Technomancer (5e Class)

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The Technomancer[edit]

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"A hammer strikes, forging a legendary sword. An elf whispers an ancient incantation, crafting enchanted rings to break the curse on his son. At her forge, a dwarf sharpens a silvered weapon for an impending goblin invasion, adding subtle tweaks to pierce goblin armor. A gnome activates his intricate automaton, a machine finally capable of protecting his people. In shadowed ruins, a human warrior cleaves through a monstrous worm with a rune-covered sword, vanishing in a shimmer of dust to lay in wait with her enchanted crossbow. Each act threads into a tapestry of fate, binding magic, metal, and resolve into legend."

The Structure of Magic[edit]

Technomancers bring their talent for magically transforming everyday items to both the battlefield and the marketplace, drawn by the allure of new challenges, exotic materials, and fantastical wonders. No inventor is destined for a simple life, for they are bound to the extraordinary. But only a Technomancer walks the adventurer’s path to gather rare materials or ancient knowledge to craft creations that seem born from legends and defy even the gods. The true strength of a Technomancer doesn’t lie solely in their magic, but in the visionary ideas they pursue. Many Technomancers are dedicated to discovering new ways to create life itself—building automatons and golems or inventing new forms of magic. Others support fellow adventurers, crafting the weapons needed to slay dragons, banish demons, or meet any peril that arises.

The greatest Technomancers see magic as the purest form of their craft, and in nearly every world, items crafted by a Technomancer can be found. In this sense, they are ever-present in any adventure, known for their unique touch. To them, magic is more than physical craft; it is a way of life. Passion, innovation, and the desire to reshape the world are at the core of every Technomancer’s goals, challenging what others see as natural or fixed. Where some see madness, they see opportunity. Through mastering patterns of magic in both crafted goods and raw materials, they learn to express these mysteries in incredible ways. Whether in the laboratory, at the anvil, in ancient dungeons, or bustling marketplaces, a Technomancer finds joy in wielding their magic to create items that shape the world—whether for good or ill.

Experimentation and Understanding[edit]

A Technomancer is as rare in their world as a true genius is in ours. In lands steeped in magic, there are those who possess knowledge of specific rituals and can sometimes coax magic from objects, yet they are limited by their narrow specialties. A Technomancer, however, is a master of all forms, tirelessly inventing, questioning, and pushing the boundaries of what is known. For them, if their latest infusion or invention isn’t their finest, it simply means there’s a grander discovery waiting ahead. Experimentation is their lifeblood; without it, a Technomancer’s quest to unlock the arcane secrets of the universe would wither.

A Technomancer understands that magic is not just a tool but the very fabric of existence. Most dedicate their lives to exploring how magic intricately weaves through the universe, seeing in every enchantment and formula a glimpse of the world’s hidden structure. To a Technomancer, existence itself would be impossible without magic, and so they pursue its mysteries with unmatched fervor and a relentless drive for knowledge.

Cunning Inventors[edit]

Every Technomancer is defined by a specific craft. Technomancers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. To an Technomancer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. This penchant pushes them to seek a life of adventure. Some Technomancers become engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other Technomancers are alchemists who use their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them in their adventures. All Technomancers are united by their curiosity and inventive nature. They usually earn the respect and become renown among their kind, by uncovering new lore or inventing new methods of creation.

Creating an Technomancer[edit]

Technomancers are the undisputed masters of magical invention, driven by an insatiable curiosity about the nature of magic and the boundless potential it holds. They command attention not only for what they create but for the daring vision behind each invention. Most Technomancers have roots in experimentation and exploration. Think back—how did your character first encounter magic and begin honing their craft? Who was the mentor or moment that ignited their passion?

Consider what drives your character to endlessly study and experiment. Is it a desire to better the world, or simply the thrill of discovery? Perhaps they focus on intricate magical trinkets, or maybe their creations lean towards powerful instruments of war. What propelled them into the life of an adventurer? Was it a thirst for new knowledge? The reawakening of an ancient mechanism? Or maybe the lure of strange materials hidden in distant lands?

Every Technomancer’s journey is different, each a testament to their unique vision and drive to uncover the mysteries of magic itself.

  • Quick Build: You can make an Technomancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, you must choose the Technomancer's background.

Class Features

As a Technomancer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: All Simple Weapons
Tools: Tools of Trade feature
Saving Throws: Intelligence, Constitution
Skills: Choose three from: • Arcana • History • Investigation • Medicine • Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Light crossbow and 20 bolts or or (b) Any Simple Weapon
  • Component Pouch
  • (a) Scholar’s Pack or or (b) an Explorer’s Pack
  • Leather Armor • A set of Artisan’s Tools

Table: The Technomancer

Level Proficiency
Bonus
Features Highest spell level
1st +2 Mechanical Servant • Tools of the Trade • Arcane Sense • Technomancer Disciplines 1st
2nd +2 Repair Damage • Technomancer Discipline feature 1st
3rd +2 Tool Expertise 2nd
4th +2 Ability Score Improvement, • Mechanical Upgrade 2nd
5th +3 3rd
6th +3 Infuse Magic • Technomancer Discipline feature • Repair Damage Improvement 3rd
7th +3 Many-Handed Pouch 4th
8th +3 Ability Score Improvement, • Technomancer Discipline feature • Mechanical Upgrade 4th
9th +4 Arcane Craftsmanship 5th
10th +4 Fixer-Upper 5th
11th +4 6th
12th +4 Ability Score Improvement, • Mechanical Upgrade 6th
13th +5 7th
14th +5 Reliable Talent • Technomancer Discipline feature 7th
15th +5 8th
16th +5 Ability Score Improvement, • Mechanical Upgrade 8th
17th +6 Technomancer Discipline feature • Wondrous Invention 9th
18th +6 Repair Damage Improvement 9th
19th +6 Ability Score Improvement, • Mechanical Upgrade 9th
20th +6 Soul of Technomancer 9th

Spellcasting[edit]

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

  • Tools Required

You produce your Technomancer spell effects through your tools. You must have a spellcasting focus — specifically some kind of Artisan’s Tools — in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

After you gain the Infuse Magic feature at 6th level, you can also use any item bearing one of your infusions as a spellcasting focus.

Writing and Casting Spells[edit]

Rather than expending spell slots or providing components to cast your spells, you instead scribe the nature and ability of your spells by inscribing them down, granting the magical power form and permanence. A spell can be written in a weapons, armor, or even machinery, so long as your writing can be clearly read. Doing so requires you spend 15 minutes per spell level a spell is to be cast at; the writing duration of that spell. The Max Spell Level column of the Technomancer class table shows the maximum spell slot level you can write your spells at.

Spells can be written in multiple intervals, rather than all at once, and simply require you finish the full duration to be able to cast the spell. For example, a spell being written at 1st level would require 15 minutes of total writing time. You might choose to split this duration up over three separate intervals of 5 minutes, while also busying yourself with other matters. Additionally, spells you write must be written entirely in a single language, unless an spell, effect or ability allows you to do otherwise.

Once a spell has been written, it is ready to be cast for as long as the text is readable. Anyone that can read the language the spell is written in can cast the spell using their action to read the spell while within reach of it. Spells with a cast time of more than 1 action are cast using an action instead. Spells that require concentration still do so, and concentration for these spells is broken if the creature casting it is no longer within reach of the written spell, or is unable to read the spell for any reason. A creature that does not have the ability to cast spells cannot cast a spell that is written at a spell slot level greater than half their proficiency bonus (rounded down). Regardless of who or what casts a spell you write, they use your spellcasting ability at the time of writing when casting the spell to determine the spell attack or ability modifier, or the save DC of the spell.

A spell written by you does not need any of the listed material components, unless a component is specified as being consumed in the process. Additionally, a spell you write cannot be cast by a creature that is mute, silenced, or otherwise unable to talk, regardless of whether the original spell has a verbal component or not. Once a written spell has been cast, the magic in its words is spent. The text can still be read as normal, but the magic within is expended and must be written again. Writing spells requires you have at least one hand free, visibility of the words you write, and a surface upon which the spell is written for the full writing duration.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your Technomancer spells. 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.

Spells you write use your Intelligence modifier, spell save DC and spell attack modifier at the time the spell is finished, rather than at the time the spell is cast.

Technomancer Disciplines[edit]

To the untrained, Technomancers seem like wonderworkers, accomplishing in hours what others need weeks to complete and arcane magic has been harnessed as a form of science and deployed throughout society. Technomancers reflect this development, with various disciplines dedicated to its complex study.

Your choice grants you features when you choose it at 1st level, each of which is detailed at the end of the class’s description. It also grants you additional ways to use the Tools of the Trade feature and additional benefits at 2nd, 6th, 8th, and 17th levels. Choose the type of specialist you are:

Disciple of the Essence
Disciple of the Battlesmith
Disciple of the Alchemist
Disciple of the Spellwright

Arcane Sense[edit]

Technomancers experience a deep natural understanding of how magical items work and all the power that lies within. As an action, until the end of your next turn, you can sense the presence of magic within 30 feet of you.

  • If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. If you instead touch a creature, you learn what Spells, if any, are currently affecting it.
  • If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires Attunement to use, and how many charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
  • Any spells, enchantments, or curses encountered or mastered will be added to your repertoire of written magic, with each spell level reflecting the strength of its casting power(DM's discretion).

You can use this feature a number of times equal to 1 + your intellegence modifier. When you finish a long rest, you regain all expended uses.

Starting at 7th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

You can now use your Arcane Sense to communicate with sentient magical constructs and identify the presence of magical traps. Make an Investigation check to examine a fairly simple magical device and disable it or attempt to disarm a magical lock (in either the open or closed position) using your Artisan’s Tools.

Tools of the Trade[edit]

Technomancers become deeply familiar with employing a set of tools. You start with two abilities that are determined by your Discipline when you choose it at 1st level. Some Tools of the Trade effects might require saving throws. When you use such an effect from this class, the DC equals your Technomancer spell save DC.

Crafting: An Technomancer subclass makes you more efficient at crafting certain items. You know how to use your tools and can practice your trade to make a decent living. However, crafting allows you to make an item of the appropriate type from the Dungeon Master’s Guide [1].
  • All crafts require artisan’s tools to give the best chance of success. Your check results determine how long it takes to make a particular item. The DC depends on the complexity of the item to be created.(DM’s discretion).

Mechanical Servant[edit]

Your research over the fusion of magic and technology, allows you to forge a magical construct. Though magic fuels its creation, your Mechanical Servant is not magical itself. Use this page as the Mechanical Servant's base statistics [2] excluding INT and CHA, which will be a 4 in its place. You can determine it's appearance, as long as its form is appropriate for its game statistics. It's base HP is 15 and gains 1d10+Int per True Technomancer level, Its base AC is 16 do not add further AC to unless mentioned by a selected upgrade or modified. Proficient with all simple weapons.

In combat, the Mechanical Servant shares your initiative count, it can take its turn after or before your turn. It is incapable of developing any strategies on its own, during its turn you can command the Mechanical Servant to take the Attack, Dodge, Hide, Dash, Disengage, or Help action. If it doesn't receive further directions from you, it defends and preserves itself to the best of its ability.

  • It is a construct instead of a beast, so it doesn't require sleep or any metabolic activities, such as eating or breathing.
  • It understands the languages you can speak when you create it, but it can’t speak (unless the DM approves).
  • It can be modified and improved every 2 levels. You can choose one Mechanical Upgrade from the list at the end of the class’s description.
  • Ignore Skills and Saving throw bonuses from the Medium Beast entry. At level 5 your Mechanical Servant instead has +1 in skills: Acrobatics, Athletics and +1 In saving throws: Strength and Dexterity

Repair Damage[edit]

Beginning at 2nd level, through years of experience and construction, you are proficient at repairing any damage on any construct even in the heat of battle.

  • The construct regains a number of hit points equal 1d8 + Intelligence modifier + your Level (rounded down) on touch. Additionally, you can repair small multiple breaks or tears in broken objects that can visibly rejoin to be as strong as new, leaving no trace of the former damage. If you have two pieces of an object that was previously broken, it will require both parts for it to work. Can be used twice between rests

Beginning at 6th level, you can use Repair Damage three times between rests, and beginning at 18th level, you can use it four times between rests. When you finish a short or long rest, you regain your expended uses.

Tool Expertise[edit]

At 3rd level, you master the type of tools that you are more proficient with, which means that your Proficiency Bonus is doubled for any ability checks you that uses your proficiency with a tool.

Ability Score Increase[edit]

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.

Infuse Magic[edit]

Beginning at 6th level, you learn how to store numerous magic spells in objects, in order to rapidly create magic items for repeated use. To use this ability, you must have a set of Artisan’s Tools in hand.

Whenever you finish a long rest, you can touch one Tiny non-magical object as an action and store a spell in it, choosing one spell from the Technomancer spell list. With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. As an action, the wielder can touch the object again and end the property early.

  • Any creature, with an Intelligence score of at least 6, holding the item thereafter can use an action to activate the spell. Most common triggers are touching, hitting, approaching or even specific manipulation of the object.
  • If the spell has an area of effect, it is centered around the item. If the spell is self-effective (i.e. Heal), it targets the creature that activates the item.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one spell at a time. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier before it fades.

Many-Handed Pouch[edit]

Starting at 7th level, you can rapidly create magic-infused pouches that you can store or retrieve items at a later time. All pouches share one interdimensional space of seemingly endless capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.

Additionally, useful book-sized-or-smaller items that can be found in a laboratory or workshop can be pulled out of those pouches. These items may serve a singular function, provided as a general description (within reason of the DM’s discretion) of each item as well as how it works (i.e making noise). Regardless of its contents, retrieving an item from a pouch requires an Action.

List of items: Tool(s) or Kit(s) •  Gear(s) • Paper Scroll(s) • Quill & Ink • Nail(s) & Screw(s) • Empty Vial(s) • Medical Bandage(s) • Safety Whistle • Welding Goggles • Magnet(s)

Arcane Craftsmanship[edit]

Starting at 9th level, when you are using a magical item with charges, you may use your spell slots to power up the device. As a Bonus Action on your turn, you can expend a spell slot of 1st level or higher in order to grant the device additional charges equal to the slot's level.

Fixer-Upper[edit]

Starting at 10th level, your skill with magical devices allows you to integrate a set of Artisan's Tools that you are proficient with, into the body of your Mechanical Servant. Your construct always has these tools available and can adeptly perform specific tasks. Your Mechanical Servant has advantage on ability checks with these tools.

The physical appearance of the construct can be slightly altered, in order for the tools to be better adjusted to its chosen form.

Reliable Talent[edit]

By 14th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Masterwork Item[edit]

The precipice of your work swiftly approaches. Starting at 17th level, after creating an equipment preset, you can deem it a masterwork. It gains one of the benefits below, of your choice. This item cannot be unbound via Permanence, and only one masterwork can exist at a time.

  • Weapon. It is/counts as oversized, and you can hold it as if it were normal.
  • Weapon. Once on your turn when you make an attack, you can replace one attack with casting a 1st level spell you chose at creation. You regain the ability to do this at the end of your next turn. This spell must take an action to cast, and have a duration of instantaneous.
  • Weapon. As a bonus action, this can be split into two different weapons. Both weapons have the same features, but are considered the same weapons for features that must recharge. The two weapons it splits into can be different weapons, although they cannot have a damage die higher than the original(i.e longsword into two daggers is legal but two greatswords is not).
  • Armor. If you take exactly or less than 7 damage from any source while wearing this, you take no damage instead.
  • Armor. You can choose to be immune to spells of 3rd level or lower while wearing this.
  • Armor. You cannot be the target of an attack which originates from more than 100 feet away.

Soul of a Technomaster[edit]

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune magic items and have as many masterwork items up to your proficiency bonus at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.


Disciple of the Essence[edit]

" Each act of creation, each spell, drains years from a mage’s life, marking their bodies with scars and silvered hair as their power grows. They are craftsmen and warriors who use their own lifeforce to imbue their creations with extraordinary abilities. But every creation costs its maker dearly, often reducing them to frail, aging figures—powerful but vulnerable, trading their own futures for power."

Essence soul

Beginning at 1st level, your mechanical servant is replaced with the power of creation and your spellcasting ability is changed to essence magic

Essence magic

You now inscribe spells using your lifeforce, reducing your maximum hit points by an amount equal to the spell's level to permanently imprint it. This allows you to cast the spell without expending a spell slot. However, each use—whether by you or another—drains hit points equal to the spell's level. Additionally, your Constitution modifier replaces your Constitution modifier for spellcasting.

Powers of Creation

Within you rests the very essence of creation, and the ability to manipulate it. Starting at 1st level, you are capable of creating constructs, items and creatures you can mold to your will, within reason. You have access to four different types of resources, an amount of each listed on the creator soul table. These four resources are Body, Blood, and Soul. You only have these resources, and they are not regained on rests.

Presets

You have an amount of preset slots equal to your Constitution + proficiency bonus, and you start with two presets. These presets cannot use more resources than your total of any type(at 1st level, you cannot make a preset which uses 5 Mass). As part of a long rest, you can conjure or dispel a construct, giving back or consuming the materials used by this preset respectively.

These presets are taken up by things called “constructs”, your creations. To make one, you choose one of the templates below, from which point you can add traits, listed at the bottom of the class. These constructs are considered magical for the purpose of being affected by spells or being destroyed. However, if they are destroyed or die, you must wait 24 hours before manifesting it again.

As downtime, you can spend a short rest to either remove, edit, or create a new preset.

In addition, changing the subtype takes a long rest, for example, changing an Armor preset from leather to a chain shirt, or changing a Creature's aspect from Strong to Wise.

Beyond 1st Level Whenever you gain a level in the Creator Soul class, you may make, change, or remove one of your presets, without restriction on resources and time, barring the limit on how much a preset takes. For example, when you reach 5th level, you can instantly get rid of an armor preset and give it as many new traits as you want.

Construct Types

Weapon
Base Cost: 1 Body, 1 Form

When you create a weapon, it is a weapon made for your size or one size larger/smaller, and cannot have a damage die higher than 1d10 by any means, unless uncapped. You can choose from the General and Weapons list of traits when making a weapon template or adding to it, and you must be wielding this weapon for any of the traits to function.

Armor
Base Cost: 1 Body, 1 Form

When you create a set of armor or shield, it is made for your size or one size larger/smaller. You can choose from the General and Armor list of traits when making an armor template, and you must be wearing or holding(for shields) this armor for any of the traits to function. The ac of the created armor may not be higher than 16.

Creature
Base Cost: 1 Body, 1 Blood, 1 Soul, X Spell slot

When you create a creature, it uses the following template. You must select one of the aspects when creating it. A creature is completely subservient to you, following orders without thought or question. You can only choose from the Creature list of traits when making or improving a creature template.

Construct Creature
Hitpoints: (10 + Constitution modifier) x Technomancer level
Armor Class: 10 + Dexterity modifier
Speed: 30 ft

All Ability Scores are equal to 10 + spell slot level

Languages: Every language you know

Standard Attack, Melee Weapon Attack, 5 foot range, +(Strength modifier + your Proficiency bonus) to hit, 1d6 + Strength modifier (damage type of your choice at creation) damage.
Aspects


Dismantle

at the 2nd level, Using your knowledge of all sorts of mechanical stuff, you can take an action to interact with a trap, lock, or construct within 5ft of you. Constructs take a wisdom saving throw against your Intelligence, with an advantage. On a failure, the construct is destroyed, falling to pieces under your hand. On a success, deal 1d6 x Technomancer level damage to the construct. If you are attempting to dismantle a lock or a trap, you must make an Intelligence check based on GM discretion. At full potential, Constructs don’t have an advantage or you have an advantage on the Intelligence check.


Focus

You and your constructs are known for their power. Starting at 6th level, choose one of the options listed below.

  • Any attacks made with your construct weapons ignore resistance and treat immunity as resistance to the damage it deals.
  • You reduce damage taken by 4 while wearing construct armor you made.
  • Any feature with multiple uses you can use one more time before running out of uses.


Fast Sculpts

With your skill, comes speed. Starting at 8th level, as part of a short rest you can choose to create one common magic item of your choice, spending 1 Body and Form to do so. This disappears after 8 hours, and you regain the

Focus

The beings you create are renown for one thing. At 14th level, choose one of the options below for each construct.

  • Constructs you make have a +2 to their AC.
  • While you are within 10 feet of one of your construct creatures, both you and the creature have advantage on your first attack roll on your turns.
  • Constructs have an extra 20 feet of movement in one type of your choice.
  • Constructs gains proficiency in two skills of your choice upon creation.
  • Constructs you make are resistant to one damage type of your choice, and know one cantrip that deals the same type of damage. Their casting modifier for this is Constitution.


Masterwork Creature

As powerful as you are, within you rests the capability to make something that rivals yourself. Starting at 17th level, after creating a creature preset, you can deem it a masterwork. It gains one of the benefits below, of your choice. This item cannot be unbound via Permanence, and only one masterwork can exist at a time.

  • The construct has immunity to 3 damage types of your choice.
  • The construct can make two additional attacks as part of an attack action, following normal limitations.
  • It can dash or dodge as a bonus action.
  • It's size and damage die for standard attack increase by one step.
  • If they are capable of casting leveled spells, they can cast each one an additional time. If they cannot cast spells, they can cast a 3rd level spell of your choice once, and regain the use after a short rest. Their casting modifier for that spell is Constitution, if they don’t have one already.

Disciple of the Battlesmith[edit]

"To a Battlesmith, combat is an academic field. Those Technomancers who use their training as adventurers are equally capable of raining down destruction in combat. Aside from their incredible skill at crafting items of war, their ingenuity has found a number of ways to make them feel drawn to battle. Not every Technomancer approach their studies beyond the edge of their fascinations, but those who do become well-rounded fighters of great skill and knowledge."


Tools of the Trade: Universal Multitool

You gain proficiency with two Artistan's Tools of your choice, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Weapon category, it takes you half of the normal time, and it costs you half as much of the usual gold.


Of Tome and Blade

Starting at 1st level, you have study the art of combat and acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and all martial weapons and you can add your proficiency bonus to attack rolls made with those weapons.


Secrets of the Forge

Starting at 2nd level, you learn how to create a magical bond between yourself and one martial melee weapon of your choice. You perform the ritual over the course of 1 hour, while you hold the weapon. The weapon must be within your reach throughout the ritual, at the conclusion of which you forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. Your weapon disappears if it is more than 5 feet away from you. It also disappears if you dismiss the weapon (no action required), or if you die. If it is on the same plane of existence, you can summon your weapon in your empty hand, as a bonus action on your turn. If you perform the 1-hour ritual on a different weapon, your current weapon ceases being bonded to you.


Enhanced Combat Infusion

Starting at 6th level, you can expend one spell slot and imbue a melee weapon with certain magical infusion. For the Duration, the weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can imbue or dismiss this effect on a weapon with either as a Bonus Action or a Reaction.

You can imbue only one weapon with an Enhanced Combat Infusion at a time. If you try to exceed your maximum, the oldest property immediately loses its potency and fades, and then the new property applies. On each hit, the weapon deals bonus damage equal to your Intelligence modifier (minimum of 1). Choose one of the following infusions to imbue your weapon with:

  • Flame - The weapon ignites any flammable objects that are not being worn or carried. Whenever you hit with an Attack it deals bonus fire damage. While holding the weapon, you have resistance to cold damage.
  • Frost - The weapon can extinguish all non-magical flames within 30 feet of you. Whenever you hit with an Attack it deals bonus cold damage. While holding the weapon, you have resistance to fire damage.
  • Spark - The weapon's surface dances with arcing electricity. Whenever you hit with an Attack it deals bonus lightning damage. You have advantage on the attack roll if the target is wearing armor made of metal.
  • Light - The weapon emits bright light in a 20-foot radius and dim light 20 feet beyond that, while holding it. The wielder can extinguish the light as a bonus action. Whenever you hit with an Attack it deals bonus radiant damage.
  • Might - The weapon gains the Thrown property and returns to the wielder’s hand immediately after it is used to make a ranged attack within 30 feet of you. Whenever you hit with an Attack it deals bonus Bludgeoning damage.
  • Align - The weapon becomes good, evil, lawful, or chaotic, as you choose and can bypass the damage reduction of creatures of the opposite alignment. Whenever you hit with an Attack it deals bonus Force damage.


Student of War

Starting at 8th level, battlesmiths meticulously document every encounter they have and place great value on this information to discover resourceful ways to undercut the enemy's vulnerabilities. You have a Combat Journal that allows you to document all of your encounters. Each time you encounter a familiar type of creature, you can make an Investigation check to identify any damage immunities, resistances and vulnerabilities your target has. You gain an additional 1d4 damage to attacks made with weapons that feature an Enhanced Combat Infusion, against those enemies. This bonus increases by 1d4 when you reach certain levels in this class: 10th level (2d4), 14th level (3d4), and 19th level (4d4).


Arcane Jolt

Starting at 14th level, when you attack with a weapon bonded throught the Secrets of the Forge ritual or with weapons that feature an Enhanced Combat Infusion, you can use your Intelligence modifier (minimum of 1), instead of Strength or Dexterity, for the attack and damage rolls.


Tactical Ingenuity

Starting at 17th level, your keen mind allows you to react more quickly in battle. You gain a bonus to your Initiative Rolls equal to your Intelligence modifier (minimum of 1). Whenever you take the Attack action on your turn with weapons that feature an Enhanced Combat Infusion, you can attack twice, rather than once. On a successful hit, your target must succeed on a Dexterity saving throw against your Spell Save DC or has disadvantage on the next saving throw.


Disciple of the Alchemist[edit]

"Alchemists are Technomancers who dive into the world of science in order to reshape the world before them, through the use and study of Alchemy – a craft that combining exotic reagents to produce mystical effects in hopes of making the next great discovery in arcane research. Among Technomancers, alchemists are the greatest healers, as well as the ones most adept at wielding dangerous chemicals."


Tools of the Trade: Apothecary

You gain proficiency with Alchemist's Supplies and one kit of your choice between Herbalism Kit, Healer's Kit, Poisoner's Kit or Brewer's Supplies assuming you don’t already have them. You also gain Alchemist's Supplies and the kit of your choice for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Potion category, it takes you half of the normal time, and it costs you half as much of the usual gold.


Alchemical Servant

Starting at 1st level, using a combination of arcane magic and ancient methods, you create your Mechanical Servant through a lengthy procedure that involves alchemical substances from your own blood. This allows you to telepathically see and hear everything that the construct experiences, although the construct can not verbally speak. Otherwise, the same rules still apply to the construct.

  • The Alchemical Servant can project an adhesive noxious fluid with a Ranged Attack on a target you can see within 20 feet. On a hit, the target must succeed a Constitution saving throw or suffer 1d4 poison damage at the start of each of its turns.
  • If the Alchemical Servant is destroyed within the last hour, you can use your Alchemist’s Supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The construct returns to life with all its hit points restored.


Reagent Studies

Starting at 2nd level, your studies as a novice alchemist have made you an expert in the nature of the human body, metals and other materials that your study focused on. To determine the nature of your alchemical specialty, roll a d4 or choose one from the following options:

Reagent Studies
D4
1 Poisons - You have advantage on all ability checks you make with Poisoner's Kit. As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
2 Medicine - You have advantage on all ability checks you make with the Healer's Kit. You can improve the potency of a potion of healing of any rarity. The creature drinking the potion regains the maximum number of hit points that potion can restore.
3 Elixirs - You have advantage on all ability checks you make with Herbalism Kit. You can craft extracts that greatly enhance the effects of potion you fomulate. You can cause any potion that does not have an instantaneous duration to function at twice its normal duration.
4 Brewing - You have advantage on all ability checks you make with Brewer's Supplies. When you fomulate a potion, you can place two effects into one extract. When the extract is consumed, both formulas take effect.


Herbal Salve

Starting at 6th level, you learn concoctions made from plants, roots, berries, and other naturally occurring ingredients using special instruments and processes. You can produce a Herbal Salve, which must be stored in a container like a tube or flask. You can do so a number of times per day equal to your Intelligence modifier (minimum of 1). As an Action, you can apply the salve onto one willing creature within reach. The creature instantly receives one of the following benefits of your choice for the next hour:

  • Enhancement: The target can roll a d6 and add the number rolled to one attack roll of its choice for the Duration.
  • Durability: The target can roll a d6 and add the number rolled to one saving throw of its choice for the Duration.
  • Resolve: The target can roll a d6 and gain a number of temporary hit equal to the number rolled for the Duration.
  • Inspiration: The target can roll a d6 and add the number rolled to one ability check of its choice for the Duration. It can roll the die before or after making the ability check.


Retain Essence

Starting at 8th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your Alchemist’s Supplies as the spellcasting focus, you gain a 1d4 bonus to one roll of the spell. This bonus increases by 1d4 when you reach 10th level (2d4), 14th level (3d4), and 18th level (4d4).


Adept Physician

Starting at 14th level, long hours spent mixing ingredients has increased your ability to recognize and appreciate the rarest components. You have advantage on Wisdom (Nature) checks to gather rare ingredients in merchants stalls and caravans, though they may not even be aware of their value, and you always get the highest quality ingredients. You also have a chance of finding rare ingredients in the wild. Additionally, you can add your Proficiency bonus to all damage and healing done by your Reagent Studies feature.


Grand Discovery

Starting at 17th level, you make one grand discovery from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

  • Awakened Intellect - You unlocked secrets that have expanded your mind. Your Intelligence and Wisdom score permanently increases by 2. Your maximum for those scores is now 22. In addition, you can choose a second specialty from the Reagent Studies feature.
  • Philosopher’s Stone - You learn how to create a Philosopher’s Stone, and can do so once per month. The philosopher’s stone can transmute base metals – no larger than a 5-foot cube – into a different substance of similar size, mass & value. However, once the stone is used, it loses its potency within 24 hours, so all transmutations must take place within that period.
  • Elixir of Life - You have discovered the Elixir of Life so that you no longer suffer of the frailty of old age. You can still die of old age, however. In addition, you no longer need food or water and from this point forward you take no penalty to your physical ability scores from advanced age or the poisoned condition. If you already take such penalties, they are removed at this time.

Disciple of the Spellwright[edit]

"Spellwrights wish to understand the essence of magic. They believe that innovation is best served through experimentation and utilize their empirical knowledge to bend spells to their whims. These Technomancers weave the mysterious laws of magic to make the impossible possible. Yet others seek to answer the mysteries of the magical force that infuses spells."


Tools of the Trade: Wandlore

You gain proficiency with Woodcarver’s Tools, assuming you don’t already have them. You also gain the Woodcarver’s Tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

  • Crafting: If you craft a magic item in the Wand category, it takes you half of the normal time, and it costs you half as much of the usual gold.


Archetype Wand

Starting at 1st level, your devotion to the craft of magic items drives you to carved in your spare time a nonmagical, wooden wand and turn it into a magic item. Whenever you finish a short or long rest and your Woodcarver’s Tools are with you, you can carve a nonmagical, wooden wand and turn it into a magic item. As an action, you can cause the magic wand to produce the effects of the Prestidigitation cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). If you lose your wand, you can use the same procedure with your Woodcarver’s Tools over the process of 1 hour to create a brand new replacement.


Scholarly Pursuits

Starting at 2nd level, you have become so familiar with the forms and varieties of magic in the world. You gain proficiency in the Arcana skill. If you are already proficient in the skill, you double your proficiency bonus to checks you make with it. You also gain a bonus equal to your Intelligence modifier (minimum of 1) on rolls made for spells from School of Magics. To determine the nature of your training, roll a 2d8 or choose 2 from the options in the table below.

Scholarly Pursuits
D8 School of Magic
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Evocation
6 Illusion
7 Necromancy
8 Transmutation


Spellcraft

Starting at 6th level, you can weave two spells together in your mind and release them in a single burst of magic. You learn how to unite two Technomancer spells of the same level. Effectively, both spells take effect, while the duration of those spells overlaps. (i.e a Mage Hand with an Acid Arrow, create an Acid Hand.) Each of the chosen spells has its normal effect, including range, target, area, duration, saving throw, and spell resistance as appropriate to the spell's level, including high or low-level versions of the spells. As an Action on your turn, you can prepare a Spellcraft by expending any additional spell slots to cast those spells.


Arcane Exploits

Starting at 8th level, by bending and sometimes even breaking the laws of magic, you have learned how to exploit exceptions in the nature of magic itself. This research is reflected by Arcane Exploits, which allow you to disrupt magic in various forms, provided that you use the Archetype Wand as the spellcasting focus. To perform an exploit you need to expend one spell slot of the spell’s level or higher. Over a Short or Long rest, you can prepare two of the following options, for the day.

  • Spell Thief: When you fail a saving throw against a spell cast by an enemy, as a Reaction you can temporarily acquire the spell. The ability to cast this spell remains in your wand for a number of rounds equal to your Intelligence modifier (minimum of 1).
  • Spell Siphon: You can siphon some of the power of a spell affecting one creature. If the creature is unwilling, you must succeed at a Spell save DC to siphon the spell; the creature can attempt a Charisma saving throw to negate that effect. If you succeed, you restore one spell slots equal to the spell’s level.
  • Spell Counter: You can attempt to take advantage of openings that magic can provide. When you are targeted by a spell, you can use your Reaction to attempt to disrupt it. Make an Intelligence Saving Throw. The result has to match or exceed the spell's DC to avoid all effects of the spell.
  • Spell Tinker: You can increase or decrease the duration of a spell effect that is neither instantaneous nor has a permanent duration, by a number of rounds equal to your Intelligence modifier (minimum 1). You cannot tinker the same spell more than once.
  • Spell Compass: You can control a spell cast by another spellcaster. Make a Spell save DC check opposed by the creature controlling the spell. If you are successful, you can direct the spell's effect for 1 round, making all decisions allowed by the spell.
  • Spell Revision - You can alter a spell's effect that deals damage or grants protection from an energy type between acid, cold, fire, lightning, or thunder damage. You can substitute that type, with a different energy type of those options.


Sunder Magic

Starting at 14th level, you can use your knowledge of magic to disrupt or even destroy magical objects, provided that you use the Archetype Wand as the spellcasting focus. Choose a magic object within range that you can see. The following effects occur depending on the object's rarity. If a magical object does not have an assigned rarity, it is determined by the DM.

Sunder Magic
Item Rarity Effect
Common The object is destroyed
Uncommon The object loses its magic properties permanently.
Rare The object loses its magic properties for 1 month.
Very Rare The object loses its magic properties for 1 day.
Legendary The object loses its magic properties for 1 hour.

If a creature is attuned to the targeted object, that creature must succeed a Charisma saving throw against your Spell save DC. On a fail, the creature loses its attunement with the object. Once you have used this ability, it cannot be used again until you complete a Short or Long rest.


Spellweave

Starting at 17th level, you can pour more power into a Spellcraft and can add more spells to your Spellcraft feature. You can continue to control your Spellcraft by another round over its duration, provided that you keep expending additional spell slots each turn. Expending a spell slot for prepared spells reduces the spell slot by one level lower than normal.


Mechanical Upgrades[edit]

The Technomancers' continuous work on their Mechanical Servant has reached a new milestone. Select an upgrade from the list below to advance the technological features of your construct. You can perform the upgrade at the same time that you meet each prerequisite, but select each upgrade only once...unless the upgrade's description says otherwise.


• Defensive Array •

Utilizing an array of magical sensors of your own design, you enable your Mechanical Servant to detect threats with greater ease. Now the construct gains your Advantage in all Perception checks relying on hearing or sight. Alongside being able to detect any traps within 30 feet for a bonus action.


• Magical Detector •

You develop an arcane link with your Mechanical Servant’s sensors. As an action, you can turn on/off a special mechanism which allows you to see through your construct’s eyes and hear what it hears while it is within 5000 feet of you. During this time, you gain the benefits of any special senses your Mechanical Servant has, but you are blind and deaf in regard to your own senses. You also know the exact location of your Mechanical Servant regardless if the construct's location is magically blocked by spells or it is incapacitated on another plane of existence. At level 11 you can summon it from up to 1 mile away, as a Bonus Action.


• Lighter Design •

You modify the foundation of your Mechanical Servant to create a more agile build. The construct's DEX increases to 18 (Add 1 AC for the added DEX). Additionally, your Mechanical Servant gains proficiency in the Acrobatics check(s) and its hit die increases by one size for unarmed or melee/ranged weapons (d6 becomes d8, d8 becomes d10...etc).


• Strengthened alloy •

You modify the foundation of your Mechanical servant to create a stronger build. The construct's STR increases to 18. Additionally. your Mechanical Servant gains proficiency in the Athletics check(s) and is capable of lifting, moving and pushing up to 350 pounds. Alongside this you gain an additional 2 AC on top of your current AC.


• Travel Ready •

You apply to your Mechanical Servant the magical property to move across/swim in any liquid surface, such as water, acid, mud, snow, quicksand, or lava. Its traveling speed is the same as its max. If your Mechanical Servant is submerged in a liquid, it's capable to slowly rise to the surface of the liquid at a rate of 60 feet per round. Your Mechanical Servant is also unaffected by heat/cold terrain with negative effects.


• Backup Initiative •

A variety of backup systems are installed into your Mechanical Servant. If the construct's HP reduces to 0 hit points, it will enter a inactive state until its next action to receive 3 hit points per level. Your Mechanical Servant is able to use this feature, once every 24 hours before it can use it again.


• Improved Repertoire •

Utilizing springs made of a superior alloy, you increase your Mechanical Servant’s movement speed by 15 ft. It gains the ability to attack while dashing at high speeds allowing it to move around once a turn without using an action or bonus action, if you use movement along side your melee/unarmed attack add +2 to Damage roll. Along side this its jump distance is tripled.


• Nimble Flight Control •

You install a node for the flying maneuverability of your Mechanical Servant. It is now able to not provoke opportunity attacks while moving nimbly in and out of combat while flying. The servant's fly speed is equal to its movement speed.


• Hextech Capacitor •

You design an experimental arcane device as a viable way to empower the magic that fuels your Mechanical Servant – into its attacks. The construct receives a +2 bonus to all melee/unarmed attack and damage rolls, Ranged attacks get a +1 to attack rolls. which can be considered magical for the purposes of overcoming resistance, immunity, and vulnerability from non-magical damage.


• Clockwork Brain •

You design a clockwork brain and install it into your Mechanical Servant. The construct gains an Intelligence score of 8 and Charisma score of 8, allowing it to utilize items imbued with your magical infusion and the ability to speak one language of your choice that you know. Additionally, you can now use your Infuse Magic feature directly on your Mechanical Servant, without counting against your maximum number of infused items.


• Cloaking Mechanism •

Through a series of magical and mechanical enhancements, you manage to create an advanced stealth system for your Mechanical Servant. Once per day, as an action the Mechanical Servant can become invisible for 1 hour, until it attacks on its turn. Alongside this for noncombative purposes it can go invisible alongside one ally within 5 feet for up to 1 hour until detected or entering combat.


• Protocol Overdrive •

You develop a system which allows your Mechanical Servant to hone its reaction times, for a short flurry of activity. As an action, the construct's faster-moving appendages doubles its speed giving it an extra attack one turns. It will have advantage on attack rolls, and opportunity attacks have disadvantage against it during that turn. Your Mechanical servant can do this a number of times equal to your intelligence modifier.


• Protocol Overclock •

Prerequisite: Protocol Overdrive, Character Level 8

Your Mechanical Servant movement and speed overclocks for one turn allowing it to reach seemingly impossible speeds for the following benefits, gain all the perks from the previous upgrade "Protocol Overdrive", movement speed is 100 Ft, gain 2 extra actions, reactions and opportunity attacks cannot be made on your Mechanical servant during this feature. To others viewing the action it will seem like a blur. Take 1d8 Damage if you do not have the upgrade Improved Repertoire


• Spark of Intellect •

Prerequisite: Clockwork Brain Upgrade

Through an inexplicable breakthrough in the design of the clockwork brain, your Mechanical Servant gains sentience (DM’s discretion) and its Intelligence score raises to 14 and charisma score to 10. In addition, the construct gains the ability to speak in all languages you know and can now use magical items attuned to its creator, gaining the ability to share your spell slots and cast your known spells. With this new found knowledge your Mechanical Servant now has your tools proficiencies, allowing it to help you with crafting. (DM's discretion for benefits)



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