School of Nano Transmutation | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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School of Nano Transmutation - 8400 AXP

TIER THREE FEATURE: School of Nano Transmutation

    • AXP: 8400
    • Pre-Requisites: Selected Chemist as base class and Proficiency in the Circuitry skill
    • Grants Access To: None

The chemist who attends the School of Nano Transmutation 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 Nano Feature Tree.

Technomancy

The skills of this feature and the Nano 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. In order 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 aquire from other classes (Technician, Smith, Medic, and Ravager grant technomancy as well) or during gameplay.

Technomancy Stamina

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.

Technomancy Abilities

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.

Technomancy Stamina for Chemist Class

Use this table to determine your stamina at each tier.

Technomancy Stamina: Chemist


TierTechnomancy StaminaPrograms Known
Tier 3147
Tier 4178
Tier 52010
Tier 62311
Tier 72612
Tier 82913
Tier 93215
Tier 103518

Nano Transmutation

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 Elemental Chemistry feature. However, both features can be selected adding their programs to your code block

Programs

Breathe

Chemist Transmutation program

Base Stamina Cost: 0

Casting Time: 1 action

Range: Self or Touch

Duration: Concentration up to 1 Hour

You create a bubble of air.

The creature affected can breathe where, normally, they would not be able to.

Overload: Increase the number of creatures affected by 1 for every 2 extra stamina points that you invest when casting this program.

Mend

Chemist Transmutation program

Base Stamina Cost: 0

Casting Time: 1 action

Range: Touch

Duration: Instantaneous

You repair any big holes, cracks, blemishes, etc. on an object. You cannot restore power to an item, only repair its form. You must use an appropriate element such as metal or fire for a weapon or even organic for wooden shield. You may mend an object with a separate element, not used to repair it normally, but -1 from its normal ability to a minimum of 1 (ex. Your Longsword now does 1d8-1 Damage, you shield only gives +1 AC, etc.)

Move

Chemist Enchantment program

Base Stamina Cost: 2

Casting Time: 1 action

Range: 5 foot space within 30 feet

Duration: Instantaneous

You manipulate an element to move to a specified space.

You cause an element to move from one space to another. Any creature completely on top of, or inside of, the element moved is moved with it. The creature must make a Dexterity saving throw or be knocked prone.

Overload: You may increase the area affected by 5 feet for every 4 extra stamina points that you invest when casting this program. This may be used to a limit of 20 Stamina (25 Feet Extra).

Spike

Chemist Transmutation program

Base Stamina Cost: 1

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

You cause the very ground underneath a creature to shoot up to 15 feet.

Any creature in the space affected must make a Dexterity saving throw, or receive 1d6 damage and be pushed 5 feet away. If the creature is flying, it is knocked prone instead.

Overload: You may increase the damage die by 1d6 for every 3 Stamina, to a limit of 21 Total Stamina (7d6 Extra).

Whip

Chemist Evocation program

Base Stamina Cost: 1

Casting Time: 1 action

Range: Self (15 foot Line)

Duration: Instantaneous

You may attempt to grapple a creature within range. At the end of each of its turns, the creature is pulled 5 feet towards you.

Overload: Increase the distance by an extra 5 feet for every 2 extra stamina points that you invest when casting this progam.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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