Base Class: Wizard
Through arcane study and technological experiments; the Technomancer has discovered a way to combine the two. Technomacers create a magical automaton; showcasing how magic and technology can work together.
Arcane Engineer
Beginning down the road of Technomancer requires both knowledge of arcanum and the ability to work with machines.
When you choose this subclass, you gain proficiency with tinkerer tools and you gain proficiency in Arcana, if you weren’t already.
Tinkerer tools can be used as an arcane focus.
Magitomaton
Spending endless nights trying to creat your masterpiece; you finally succeed.
Starting at 2nd level, you now have a magical automaton. When creating your magitomaton choose which frame and arm it will have. Using transmutation magic you can change these choices during a long rest. The Frames and arms are listed at the end of this feature.
The magitomaton shares your initiative and follows your commands. The magitomaton shares your proficiencies and proficiency bonus. It will cease to operate if its HP drops to 0 or you fall unconscious. During a short rest you can repair the magitomaton with your tinkerer tools healing up to half of its maximum HP. During a Long rest you can repair the magitomaton with your tinkerer tools completely healing it.
If the magitomaton is completely destroyed, you can spend 8 hours creating a new one.
1 - Combat Frame
The Sturdy Frame.
Medium Construct.
HP: (1/2 your wizard level)d8 + 2*(1/2 your wizard level)
AC: 16
Str: 16 (+3). Dex: 12 (+1). Con: 14 (+2). Int: 0. Wis: 0. Cha: 0
Speed: 30 ft.
Immune: Charmed, Frightened
2 - Stealth Frame
The Sneaky Frame.
Medium Construct
HP: (1/2 your Wizard level)d6 + (1/2 your Wizard level)
AC: 13
Str: 10 (0). Dex: 16 (+3). Con: 12 (+1). Int: 0. Wis: 0. Cha: 0.
Speed: 40 ft.
Immune: Charmed, Frightened.
This frame is proficient in Stealth regardless if you are or not.
3 - Flight Frame
The Mobile Frame.
Small Construct.
HP: (1/2 your Wizard level)d4.
AC: 13.
Speed: fly 50 ft.
Str: 10 (0). Dex: 16 (+3). Con: 10 (0). Int: 0. Wis: 0. Cha: 0.
Immune: Charmed, Frightened
Arcane Arm
This arm is designed to channel your basic magic through the magitomaton.
With this arm the magitomaton can cast your Wizard cantrips on its turn.
Fire Arm
This arm is designed as a gun attached to the magitomaton.
With this arm the magitomaton is effectively equipped with a flintlock. Ammo is still consumed with each shot. The magitomaton is proficient with the fire arm
Melee Arm
Arm designed to hold a melee weapon.
Allows the magitomaton to be equipped with any melee weapon. The magitomaton is proficient with the equipped weapon.
Frame Core
You have created an upgrade to amplify the frame of your magitomaton.
At 6th level, you choose a Frame Core to add to your magitomaton. This can be changed during a long rest.
The Frame Core options are listed below.
Arcane Accuracy
This Frame Core amplifies the accuracy of your magitomaton.
Add your Intelligence modifier to the attack rolls of your magitomaton.
Arcane Force Field
This Frame Core amplifies your magitomaton’s defense.
Add your Intelligence modifier to the AC of your Magitomaton.
Arcane Impact
This Frame Core amplifies the damage output of your magitomaton.
Add your Intelligence modifier to the damage rolls of your magitomaton.
Auxiliary Attachment
You have created a new way to improve your magitomaton further.
At 10th level, choose a Auxiliary Attachment. This can be changed during a long rest.
Arcane Focus
The Auxiliary Attachement allows the magitomaton to cast your spells.
When you choose this Auxiliary Attachment, the magitomaton can cast spells that you have prepared. The spell will still expend one of your spell slots. Also if the spell that is cast requires concentration, then you will have to maintain the concentration. Unless the magitomaton has Limited VI.
Magical Resilience
This Auxiliary Attachment protects your magitomaton from physical damage.
Your magitomaton gains resistance to slashing, piercing, and bludgeoning damage.
Overclock
This Auxiliary Attachment hastens your magitomaton.
With this Auxiliary Attachment, your magitomaton can take a 2nd Action
Final Upgrade
You have designed the final touches of your perfect magitomaton.
At 14th level, choose on of the Final Upgrades listed below. This can be changed during a long rest.
Arcane Strike
This Final Upgrade gives a small shockwave to any attack the magitomaton makes.
With this Final Upgrade, any weapon attack made by the magitomaton is considered magical and deal an additional 1d10 Force damage.
Exo-suit
With this Final Upgrade your magitomaton can transform into an Armor that only you can wear. While within 5 ft. of you, your magitomaton can use an action to transform into a Exo-suit and become equipped.
While the Exo-suit is equipped, your AC becomes that of your magitomaton. You also gain any abilities that the magitomaton has.
Limited VI
This Final Upgrade gives your magitomaton minamal thinking power.
With this Final Upgrade, your magitomaton can continue to operate when your are unconscious. Also when ever you or your magitomaton cast a spell that requires concentration, your magitomaton can maintain the concentration. Your magitomaton can only concentrate on one spell at a time.
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