Field Engineer

Overview
Field engineers are renown for their ability to hide and let their robots do the work. Not a bad way to fight in my opinion. You also get the chance to sell your soul to the illuminati sons of bitches running corporate Juna, which is every young organism's dream.

Engineers can only have a certain number of tech pieces out at once (server slots). In addition to this, they can only build so many tech pieces per day (tech slots).

Physical Tech
Use INT to form components into machines. You mimic the Wizard spell tree. You do not get cantrips. You can only have a certain number of tech pieces active at once.

Repairman
Take an action to restore 2d10 hp to a tech object two times per long rest.

Restore Tech
During a short rest, you may roll 1d6. You can restore tech slots equal to the number rolled. For instance, if you rolled a 3, you may restore either 3 1st level slots or 1 2nd level slot and 1 first level slot.

BIME (Biologically Implanted Mental Enhancer)
Take half damage on failed dexterity saves and no damage on sucessful ones.

Hail Corporate
Choose a company to follow

BIME Accuracy
+2 bonus to attack rolls with ranged weapons

Disable Machinery
You gain advantage against fighting tech. Twice per long rest, you can choose to score an automatic critical hit on tech.

Optimize Tech
Take an action to restore 1d4+INT hp to tech an unlimited amount of times. You can use this as a bonus action if used in tandem with the Repairman feature.

BIME + APDOW Integration
Learn one cantrip from the technician tree. You can cast it as a bonus action.

Repairman Improvement
The feature now restores 4d12

Level 11
Passive Data Interception - Your APDOW automatically attempts to interpret and amplify electromagnetic waves in the area. Unencrypted or badly encrypted and weak signals are revealed for you.

Level 12
Ability Score Improvement

Corporate Improvement

Level 13
BIME Accuracy Improvement - You now get a +4 bonus to ranged weapons attacks

Level 14
Overclock Servers - You may have an unlimited number of tech pieces active at once for five minutes. After that time, all tech pieces deactivate and you may not activate anymore until you spend an hour repairing your APDOW.

Level 15
Disable Machinery Improvement - Three times per long rest, you can disable (not destroy), a piece of tech within 50 feet that is below 50 hp

Corporate Improvement

Level 16
Ability Score Improvement

Level 17
BIME Full Protection - Gain proficiency in all saving throws

Level 18
BIME Supercharge - Twice per long rest, you may take two actions in a turn.

Level 19
Ability Score Improvement

Level 20
Maximum Efficiency - You may chose a 3rd Level Tech Piece to cast without expending Tech slots. The piece still takes server slots.

Traps
Explosive ordinance companies like IED Emporium.

Subtle Traps
Enemies have disadvantage on detecting traps

Blast Away
Double the damage that traps do

High Velocity
Enemies have disadvantage on dodging your traps

Simple Design
Traps take 1 less server slot to run (up to a minimum of 1)

Last Mistake
Traps do triple damage

Minions
Robotic support companies like Little Buddy Company

Beast of Burden
Double carrying capacity of minions

Level 6

Durable
Minions can make a CON saving throw equal to 5 + the damage taken when they drop to zero health. On a success, it drops to 1 health. The minion can only make this throw once.

Fast
Minions get 10 more movement speed.

Durable Improvement
The Minion can make the Durable saving throw any amount of times

Last Shot
Upon dropping below 0 HP, your minion can move and take one action before going offline

Vehicles
Vehicular companies like Ed's Discount Trucks and Other Quantum Powered Things

Overhaul Engine
Whenever a vehicle starts moving, roll 1d4. On a 4, your vehicle can take the dash action as a bonus action.

Durable
Your vehicles get 15 more hp per vehicle seat

Advanced Protection
Occupants of a vehicle take half damage from all sources.

High Powered Sensors
Your vehicle will avoid traps if the trap can possibly be avoided

Run to the End
Roll a d4 when your vehicle is about to be disabled from a relatively non-serious source. On a 3 or 4, the vehicle drops to 1 HP instead.

Artillery
Stationary gun positions companies like Zork's Big Guns of the Void of Sector 30

Gun Camo
Artillery gets +2 to AC

Bullets, Shells, Bullets
Artillery either gets +2 to attack or enemies get -2 to saving throws based on what attack method the gun uses

Hold It Together
You can make an intelligence check of DC 15 to restore destroyed artillery back to operational status.

Big Boom
The area of effect of your artillery is increased by 1.5 times. If the gun has no AoE, roll another damage die for the gun.

Chain Fire
Roll a d4 while firing an Artilery Piece. On a 4, you may fire it again (if the gun does not require a reload period).