Technomancer

When no one is making paper, how do you learn magic from a book? Chances are, you don’t. Technomancers are practical junkyard wizards who studied not in colleges but in the school of hard knocks. They attempt to use technology to tame magic that would otherwise run wild across the wastes or be controlled inside the mind of a traditionally educated wizard. As a consequence, they have special knowledge of constructs and an understanding of how pre-apocalypse arcanotech devices work. Many technomancers work hard to keep their knowledge secret, as they are at least somewhat aware of the role that magic played in the demise of the prior civilization.

A technomancer may live in a settlement to maintain whatever magical devices the community has or to receive things that villagers find to ensure their safety, or they may traverse the wastes looking for more tech. They often gather in secretive cabals to study what they find. They may communicate with each other through cyphers and puzzles in an effort to keep knowledge of apocalyptic magics quiet. Interacting with pre-apocalypse tech is a fine tightrope to walk in terms of safety and ethics. Heard rumors of a dangerous magic-user in the wasteland? Chances are it’s a technomancer.

Technomancy Features

Wizard LevelFeature
3rdArcanotech Panoply, Technomancy Savant
6thImbue Spell
10thOmni-tool
14thImbued Spell Mastery

Level 3: Technomancy Savant

Choose two Wizard spells from the that have a material component, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell that has a material component to your spellbook for free. The chosen spell must be of a level for which you have the spell slots.

All spells gained in this way are always prepared and do not count towards your spells prepared for the day.

Level 3: Archanotech Panoply

You have finished constructing a unique set of tools and arcanotech devices you use to cast your technomancy spells known as a panoply. The components of a panoply are many and come in various shapes and sizes, but the collection almost always fits inside a small sack or storage case. The components of a panoply are:

  • A component pouch for storing reagents and ingredients
  • An arcane battery that holds a maximum number of charges equal to your proficiency bonus that can power magic items and arcanotech devices
  • Any number of arcanotech devices created or refurbished by you that power your other class features

While you are wearing or holding your panoply, spells you cast have no verbal or somatic components if they have a material component listed. Additionally, if you create a construct with a spell, the construct gains additional hit points equal to twice your wizard level.

Level 6: Imbue Spell

You can cast a spell of 1st level or higher with a duration of instantaneous and store that spell in one arcanotech device from your panoply, discharging it later as an action. All variables for the spell are set when you imbue it into the device, and the spell’s effect originates from the device when discharged. When you cast the initial spell, you can specify under what conditions the spell will discharge (proximity, after a set timer, direct discharge by you (as an action), or some other condition). Only you can discharge a spell you imbue into a device.

An imbued spell remains in its device for 24 hours and disappears when discharged. You can imbue only one spell in an arcanotech device at a time, and a device can only hold one imbued spell. If the device is destroyed, the imbued spell is lost.

Once you use this feature, you can’t do so again until you finish a long rest.

Level 10: Omni-Tool

You have upgraded and modified your panoply to create a marvelous arcanotech omni-tool. At the end of a short rest, you can reconfigure the omni-tool to serve as any set of artisan’s tools, and you are proficient with whatever tools you are using in this way.

When you’re holding your panoply, you no longer have to use verbal or somatic components to cast any spell, regardless of whether the spell has material components.

Level 14: Imbued Spell Mastery

When you imbue a spell into an arcanotech device, the spell remains imbued indefinitely until discharged or until the device is destroyed.

Additionally, the number of devices you can have imbued at one time increases to a number equal to half your proficiency bonus (rounded down).



Comments

Please Login in order to comment!