The chemist who attends the School of Elemental Chemistry learns almost magical means of altering the world around them. Through the combination of alchemy and nanotechnologies.
This feature is a prerequisite for features in the Elemental Chemistry Feature Tree.
The skills of this feature and the Elemental Chemistry Feature Tree rely on the use of nanomachines. These microscopic machines powered by Element 133 can move of their own accord and are controlled by a neurological implant in your brain. As a technomancer (a character that creates magical effects by using nanotechnologies) you are equipped with a Nano Canister, this canister contains millions of nano machines and provides them their power. To cast technomancy 'programs' you must keep your nano canister on your person. While powerful machines that can withstand almost all damage, nanomachines must recharge their internal energy cores by returning to the canister. Acquiring additional canisters can increase your technomancy ability, but you must spend a week of downtime pairing the new canister to your Neurolink device. The Nano Canister you gain from this feature is already paired to your device and can be used in addition to any other canisters you acquire from other classes (Technician, Smith, Medic, and Ravager grant technomancy as well) or during gameplay.
Similar to the spell slots mechanic in D&D 5E, your technomancy has a limit to its safe usage. At each tier, you gain a number of Stamina Points that can be spent to use technomancy programs (same thing as spells from 5E). Each program has a Stamina Cost from 0-10, which generally represents the power or difficulty of the program. Differing from 5E there is no limit to how powerful a program you can cast at any given tier, provided you have learned the program and have the necessary stamina to cast it. Some programs allow you to spend additional stamina to increase the ability of a program (casting at a higher level). You may not attempt to cast a program that has a stamina cost greater than your available stamina. You regain all used stamina after a long rest.
Some programs require checks, saves, or attack rolls. For these, you will use the following abilities and modifiers.
Technomancy Save DC = 8 + your circuitry modifier + your Intelligence modifier
Technomancy Attack Modifier = your circuitry modifier + your Intelligence modifier.
Use this table to determine your stamina at each tier.
Tier | Technomancy Stamina | Programs Known |
---|---|---|
Tier 3 | 14 | 7 |
Tier 4 | 17 | 8 |
Tier 5 | 20 | 10 |
Tier 6 | 23 | 11 |
Tier 7 | 26 | 12 |
Tier 8 | 29 | 13 |
Tier 9 | 32 | 15 |
Tier 10 | 35 | 18 |
When you take this feature you gain a fully charged Nano Canister. The following programs are added to your code block (programs you can learn) and you may learn a number of programs equal to the known programs column in the table above, depending on your tier. The nano canister, stamina, and known programs from this feature do not stack with School of Nano Transmutation feature.
Chemist Evocation program
Base Stamina Cost: 2
Casting Time: 1 action
Range: 5ft Cone
Duration: Instantaneous
You shoot elemental energy all around you.
Every creature in the area must make a Dexterity saving throw or receive 1d8 damage. A creature that passes its saving throw receives half damage.
Overload: Increase the damage dealt by 1d8 for every 2 extra stamina points that you invest when casting this program, to a limit of 20 Stamina (10d8 Extra).
Chemist Abjuration program
Base Stamina Cost: 0
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 30 Seconds
Nature's Fury means nothing to you.
The damage dealt to you by an element chosen is reduced by 1d6, this increases to 2d6 at 5th tier, 3d6 at 7th tier, and 4d6 at 17th tier
Overload: Increase the damage reduced by 1d4 for every 2 extra stamina points that you invest when casting this program, to a limit of 20 Stamina (10d4 Extra).
Chemist Conjuration program
Base Stamina Cost: 1
Casting Time: 1 action
Range: Self
Duration: Instantaneous (Permanent until Dispelled)
You create an archaic weapon out of a chosen element that takes the shape of any weapon you are proficient in. You use your Intelligence modifier instead of Strength or Dexterity for attack rolls and damage. Ranged weapons made this way, ignore the reloading and ammunition properties. The type of damage done is determined by the element used. Add an additional 1d6 to the base damage of the weapon at 5th tier, 2d6 at 7th tier, and 3d6 at 9th tier. (A Weapon made this way may be broken, and therefore dispelled, by the Mold Earth program.)
Chemist Transmutation program
Base Stamina Cost: 3
Casting Time: 1 action
Range: Self (5ft Cube)
Duration: Concentration up to 30 Seconds
You force air flow to shoot downwards all around you.
Each creature (other than you) in the affected area cannot breath and begins suffocating. Every creature in the area must make a Constitution saving throw or be knocked prone.
Overload: Increase the distance by an extra 5 feet for every 2 extra stamina points that you invest when casting this program. This extends to a limit of 10 Stamina (25 Feet Extra).