Technomancer

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Technomancer Features

Technomancer Disciplines

 

Creating a Technomancer

As you build your Technomancer, consider what intrigued your character about either tech or magic. What brought them to the realization they could be combined? Was it a sudden stroke of genius? The tinkering of an eccentric? Or did you study under a famed Technomancer?   Consider how your character views Technomancy in regard to magic and tech alone. How does your character put their own spin on their magic and technological items to truly make them their own?
Quick Build
  You can make a Technomancer quickly by following these suggestions. First, make Intelligence your highest ability score followed by Dexterity for attack and save bonuses or Constitution for health and save bonuses. Second, choose the Acolyte, Hermit, or Grease Monkey Background.

 

Technomancer Features

  As a Technomancer, you gain the following class features.  

Hit Points

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

Proficiencies

Armor: light armor
Weapons: Simple weapons (ranged, melee), Small Arms
Tools: Hackers or Slicers Kit and 1 artisan or toolkit of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Astronomy, Computers, History, Investigation, and Life Science  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • Leather armor and a dagger.
  • (a) Hackers Kit or (b) Slicers Kit
  • (a) a simple ranged or melee weapon of your choice
  • a hand held data pad (Computer Tier 1)
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  •    
    LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
    1st+2Spellcasting242--------
    2nd+2Spell Cache253--------
    3rd+2Technomancy Discipline2642-------
    4th+2Ability Score Improvement3743-------
    5th+3-38432------
    6th+3Discipline Feature39433------
    7th+3-3104331-----
    8th+3Ability Score Improvement3114332-----
    9th+4-41243331----
    10th+4Spell Capacitor41343332----
    11th+4-414433321---
    12th+4Ability Score Improvement415433321---
    13th+5-4164333211--
    14th+5Discipline Feature4174333211--
    15th+5-51843332111-
    16th+5Ability Score Improvement52043332111-
    17th+6-521433321111
    18th+6Discipline Feature522433331111
    19th+6Ability Score Improvement523433332111
    20th+6Spell Fusion524433332211
     

    Spellcasting

    You have learned that magic and technology are not so different and blend the lines between the two. Unlike other casters, you have learned to use technology to tap into the weave of magic and use the weave to manipulate technology, giving you an edge. See Spells Rules for the general rules of spellcasting. See the Technomancer Spell List for more information on spells.  

    Cantrips

    You know two cantrips of your choice from the technomancer spell list. You learn additional technomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Technomancer table.  

    Spell Slots

    The Technomancer table shows how many spell slots you have to cast your technomancer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.  

    Spells Known of 1st Level and Higher

    You know four 1st-level spells of your choice from the technomancer spell list.   The Spells Known column of the Technomancer table shows when you learn more technomancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the technomancer spells you know and replace it with another spell from the technomancer spell list, which also must be of a level for which you have spell slots.  

    Spellcasting Ability

    Intelligence is your spellcasting ability for your tchnomancer spells. Your magic comes from your understanding of the underlying similarities between magic and technology. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a technomancer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

    Spellcasting Focus

    Your chosen tool kit functions as a spellcasting focus for your technomancer spells.  

    Spell Cache

    At 2nd level, as the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots.   The spell cast in this manner cannot be higher than 1st level. This increases to 2nd at Technomancer level 3, 3rd at Technomancer level 6, 4th at Technomancer level 12, and 5th at Technomancer level 20.   If your spell cache is damaged, it is restored the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.  

    Technomancy Discipline

    Upon reaching the 3rd level of Technomancer, you choose the discipline you wish to pursue. Your technomancy discipline represents how you have chosen to study and use your skills. Once made, this choice cannot be changed.   Descriptions of the disciplines appear below. You also gain additional special features at 6th, 14th, and 18th levels.  

    Ability Score Improvement

    When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    Spell Capacitor

    Starting at 10th level, you expand your spell cache into a cache capacitor. As part of regaining your spells each day, you may cast a single spell you know into your spell cache and have it affect you continuously for 24 hours. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration is instead treated as 24 hours. If the spell normally requires concentration, you do not need to to maintain concentration when using the capacitor.   The cache capacitor can hold any of the following spells:
  • detect radiation,
  • detect technology,
  • disguise self,
  • unseen servant.
  •   If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells.     At 14th level, your cache capacitor options expand to include:
  • alter self
  • darkvision,
  • or spider climb.
  •   At 18th level, your cache capacitor options expand again to include:
  • fly (self only),
  • protection from energy (self only)
  • see invisibility,
  • or tongues
  •  

    Spell Fusion (alpha)

    You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can combine unused spell slots for a single spell slot of a higher level for this casting; this expends the lower-level spell slots.   Add up the levels of the expended slots to determine the spell slot (maximum of 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell.  

    Spell Fusion (beta)

    You can combine lower-level spells together into 1 effect. The spell's combined levels cannot be more than 6th. You can only combine single target spells with other single target spells or AoE spells with other similar AoE spells (cones with cones, spheres and cylinders with spheres and cylinders, etc). This effect happens in 1 action to cast the spell.   If both spells would require concentration, you can only pick one to maintain. The other lasts until the end of your next turn and then ends.  
     

    Technomancer Specializations

     

    BattleTech

    BattleTechs focus their abilities into combat scenarios and find ways to confound and surprise enemies with how they blend magic and technology.  

    Warrior Mage

    When you select this discipline at 3rd level, your gain proficiency in medium armor and martial weapons.   In addition, when you cast a spell that has an area of effect, you can protect 1 creature of your choice in the area from the effects of the spell. The number you can protect increases by 1 at technomancer level 5, and again at Technomancer level 10.  

    Spell Channel

    At level 6, learn a mean to channel a spell into a weapon. You can only choose 1 option of spell channeling.  
    Spell Shot
    You can use an action to cast a spell with an AoE that has a casting time of 1 action or bonus action into a ranged weapon, allowing you to use the weapon’s range rather than the spell’s range. You are considered proficient with this weapon while it channels the spell. This effect uses your concentration,and you must succeed on your attack before the end of your next turn or the effect ends and the spell is gone.   You must target a single creature with your attack, and should the attack succeed, it deals it's normal weapon damage and the spell takes effect on the creature or the spell’s area is centered on that creature, or originates at the creature’s location for a cone or line effect (oriented in whichever direction you choose), even if the spell would normally be centered on or originate from a point.  
    Spell Grenade
    You can spend an action to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. You spend 1 action channeling the spell into the grenade and must use another action to use the grenade as normal. This requires your concentration and the attack must be done before the end of your next turn or the spell is lost.   Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it before you resolve the grenade's effects. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted.  
    Spell Smite
    You can spend an action to store a spell with a range of touch in a melee weapon you are wielding. This requires your concentration to maintain the spell channel. You are considered proficienct with the weapon if you are not normally. The next successful melee attack within 1 minute will trigger the spell. If your attack is successful, the spell takes effect right after the target takes the normal weapon damage.  

    Enhanced Weapon

    Beginning at 14th level, as an action, you can expend an unused spell slot (max 5th level) to reconfigure and enhance a weapon you touch. The effect lasts 1 minute. For the duration, your attacks with the enhanced weapon are considered magical and gain a bonus to attack and damage rolls equal to the level of the spell slot you expended.  

    Channeled Burst

    When you reach 18th level, instantaneous spells you cast that deals damage can have their damage increased by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing or secondary damage from the spell.  

    Synth Weaver

    Synth Weavers blur the lines of technology and magic. They see into the void of the universe and see how technology can grant access or even manipulate the weave of magic that flows through the cosmos to create their own local synthetic magical weave.  

    One with the Machine

    When you select this discipline at 3rd level, you can use an action to get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don’t have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.”   Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Wisdom save against your Spell save DC to negate the scan and prevent you from trying against it again for 24 hours.  

    Charging Jolt

    At level 6, as an action, you can expend an unused spell slot to refill charges in a weapon’s power cell. This requires you to touch the weapon or its power cell. The power cell regains 10 charges per spell level, up to its capacity. You can also use this ability to jump-start or short out an electronic device, allowing you to attempt an Engineering check to disable a device with a bonus equal to the level of the spell you expended.  

    Energizing Magic

    Beginning at 14th level, once per long rest you may use a bonus action to use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot (max of 5th level). This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. This effectively creates a temporary spell slot that you must use to cast a spell before the start of your next turn, or the charges are wasted with no effect.  

    Warp Reality

    When you reach 18th level, once per long rest, when a ranged attack or projectile like a grenade is targeting you, you can use your reaction to project an arcane graviton field to protect yourself. Make an Arcana check at DC 16. If you are successful, you negate the attack. If you surpass it by 7 (22) you can instead redirect the attack or projectile to another target of your choice within 15ft of you using the same attack roll that was made against you.   AoE attacks cannot be negated with this features, though spells or weapon attacks that target you in addition to others (either with multiple projectiles, rays, or attacks) can be blocked by this feature and each ray/projectile/attack follows the same rules so long as they all originated from the same attack action. So if a spellcaster cast magic missile and send 2 at you and 1 at another, you would make 2 checks, one for each missile. But if 2 different enemies held their action and then fire ate you, only the first one could be blocked.  

    Tech Mage

    Tech Mages devote to studying the mysteries of magic in the universe and see technology simply as a means to an end to furthering their research.  

    Spell Countermeasures

    When you select this discipline at 3rd level, you gain a +2 bonus to saving throws against spells and other magical effects.  

    Debug Spell

    At level 6, while any piece of code has bugs, you can turn the bugs in your spellcode into features. After rolling damage for an instantaneous spell that deals Hit Point damage, you can use a reaction to reroll one die with a result of 1.   At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1.  

    Magic Negation

    Beginning at 14th level, as an action, you can attempt to temporarily suppress magic, as if using the spell dispel magic. Choose either an ongoing spell or a magic item within 30 feet of you. The magical effects of the spell or magic item are suppressed for 1d4 rounds, and then they return. A spell or item cannot be affected again in this manner for 10 minutes.   If the spell’s level is higher than 4th, you can’t suppress it. If you target a spell affecting a creature, the creature can attempt a Wisdom save against your spell save DC to stop you from suppressing the spell.  

    Favored Spell

    When you reach 18th level, choose one 1st-level spell you know from the list of technomancer spells. You can cast it at will, as though it were a cantrip (0-level).   It still counts as one of your spells known, not one of your cantrips known. It is always cast at 1st level, and any upcasting would consume spell slots as normal.

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