

Safeguard
SAFEGUARD ENGINEERING
Those engineers who choose the Safeguard Engineering focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.
BONUS PROFICIENCIES
When you choose this discipline at 3rd level, you gain proficiency in armortech's tools, medium armor, and heavy armor.
MODIFIED ARMOR
Also, at 3rd level, you learn to modify one suit of armor or shield utilizing your safeguard knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor to modify it. You must have the armor, materials, and armormech's tools in order to perform this modification.
Your modified armor requires attunement and can only be used by you. Your modified armor 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 several upgrades up to your Intelligence modifier (minimum of one).
At 9th level, you can maintain both a modified suit of armor and shield. The total upgrade slots are split across the two items.
DAMAGE AVOIDANCE
Lastly at 3rd level, when a creature hits you with an attack roll, you can expend one use of your Potent Aptitude to attempt to turn that hit into a miss. Roll the die and subtract it from 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.
SUIT RELIABILITY
Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor to gain this benefit

SAFEGUARD 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.
ABSORPTION SHIELD
Prerequisite: Light Shield Generator
You modify your light shield generator to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier. These hit points last for one hour. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
ACCELERATED MOVEMENT
Prerequisite: Armor
You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armors weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.
ADAPTABLE ARMOR
Prerequisite: Armor
You integrate deployable hooks and ns into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.
ADVANCED ENHANCEMENT
Prerequisite: 15th level
Prerequisite: Prototype Enhancement
You fine tune your modified armor or shield. The modified armor or shield gains an additional +1 bonus to armor class.
ADVANCED POWER FIST
Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further upgrade your modified armor's gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d8 kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.
ARTIFICIALLY INTELLIGENT
Prerequisite: 7th level
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor's artificial intelligence can take the Help action. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you complete a long rest.
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COLLAPSIBLE SUIT
Prerequisite: 5th level, Light Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or do the armor, allowing it to transform as needed.
DARKVISION VISOR
Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this upgrade increases its range by 30 feet.
ENHANCED ENDURANCE
Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
ELETROSHOCK SHIELD
Prerequisite: Heavy Shield
You install eletroshockers in your shield. Whenever an enemy misses a melee attack against you by an amount equal to or less than your shield modifier the shield deals 1d4 lightning damage to the attacker.
ENHANCEMENT
Prerequisite: 5th level
You fine tune your modified armor or shield. The modified armor or shield gains a +1 bonus to armor class and is now considered enhanced.
FLIGHT
Prerequisite:9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.
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HEAVY SUIT
Prerequisite: 5th level, Heavy Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength Saving Throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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INFILTRATION SUIT
Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself. The cloaking device regains all expended charges after a long rest.
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OVERLOAD SHIELD
Prerequisite: Light or Medium Shield Generator
You modify your shield generator to overload. As an action you can overload your shield generator. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
POWER FIST
Prerequisite: Armor
You upgrade your modified armor gauntlet with increased reinforcement and weight. Your modied armor's unarmed strike deals 1d4 kinetic damage. Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.
PROTOTYPE ENHANCEMENT
Prerequisite: 9th level, Enhancement
You further ne tune your modified armor or shield. The modified armor or shield gains an additional +1 bonus to armor class.
PROTOTYPE POWER FIST
Prerequisite: 7th level, Armor
Prerequisite: Power Fist
You further upgrade your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d6 kinetic damage and has the following property. If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.
RESISTANCE
Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, energy, fire, kinetic, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage. You can select this upgrade multiple times. Each time you do so, you must choose a different damage type.
SEALED SUIT
Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged, and the armor is not sealed. Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master's Guide.
SENTIENT ARMOR
Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power. While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it cannot be equipped again until you finish a long rest.
SHIELD AMPLIFIER
Prerequisite: Medium Shield Generator
You modify your medium shield generator to project outward. As a bonus action you can amplify your medium shield generator until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield's bonus. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
SHIELD COVER
Prerequisite: Heavy Shield
You modify your heavy shield to be used as a portable source of cover. As a bonus action you can anchor your heavy shield to the ground. While anchored, your heavy shield provides three-quarters cover, but cannot be moved. You can unanchored using a bonus action.
TECH BLAST
Prerequisite: Armor
You upgrade your modified armor gauntlet to allow you to make a ranged tech attack. The weapon res blasts of energy which deal 1d8 + your Intelligence modifier energy damage with a range of 30 feet. When you would make a ranged weapon attack, you can use this ranged tech attack in place of it.
TECHCASTING EQUIPMENT
You can use your modified armor or shield as a techcasting focus for your tech powers instead of your wristpad. Any enhancements are applied to your tech attack modifier and tech save DC.
WEAPON INTEGRATION
Prerequisite: Medium Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.