this feature, you must complete a long rest before you can use it again.
RETURNING WEAPON
Prerequisite: Vibroweapon
You install a retractable chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, when you throw the weapon, it immediately returns to your hand. Once you've used this feature, you must complete a long rest before you can use it again.
SCREENING WEAPON
You upgrade your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.
SIEGE WEAPON
You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.
SHOCK ABSORBER
Prerequisite: Techcasting Weapon
You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. As a reaction to taking acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage, you can cast absorb energy without expending tech points. When absorbed in this method, you can apply the bonus damage granted by Absorb Elements to your next modified weapon attack even if you make a ranged attack. Once you've used this feature, you must complete a short or long rest before you can use it again.
SHOCK HARPOON
Prerequisite: 9th level
Prerequisite: Harpoon Reel
After hitting a creature with the harpoon re mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target as if you were standing in the target's space. If the power requires a saving throw, the target has disadvantage. Once you've used this feature, you can't use it again until you recover the harpoon.
SHOCKING STRIKE
Prerequisite: 9th level, Vibroweapon
When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one. Once you've used this feature, you must complete a long rest before you can use it again.
SNAP FIRE
Prerequisite: 9th level, Blaster
You upgrade your modified blaster weapon for quick shots. When taking an attack of opportunity against a target, you gain advantage on the roll to attack.
STAGGERING STRIKE
Prerequisite: Vibroweapon
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone. Once you've used this feature, you must complete a long rest before you can use it again.
TECHCASTING WEAPON
You can use your modified weapon as a techcasting focus for your tech powers instead of your wristpad. Any weapon enhancements are applied to your tech attack modifier and tech save DC.
TRACKER
Prerequisite: 5th level
You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As a bonus action you can use 1 charge to cast hunter's mark. As an action you can use 2 charges to cast detect invisibility. The tracker regains all expended charges after a long rest.
TRUELIGHT
Prerequisite: 11th level
Prerequisite: Flashlight
When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.
VENOMOUS WEAPON
Prerequisite: 7th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute. Once you've used this feature, you must complete a long rest before you can use it again.