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Technomancer


Hit Points

Hit Dice: d8 per Technomancer level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Technomancer after 1st

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Computing, Insight, Medicine, Persuasion

Overview & Creation

Technomancers are similar to Boosters, in that their psychic abilities are gained with the assistance of technology and not developed naturally like psykers. They differ in the psionic powers they may cast however, drawing on powers that bolster their allies or hinder their enemies. They make heavy use of cybernetics and treat technology the way other people treat religion: something to be worshipped and spread to all corners of the universe.


Class Features

Prayer Matrix

A Technomancer carries with them at all times a prayer matrix, a data cube customised to store their psionic powers. At 1st level, you have a prayer matrix containing six 1st-level Technomancer powers of your choice. Each time you gain a Technomancer level, you can add two Technomancer powers of your choice to your prayer matrix. Each of these powers must be of a level for which you have powers slots, as shown on the Technomancer table. The powers that you add to your prayer matrix as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the universe. You might also find powers stored on data cubes on your travels.   Copying a power into the prayer matrix: When you find a Technomancer power of 1st level or higher on a datacube, you can add it to your prayer matrix if it is of a level for which you have power slots and if you can spare the time to decipher and copy it. Copying a power into your prayer matrix involves reproducing the basic form of the power, then deciphering the unique system of notation used by the Technomancer who recorded it. You must practice the power until you understand the sounds, gestures and mental acrobatics required, then transcribe it into your prayer matrix using your own notation. For each level of the power, the process takes 2 hours and requires a wealth check, equal to 10 + the level of the power. The cost represents material components you expend as you experiment with the power to master it, as well as the specialised components you need to make adjustments to your prayer matrix. Once you have spent this time and money, you can prepare the power just like your other powers.  

Preparing and Casting Powers

The Technomancer table shows how many psionic power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest. You prepare the list of Technomancer powers that are available for you to cast, choosing from the Technomancer psionics list. When you do so, choose a number of Technomancer powers equal to your Wisdom modifier + your Technomancer level (minimum of one spell). The powers must be of a level for which you have power slots, and you must have the power recorded already in your prayer matrix. Preparing powers in this way temporarily copies them from your prayer matrix into the RAM of your psi amp for quick access. For example, if you are a 3rd-level Technomancer, you have four 1st-level and two 2nd-level power slots. With a Wisdom o f 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers. You can change your list of prepared powers when you finish a long rest. Preparing a new list of Technomancer powers requires time spent in worship, meditation and combing through your prayer matrix: at least 1 minute per power level for each power on your list.      

Psionic Casting Ability

Wisdom is your psionic casting ability for your Technomancer powers. You use your Wisdom whenever a Technomancer power refers to your psionic casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Technomancer power you cast and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Wisdom modifier   Power attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a Technomancer power as a ritual if that spell has the ritual tag and you have the power prepared.  

Psionic Casting Focus

You can use a psi focus as a psionic casting focus for your Technomancer powers.  

Machine Domains

Even if they no longer believe in or follow it, all Technomancers were at some point taught the tenets of Makina, the machine god. This religion has a wide following throughout the universe, with some believing Makina to be a herald of great knowledge, others that it is a benevolent life-bringer, and a scattered few that Makina demands the death and destruction of organic beings. Choose a domain related to Makina: Knowledge, Life or War. Each domain is detailed at the end of the class description. Your choice grants you domain powers and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Powers

Each domain has a list of powers - its domain powers - that you gain at the Technomancer levels noted in the domain description. Once you gain a domain power, you always have it prepared, and it doesn’t count against the number of powers you can prepare each day. If you have a domain power that doesn’t appear on the Technomancer power list, the power is nonetheless a cleric power for you.  

Channel Divinity

At 2nd level, you gain the ability to channel psionic energy to fuel extraordinary effects. You start with two such effects: Robotic Dismissal and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Technomancer spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Robotic Dismissal

As an action, you present sent out a psionic wave that repulses constructs. Each construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is repulsed for 1 minute or until it takes any damage. A repulsed creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.  

Robotic Disassembly

Starting at 5th level, when a construct fails its saving throw against your Robotic Dismissal feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the table below.  
Technomancer Level Destroys Construct of C/R
5 1/2 or lower
8 1 or lower
11 2 or lower
14 3 or lower
 

Warp Discharge

Beginning at 10th level, your prayer matrix has become so intricate that you can use it to discharge psionic energy directly from the Warp when your need is great. The faithful would see this as calling on Technus' aid, but more skeptical Technomancers view it more as channeling raw psychic power in a desperate crapshoot Using your prayer matrix in this way requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Technomancer level, the Warp aids you. The DM chooses the nature o f the intervention; the effect of any Technomancer power or Technomancer domain power would be appropriate. If the warp discharge fails, make a Wisdom saving throw with a DC equal to your power save DC. On a failure you are knocked unconscious for 1d6 rounds. If the warp discharge is successful, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.  
 


Spellcasting

Psionics

As a conduit for divine technological power, you can cast Technomancer powers. This is achieved by a cybernetic implant called a psi amp, a small chip that is fused to your spinal cord. A Technomancer's psi amp is so well fitted that it doesn't count towards their maximum number of cybernetic implants.  

Cantrips

At 1st level, you know three cantrips of your choice from the Technomancer psionics list. You learn additional Technomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Technomancer table.  
Level Proficiency Bonus Features Cantrips Known Powers Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Psionics, Machine Domain 3 - 2 - - - - - - - -
2 +2 Channel Divinity (1/rest), Machine Domain features 3 - 3 - - - - - - - -
3 +2 - 3 - 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 - 4 3 - - - - - - -
5 +3 Robotic Disassembly (CR 1/2) 4 - 4 3 2 - - - - - -
6 +3 Channel Divinity (2/rest), Machine Domain feature 4 - 4 3 3 - - - - - -
7 +3 - 4 - 4 3 3 1 - - - - -
8 +3 Ability Score Improvement, Robotic Disassembly (CR 1), Machine Domain feature 4 - 4 3 3 2 - - - - -
9 +4 - 4 - 4 3 3 2 1 - - - -
10 +4 Warp Discharge 5 - 4 3 3 2 1 - - - -
11 +4 Robotic Disassembly (CR 2) 5 - 4 3 3 2 1 1 - - -
12 +4 Ability Score Improvement 5 - 4 3 3 2 1 1 - - -
13 +5 - 5 - 4 3 3 2 1 1 1 - -
14 +5 Robotic Disassembly (C 3) 5 - 4 3 3 2 1 1 1 - -
15 +5 - 5 - 4 3 3 2 1 1 1 1 -
16 +5 Ability Score Improvement 5 - 4 3 3 2 1 1 1 1 -
17 +6 Robotic Disassembly (CR 4), Machine Domain feature 5 - 4 3 3 2 1 1 1 1 1
18 +6 Channel Divinity (3/rest) 5 - 4 3 3 3 1 1 1 1 1
19 +6 Ability Score Improvement 5 - 4 3 3 3 2 2 1 1 1
20 +6 Warp Discharge improvement 5 - 4 3 3 3 3 2 2 1 1

 


Subclass Options

Machine Domains - Knowledge

Level Powers
1 command, identify
3 augury, suggestion
5 nondetection, speak with dead
7 arcane eye, confusion
9 legend lore, scrying
 

Blessings of Knowledge

At 1st level, you become proficient in your choice of two of the following skills: Arcana, Academia, Computing or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a psionic well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.  

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet o f you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet o f you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  

Potent Psionics

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Technomancer cantrip.        

Vision of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a power. Once you use this feature, you can’t use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions o f the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births, and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.    

Machine Domains - Life

Level Powers
1 bless, cure wounds
3 lesser restoration, spiritual weapon
5 beacon of hope, revivify
7 death ward, guardian of faith
9 mass cure wounds, raise dead
 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.  

Disciple of Life

Also starting at 1st level, your healing powers are more effective. Whenever you use a psionic power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.  

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you evoke healing energy that can restore a number of hit points equal to five times your Technomancer level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.  

Blessed Healer

Beginning at 6th level, the healing powers you cast on others heal you as well. When you cast a power of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the power’s level.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.    

Machine Domains - War

 
Level Powers
1 divine favor, shield of faith
3 magic weapon, spiritual weapon
5 crusader's mantle. Spirit guardians
7 freedom of movement, stoneskin
9 flame strike, hold monster
 

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, handguns, and heavy armour.  

War Priest

From 1st level, Makina delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

Avatar of Battle

At 17th level, you gain resistance to damage from non-psionic weapons.


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