Wizard
Base Class: Wizard

    Ancient tomes, leather-bound journals, and dusty scrolls are relics of the past. No modern wizard would dare be caught with such old trivialities of by-gone eras. Modern wizards exploit and enjoy the countless benefits the Information Age has brought with it. To these wizards, technology is the greatest tool of all; a conduit and storage space for magical energy, as well as a source of vast knowledge, and to some a school of magic all itself.

Electronic Device

    At 2nd level, you trade out your spellbook for an Electronic Device capable of accessing and storing magical data. The device is a Tiny object. The computing power of this device is equivalent to that of a smartphone. You can only attune to one device capable of accessing and storing magical data at any given time. While touching the device, you can use it in the following:
    Spellcasting Focus. You can use the device as a spellcasting focus for your wizard spells.
    Internet Access. You can add half your proficiency bonus, rounded up, to any Intelligence (History), Intelligence (Nature), Intelligence (Religion) check.

    Copying a Spell into the Electronic Device. When you find a wizard spell of 1st level or higher, you can add it to your Electronic Device if it is of a level for which you have spell slots. Using the device’s camera, spells can be copied into this device at no cost, however the process of deciphering and understanding a new spell's notation is still required (2 hours per spell level). Once you have spent this time, you can prepare the spell just like your other spells.

    Replacing an Electronic Device. You can copy a spell from your Electronic Device into a Storage device (detailed below), if you want to make a backup copy of your device. Backing up the magical data to the Storage device requires 1 hour per spell.
    If the device is destroyed or you lose it, you can acquire a new one to replace it. During a short rest or long rest, you can replace the previous device by downloading the magical data from a Storage device onto a new Electronic Device which you become attuned to. The previous device is wiped clean of all information and spells if it still exists

    The Device's Appearance. Your Electronic Device is a unique device with its own quirks and personal design. It might be a plain, functional flip phone that you use as a burner phone, a next generation phone with a rose-gold colored case you received when you upgraded models, or even an older generation gaming device that was updated and rewired to operate like new tech.

Electronic Interface

    At 2nd level, you learn the Shocking Grasp cantrip if you don't already know it. If you do know it, you may choose another wizard cantrip to learn. The range of this cantrip increases to 30 feet. Your work with electronics has given you some ability to magically interface with technology. As an action, you can choose to perform the following additional actions:
    Group Message. You can speak through any Communication devices you choose within a 60 foot radius. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the effect. The effect can travel freely around corners or through openings.
    Eavesdrop. You can see and hear through one Monitoring device within 30 feet if it has an accessible camera and/or microphone. You can see and/or hear through the Monitoring device for 1 minute, or until you lose your concentration as if you were concentrating on a spell. During this time, you are deaf and blind with regard to your own senses.

Elite Hacker

    At 6th level, your body has grown familiar with manipulating electronic fields. You gain resistance to lightning damage. In addition, when you cast a spell that deals lightning damage add your Intelligence modifier to the damage roll. Beginning at 6th level, as an action, you can perform the additional tasks with your Electronic Interface feature:
    Malware. You can attempt to disable one Monitoring device within a 60 foot radius. Make a DC 15 Intelligence (Arcana) check. If you succeed the device is disabled and does not trigger any warning or trap. If you fail, make a DC 12 Intelligence saving throw. On a success, nothing happens, and the Monitoring device is immune to this effect for 24 hours. On a failure, the Monitoring device triggers a warning or trap if any.
    Back-door. You can access any unencrypted information on a Storage device you are touching. If the information is encrypted you can attempt to decipher the encryption with a DC 20 Intelligence (Arcana) check. On a success, the encryption is broken and the information becomes accessible. On a failure, the encryption remains and the Storage device is immune to this effect for 24 hours.

Arcane Storage Space

    Starting at 10th level, you engineer the ability to store spells in your Electronic Device. Your Electronic Device can store up to 3 levels worth of spells at a time. You can cast a spell of 1st through 3rd level into the device by touching the device as the spell is cast. The spell has no effect, other than to be stored in the device. If the device can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
    While wielding your Electronic Device, you can cast any spell stored in it. The spell is treated as if you cast the spell normally. A spell cast from the device is no longer stored in it, freeing up space.

Animate Electronics

Also at 10th level, you develop the ability to bring electronics and other objects to life. You learn the spell Animate Objects, if you don’t already know it. If you do know it, you may choose another wizard spell to learn.

Neural Network

    At 14th level, your ability to interface with technology has advanced greatly. While your Electronic Device is on your person, you have advantage on all Intelligence skill checks, as you can better interface with internet search engines.
    In addition, you have learned to push yourself to access and comprehend your spells at an incredible rate. You can change your list of prepared spells over the course of a short rest. Once you use this feature, you can’t use it again until you finish a long rest.
    Beginning at 14th level, as an action, you can perform the additional task with your Electronic Interface feature:
    EMP. You can generate a sustained small electromagnetic pulse. A sustained burst of electromagnetic energy erupts from you. All electronics within 1 mile are deactivated and cannot be activated for 1 minute, or until you lose your concentration as if you were concentrating on a spell. Once you use this ability, you can’t use it again until you finish a long rest.

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