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Kostky životů 1d6 za úroveň

Odbornosti

DEX , INT

Gadgeteer

Úroveň Bonus odbornosti Vlastnosti Gadgets
1 + 2 AI Companion Gadgets 1
2 + 2 AI Companion Gadgets 2
3 + 2 AI Companion Gadgets 3
4 + 2 AI Companion Gadgets 3
5 + 3 AI Companion Gadgets 4
6 + 3 AI Companion Gadgets 4
7 + 3 AI Companion Gadgets 5
8 + 3 AI Companion Gadgets 5
9 + 4 AI Companion Gadgets 6
10 + 4 AI Companion Gadgets 6
11 + 4 AI Companion Gadgets 7
12 + 4 AI Companion Gadgets 7
13 + 5 AI Companion Gadgets 8
14 + 5 AI Companion Gadgets 8
15 + 5 AI Companion Gadgets 9
16 + 5 AI Companion Gadgets 9
17 + 6 AI Companion Gadgets 10
18 + 6 AI Companion Gadgets 10
19 + 6 AI Companion Gadgets 10
20 + 6 AI Companion Gadgets 10

Vlastnosti třídy

Úroveň 1

AI Companion
Gadgets

Úroveň 10

Tech Specialty
AI Improvement

Úroveň 11

Overcharge Improvement

Úroveň 12

Ability Score Improvement

Úroveň 14

Tech Specialty

Úroveň 15

AI Improvement

Úroveň 16

Ability Score Improvement

Úroveň 17

Overcharge Improvement

Úroveň 18

Override Protocol

Úroveň 19

Ability Score Improvement

Úroveň 2

Overcharge
Prototype

Úroveň 20

Antimagic Pulse

Úroveň 3

Tech Specialty

Úroveň 4

Ability Score Improvement

Úroveň 5

Overcharge Improvement

Úroveň 6

Tech Specialty
AI Improvement

Úroveň 7

Bluescreen Protocol

Úroveň 8

Ability Score Improvement

Odbornosti

Armor

light

Weapons

simple

simple and martial blasters

Skills

Vlastnosti třídy

AI Companion (Level 1)

Beginning at 1st level, you are assisted by an AI companion, an intricate data construct which lives on your datapad and possesses near human-like levels of intelligence. When it manifests, it does so as a simple geometric projection; otherwise, it is merely a voice in your ear, checking your reasoning and informing you of relevant information. Your companion can solve any arithmetic or strictly logical problem you pose to it.

Additionally, whenever you make an Intelligence (Technology) check, you can treat the result as 10, or your gadgeteer level + your Intelligence modifier, whichever is higher.

Your AI companion downloads and integrates knowledge of additional subjects as you gain higher levels in this class. At 6th level, and again at 10th level and 15th level, you can choose one of the following skills to gain this benefit when you make an Intelligence check with it: Arcana, Data, History, Investigation, Nature, or Religion.

Gadgets (Level 1)

At 1st level, you begin to amass a collection of cutting-edge technological devices called gadgets. You gain one gadget of your choice for which you meet the prerequisites. Because your gadgets are powered by your personal power cell, no other creature can use them. If one of your gadgets is lost or damaged, you can fashion a new one for no cost when you take a long rest.

You acquire additional gadgets as you gain levels in this class, as shown on the Gadgeteer table. Additionally, when you gain a level in this class, you can choose one of the gadgets you have and replace it with another one that you could gain at that level.

Your gadget options are detailed at the end of the class description.

If one of your gadgets calls for a saving throw, its DC is calculated as follows:

Gadget

Overcharge (Level 2)

With your technical aptitude and ingenuity, you can modify blasters to fire in more intense bursts. Starting at 2nd level, once on each of your turns when you hit a target with an attack from a blaster, you can deal an additional die of damage to that target.

This ability improves as you gain levels in this class. You add an additional die of damage at 5th level (2 dice), 11th level (3 dice), and 17th level (4 dice). Additionally, starting at 11th level, when you use this ability, you can add your Intelligence modifier to the blaster's damage roll.

Prototype (Level 2)

At 2nd level, you make a breakthrough innovation with a prototype of your own design. Choose one of the following three prototypes.

Experimental Frame

You have developed a sophisticated experimental frame, a powerful exo-suit that augments your strength and shelters you from harm. Your experimental frame counts as heavy armor, which you can don or doff as a bonus action, and it also grants you the benefits of a life suit. You are proficient with your experimental frame, but no other creature can wear it. While wearing your frame, you gain the following benefits:

  • Your size becomes Medium, if it is smaller.

  • Your movement speed increases to 30 feet, if it is less.

  • Your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. This armor can't be enchanted or modified to improve its Armor Class.

  • Whenever you begin your turn wearing this frame, you gain temporary hit points equal to your gadgeteer level. These hit points last until you remove the frame.

  • You can integrate a simple or martial weapon directly into your frame, or you can integrate two weapons (one into each arm) if neither has the Two-Handed property. When you draw an integrated weapon, it snaps to your hand and you can't be disarmed of it. Your frame is programmed in all manner of combat protocol, so you can use these integrated weapons proficiently while wearing your frame, even if you're not normally proficient in their use. You can switch which weapons are integrated when you finish a long rest.

  • When you make an attack with an integrated melee weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity, for attack and damage rolls.

  • Starting at 5th level, when you make a melee weapon attack with an integrated weapon, you can make an additional melee attack using that weapon as a bonus action.

Mechanized Autonomous Construct

You have put the finishing touches on a Mechanized Autonomous Construct (a MAC), which is a specially-constructed automaton piloted by your AI.

The construct has statistics as shown above, and takes its own turn in combat immediately after yours. On your turn, you can mentally command your construct if it is within 500 feet of you (no action required). You decide what action it will take and where it will move during its turn, or you can issue a general command, such as to guard a particular chamber or corridor. In combat, your construct's actions are governed by its Combat Protocols, which you can switch as a bonus action on your turn. If you are incapacitated or absent, your AI guides your construct to protect you and itself.

If your construct drops to 0 hit points, it becomes disabled. When you take a long rest, you can repair your construct to its full hit points. You are always considered to have enough materials to build and repair your construct.

You can integrate weapons and gadgets directly into your construct. You can integrate one two-handed melee weapon, two one-handed melee weapons, or a one-handed melee weapon and a gadget. When your construct draws an integrated weapon or gadget, the item snaps to its hand and it can't be disarmed of it. Your construct is proficient with any weapons integrated into it. The construct takes the Use an Object action to activate an integrated gadget.

Starting at 5th level, your construct makes two attacks, instead of one, when you command it to take the Attack action with its integrated weapons.

Utility Matrix

You have developed a utility matrix, an advanced, cube- shaped mechanism that rearranges its form and function into that of other devices. Your matrix can become any of the following gadgets, which you can use at will:

  • Cloaking Device

    As an action, you can activate your cloaking device to temporarily warp the light around you and hide yourself from view. You become invisible until the beginning of your next turn, or until you make an attack, cast a spell, or use a gadget. Once you use this gadget, you can't use it again on the following round.

  • Flashbang

    As a bonus action, you throw a concussive bomb at your feet, disorienting and distracting nearby foes. Each creature within 5 feet of you can't take reactions until the start of its next turn. Once you use this gadget, you can't use it again on the following round.

  • Forcefield Projector

    As a bonus action, you can activate your forcefield projector, temporarily sheltering yourself behind a powerful electromagnetic field. Until the beginning of your next turn, your Armor Class increases by your Intelligence modifier. Once you use this gadget, you can't use it again on the following round.

  • Grappling Hook

    As a reaction when you fall, or as a bonus action on your turn, you can project a grappling hook at a target location you can see within your movement speed. If the target location can hold your weight, you are pulled there, expending movement normally. This movement doesn't provoke opportunity attacks. Once you use this gadget, you can't use it again on the following round.

  • Modular Gadget

    Starting at 5th level, you can reconfigure your utility matrix into an un-upgraded gadget of your choice that does not have prerequisites. This gadget doesn't count against your total number of gadgets known. Alternately, you can reconfigure your utility matrix into an upgrade for an existing gadget for which you meet prerequisites. Once you reconfigure your utility matrix, you can't do so again until you finish a long rest.

Tech Specialty (Level 3)

Beginning at 3rd level, you adopt a tech specialty that informs your gadgeteering expertise. Choose one Tech Specialty option. Your selection grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Overcharge Improvement (Level 5)

At 5th level, you can add an additional die of damage (2 dice) when you use your Overcharge class feature.

Tech Specialty (Level 6)

At 6th level, you gain a feature granted by your Tech Specialty.

AI Improvement (Level 6)

At 6th level, you can choose an additional skill from the following list to benefit from your AI Companion class feature, when you make an Intelligence check with it: Arcana, Data, History, Investigation, Nature, or Religion.

Bluescreen Protocol (Level 7)

Beginning at 7th level, you have integrated a complex construct-disabling algorithm into your AI companion, which you can activate as an action. Each construct within 30 feet of you must make a Wisdom saving throw with disadvantage against your Gadget save DC. On a failed save, a construct is incapacitated and its speed is reduced to 0 until the beginning of your next turn, even if it would otherwise be immune to being incapacitated.

Once you use this feature, you can't use it again until you finish a short or long rest.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Tech Specialty (Level 10)

At 10th level, you gain a feature granted by your Tech Specialty.

AI Improvement (Level 10)

At 10th level, you can choose an additional skill from the following list to benefit from your AI Companion class feature, when you make an Intelligence check with it: Arcana, Data, History, Investigation, Nature, or Religion.

Overcharge Improvement (Level 11)

At 11th level, you can add an additional die of damage (3 dice) when you use your Overcharge class feature. Additionally, starting at 11th level, when you use this ability, you can add your Intelligence modifier to the blaster's damage roll.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Tech Specialty (Level 14)

At 14th level, you gain a feature granted by your Tech Specialty.

AI Improvement (Level 15)

At 15th level, you can choose an additional skill from the following list to benefit from your AI Companion class feature, when you make an Intelligence check with it: Arcana, Data, History, Investigation, Nature, or Religion.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Overcharge Improvement (Level 17)

At 11th level, you can add an additional die of damage (4 dice) when you use your Overcharge class feature.

Override Protocol (Level 18)

At 18th level, your AI companion can upload a devastating virus to seize control of a construct. You can use your action to touch a construct within your reach, which must succeed a Wisdom saving throw against your Gadget save DC or be charmed by you for 1 hour, even if it would otherwise be immune to being charmed. While it is charmed, you can issue commands to the construct while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as attack that creature, run over there, or fetch that object. If the construct completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Once you use this feature, you can't use it again until you finish a long rest.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Antimagic Pulse (Level 20)

By 20th level, you perfect a cutting-edge device capable of producing an antimagic pulse (abbreviated AMP), a type of energetic burst that completely disrupts and disables magic and machines. You can use your action to throw this device to a location within 60 feet, which explodes in a flash of blue light. This device creates an antimagic field (as per the spell) for 1 minute centered on the device, with the following changes:

  • The effect is a 20-foot radius sphere.

  • Magical technology (including your gadgets and blasters) count as magic items and are suppressed within the sphere. Blasters can't be used to make attacks while within the sphere, and attacks with them can't penetrate into it.

  • Constructs within the sphere are paralyzed for the duration, even if they would otherwise be immune to this condition.

Destroying the device once it is thrown doesn't end its effects early. Once you use this device, it fizzles out. You can make a new one when you finish a long rest.

Podtřídy

Drone Jockey
DarkMatter
Futurist
DarkMatter
Hardlight Architect
DarkMatter
Mastermaker
DarkMatter
Nanoengineer
DarkMatter

Vlastnosti podtřídy

Drone Jockey

Drone Jockey (Level 3)

Most gadgeteers tinker with drones at some point in their career; after all, they're compact, useful projects, with a limited number of moving parts. However, only drone jockeys take this to the extreme of arming themselves with a small army of programmed drones. By linking the drones' sensors and construct cores, they create a more cunning swarm intelligence, distributed over the drone network as a whole. This swarm can act almost autonomously, scouting the area and defending the jockey with mechanical efficiency.

Hivemaster

Starting when you choose this specialty, you gain a special drone controller magic item and a pair of drones. These drones can be any two of the following three: a defense drone, a medical drone, or a recon drone (see Monsters chapter for statistics). Your drone controller is linked to both drones and you can use your bonus action to command all of your drones at once.

Your drones are improved in the following ways:

  • You can add your level to the HP of your drones.

  • When one of your drones makes an attack, its attack bonus equals your proficiency bonus + your Intelligence modifier.

  • When your medical drone heals a creature, it restores 1d10 hit points.

  • Your recon drone marks three creatures it can see, instead of only one

You gain an additional drone of your choice at 6th level (3 drones), 10th level (4 drones), and 14th level (5 drones).

Your drone controller can only command three drones at a time, and only two of those drones can be the same type, but you can deploy a stored drone as an action if one becomes disabled. Whenever you gain a level in this class, you can retrofit one of your drones, changing it into a different type.

Sacrificial Dive (Level 6)

At 6th level, when you are targeted by a ranged attack, you can use your reaction to command one of your drones within 5 feet of you to fly in the way of the attack. This attack targets the drone instead.

Focus Fire (Level 10)

Beginning at 10th level, your AI companion takes direct control of your drones, aiming and firing them as you direct. When you take the Attack action on your turn, you can command your drones without using a bonus action.

Omega Drone (Level 14)

At 14th level, as an action, you can combine three of your drones (a defense drone, a medical drone, and a recon drone) into a single omega drone. Once combined, the omega drone's AC equals 10 + your Intelligence modifier, its HP equals 5 times your level, and its ability scores are all 14.

The drone can take all the actions of its constituent drones and takes its own turn immediately after yours in initiative, acting as directed by your AI. On a hit with its integrated blaster, it deals 3d6 radiant damage.

Your drone controller can't link to other drones while your omega drone is active. You can separate your omega drone back into its constituent drones as an action.

Futurist

Futurist (Level 3)

As a futurist, you believe that artificial intelligence is the zenith of all invention. To engineer a perfect AI, one which is capable of inventing on its own merits, is to conquer limitless problems by proxy. After all, an advanced AI which doesn't degrade into a rogue intelligence could turn its vastly superior intellect to dramatically improving the world, innovating in ways organic minds couldn't imagine. Your experiments with neural networks and intelligence theory have steadily edged you closer to finding such an AI, and granted your AI companion newfound aptitude along the way.

Advanced Subroutines

Starting when you choose this specialty at 3rd level, your AI takes a more active role in assisting you, rather than merely chirping up from time to time. Your AI can run any of the following subroutines, and you can command it to switch between subroutines as a bonus action.

Genetic Algorithm

When you take damage from a hostile creature, subtract 1 from the damage dealt. Each additional time you take damage while this subroutine is running, the amount you subtract from the damage dealt increases by 1, up to a maximum of your Intelligence modifier. This amount resets to 1 after 1 minute or when you switch subroutines.

Heatmap

When you have advantage on a weapon attack, you can add your proficiency bonus to the damage.

Neural Network

When you use the Attack action to attack a hostile creature and miss, you gain a cumulative +1 bonus to subsequent attack rolls you make while this subroutine is running, up to a maximum of your Intelligence modifier. You don't increase this bonus if you attempt to attack a creature that you can't see or a creature that can't be hit. This amount resets to 0 after 1 minute or when you switch subroutines.

Novel Intelligence

At 3rd level, you have vastly improved your AI's intellect. Your AI Companion feature applies its benefit to another Intelligence skill of your choice. Additionally, your AI knows all languages and can perfectly recall everything it has seen and heard within the last 30 days.

Tactical Analysis (Level 6)

Starting at 6th level, as a bonus action, you can command your AI to perform a full evaluation of your strategic options and advise you of likely scenarios. Until the beginning of your next turn, you have advantage on the next attack roll you make, and the next attack roll made against you has disadvantage.

Once you use this ability, you can't use it again until you finish a short or long rest.

Recursive Deterrence (Level 10)

By 10th level, your AI has implemented passive routines that scan for incoming blaster fire and ready you for counterattack. As a reaction when a creature within 15 feet of you makes a ranged weapon attack, you can use your reaction to make a ranged weapon attack targeting that creature.

Singularity (Level 14)

Beginning at 14th level, your AI is nearly prescient. As a bonus action, you can allow your AI to override your very movements, guiding your shots to where targets will be. For the next minute, whenever you make a ranged attack roll and don't have disadvantage, you can treat the result as being equal to your gadgeteer level.

Once you use this ability, you can't use it again until you finish a short or long rest.

Hardlight Architect

Hardlight Architect (Level 3)

Hardlight might well be the penultimate arcane discovery. It is a strong yet malleable material, conjured fully-shaped from energy alone, and it can be used to construct entire functional systems in a flash. Through hardlight, engineers and arcanists can spontaneously prototype new designs in real space and replicate these designs later. Hardlight architects recognize the monumental importance of this material and dedicate their ambition and creativity to mastering it. As you perfect all the established hardlight spells, you constantly dream up new, innovative uses for the material, awaiting the day you can conjure a towering suit of hardlight power armor to crush your enemies and intimidate your rivals.

Hardlight Projector

When you choose this specialty at 3rd level, you construct a hardlight projector, a device capable of forming hardlight and shaping it to your whims. If the projector is lost or destroyed, you can construct a new one over a long rest for 200 gp. By using this device as an action, you can create a simple geometrical object of shimmering hardlight which must fit within a 1-foot cube. Whatever its shape, the object weighs 1 pound, lasts for 1 minute, has AC 10, and has 5 hit points.

Additionally, you can use the projector to cast the hardlight needle cantrip.

Hardlight Spellcasting

Also at 3rd level, you can use your hardlight projector to emulate the actions of a spellcaster, enabling you to create more substantial hardlight spells. Your spell save DC for these spells equals your Gadget save DC and your spell attack bonus equals your proficiency bonus + your Intelligence modifier.

You can cast the spells hardlight blaster and hardlight nails once each and regain the ability to do so when you finish a long rest. Additionally, at 6th level, you can cast the spells hardlight construction and hardlight gauntlet once each. At 14th level, you can cast the spell hardlight frame once. You regain the ability to cast each of these spells when you finish a long rest.

Lightforge (Level 6)

Starting at 6th level, as a bonus action, you can forge a shield, a set of artisan tools, or any melee weapon that deals bludgeoning, piercing, or slashing damage, entirely out of scintillating hardlight. After 10 minutes, this object evaporates completely into light.

Prototype Luxcannon (Level 10)

By 10th level, you've perfected a stable hardlight weapon, which you can conjure effortlessly. You can cast the spell hardlight blaster at will and can apply your Overcharge feature to the spell.

Transient Avatar (Level 14)

At 14th level, you can cast the spell conjure hardlight avatar without using a spell slot or spell components as a bonus action. The spell's duration is until the end of your next turn. Once you cast this spell in this way, you can't do so again until you finish a long rest.

Mastermaker

Mastermaker (Level 3)

Nearly all gadgeteers strive for perfection in their work, but mastermakers take this to a logical extreme: using the technology at their disposal, they seek to engineer away their own biological defects. By grafting gadgets and technology onto their bodies (and making liberal use of vect components), mastermakers gradually become hybrids of humanoids and machines. They are stronger, tougher, and more agile than their counterparts, but many would argue that their techniques are too extreme—too unnatural—no matter what the results.

Thermalsight

Starting when you choose this specialty at 3rd level, you have installed a vect optical sensor in place of one of your eyes, granting you thermalsight. You can see living creatures through darkness and heavily obscured conditions, such as fog, out to a range of 30 feet. You can also determine if a creature is living or dead though its body heat. However, you can't discern color, nor use this sense to see through illusions, invisibility, or magical darkness. This sense is blocked by one inch of any solid barrier. If you already had thermalsight, its range increases by 30 feet.

Embedded Gadgets

At 3rd level, you can install one gadget or a one-handed blaster directly into one of your arms. You can't be disarmed of this item and you can use it if at least one of your hands is free. Additionally, you can perfectly conceal this item, so long as another creature does not inspect the metal plates installed in your arm. You can change which gadget or blaster you have embedded when you finish a long rest.

Additionally, you don't lose hit points or hit dice from installing or removing construct grafts, and it takes you no time to recover after the attachment of a new graft.

Carbon Fiber Skin (Level 6)

At 6th level, you have installed a durable metallic mesh under much of your skin, and metallic plates to protect your organs. Your Armor Class increases by 1.

Reconfigure (Level 10)

By 10th level, enough of your body is mechanical that you can reconfigure your parts to improve your agility, might, or even intellect. One ability score of your choice increases by 2 and you can change this selection whenever you finish a long rest. You can't increase Constitution using this trait and you can't increase any ability score above 20.

Construct Perfection (Level 14)

By 14th level, you have achieved the height of construct superiority by installing a construct core directly into your head. You no longer need to sleep and magic can't put you to sleep. You are immune to being charmed, frightened, or possessed. Additionally, the maximum for your Intelligence score is now 22.

Nanoengineer

Nanoengineer (Level 3)

While other gadgeteers tinker with machines that fit in the palm of your hand, your machinations are smaller and your ambitions grander. As a nanoengineer, you work with nanomachines, unfathomably tiny robots capable of massive feats, from stitching together wounds at the microscopic level, to forming extraordinarily resilient materials. Your machines might appear as nothing more than a small blob of gray ooze, but once set to work, their effects are unmistakable.

Cutting-Edge Nanobots

Beginning when you choose this specialty at 3rd level, you have assembled a fabricator which generates a steady stream of advanced nanobots, called nanites. Your supply of nanites is represented by a pool of Nano points equal to your Intelligence modifier + half your gadgeteer level, rounded down. You can expend Nano points to employ your nanobots in varying ways, described below, and you regain all expended Nano points when you finish a long rest.

Deconstruct

As an action, you well up a mass of nanites in your hand and fling them at a target within 15 feet of you. Spend any number of Nano points and make a ranged attack roll if the target is out of your reach; you automatically hit if the target is within your reach. On a hit, the target takes 1d6 necrotic damage per Nano point expended as the nanites unravel it at a cellular level.

Nano-Hack

You can expend up to 3 Nano points when you make an Intelligence (Data) check to hack a piece of technology, inserting your nanites into the machine. You can add 1d4 to the roll for each Nano point expended.

Reconstruct

As an action, you can expend any number of Nano points to create a thin stream of nanites to repair damage and mend wounds of a willing target within 15 feet of you. The target regains 1d6 hit points per Nano point expended.

Nano-Duplicate

Also at 3rd level, as a bonus action, you can use your nanites to duplicate the exact shape, but not color or texture, of an object you touch that can fit within a 1-foot cube. The replica is made of nanites and lasts for 10 minutes.

Recycling Protocol (Level 6)

Starting at 6th level, you've programmed your nanites to repurpose material and multiply. When you reduce a hostile creature to 0 hit points using a melee weapon attack or your Deconstruct ability, you regain 2 expended Nano points.

Nanite Weave (Level 10)

Starting at 10th level, you can use your action and spend up to 3 Nano points to stitch your nanites together in a protective mesh above your skin. These Nano points are invested in the mesh; you can have up to 3 points invested at once. While you aren't wielding a shield, you gain a bonus to your Armor Class equal to the number of Nano points invested. Whenever you take damage, nanites in the mesh are destroyed and you lose 1 invested point.

Network Response (Level 14)

Starting at 14th level, you can use your reaction when you take damage to use your Deconstruct ability, targeting the attacker, or Reconstruct ability, targeting yourself, spending up to 3 Nano points on either ability.