Wizard
Base Class: Wizard

Secreted away in special laboratories where machines and magic can both be utilized, the Magitechnician is a tradition of wizardry which incorporates a knowledge of machines and a skill with the arcane to not only use amazing technologies no one else can produce, but also to use these devices to enhance their own spellcasting in dramatic fashion. A Magitechnician typically utilizes special foci known as Technocrons, and when they cast spells using these foci, they find their magic to be stronger than other wizards may, and when a Technocron is installed into a complex machine, that device becomes empowered with incredible new magical capabilities, also. Capable of making innovative things in remarkable ways, and further capable of imbuing machines with magic one can use more frequently than with other magic items, the Magitechnician is more than capable of some incredible magic surprises, especially as they advance and can utilize multiple Technocrons to empower multiple machines at any time.

Assemble Focus

2nd-level Magitechnician feature

When you choose this tradition at 2nd level, you learn to assemble the focus of all Magitechnicians known as a Technocron. Often resembling an orb or a Platonic solid shape with glowing lines or whorls of magical energy, a Technocron is a core of magical power which levitates near you in your square, keeping your hands free while still enabling you to cast spells readily. You spend 2 hours and 50 gold of materials to craft your Technocron, and once you have crafted one, you cannot craft another unless the first is lost or destroyed. As you finish the crafting time, choose a spell school (i.e. Divination or Evocation). Whenever you cast a spell of the chosen school using this focus, spell attack rolls for that spell gain +1 to spell attack rolls and your spell save DC for that spell increases by +1. This bonus increases to +2 at 10th level, and +3 at 18th level.

Additionally, when you finish a long rest, you may choose one spell in your spellbook and cause your Technocron to empower that spell in astonishing ways, and you choose one: when you cast the chosen spell it deals 1d8 additional damage of its types, when you cast the chosen spell you gain 1d8 temporary hit points, or when you cast the chosen spell you gain +10 speed for a number of rounds equal to your Intelligence bonus.

Technocron Installation

6th-level Magitechnician feature

At 6th level, you learn the magical technique to install your Technocron into and onto magical devices, which can unlock more magical potential in that item. As an action with your Technocron in your hand, you can merge your Technocron with a magic item you are touching. Your Technocron merges with the item in a way which obviously alters the item's appearance with lines and whorls of magic, the item can be used as your Technocron spell focus, granting all such benefits, and the magic item gains the following new benefits:
-if the magic item is a magic weapon, creatures who use that weapon may reroll 1's on damage dice once.
-if the magic item is a magic armor or shield, creatures who wear or wield it are treated as if proficient with Intelligence, Wisdom, and Charisma saving throws.
-if the magic item is a magic vehicle or magic saddle, the vehicle or saddled creature gains +10 speed.
A Technocron can also be merged with another magic spell focus, or any other magic item, but you may only gain the benefits of using one spell focus at any one time. You can "un-merge" your Technocron from the item as an action, returning both items to their normal state.

Additionally, if the merged magic item enables you to cast a spell using that item, you may cast any such spells one additional time before the next dawn as long as you could normally cast that spell with wizard spell levels you possess. Alternately, you may cause one use of each spell the item could cast to be cast without expending charges from the item or expending spell slots, as long as you could normally cast that spell with wizard spell levels you possess, until the next dawn when you can cast spells from the item this way again. For example, a 6th-level Magitechnician can merge their Technocron with a Circlet of Blasting, and when using the Circlet to cast Scorching Ray, they can cast it one additional time before the next dawn to use it again, or alternately, they could merge their Technocron with a Staff of Fire and they may cast Burning Hands and Fireball once each from the Staff without expending charges or spell slots before the next dawn when they can cast these spells this way again. They may not cast Wall of Fire from the staff in this way until they possess 4th level wizard spell slots.

Magitech Incorporation

10th-level Magitechnician feature

At 10th level, you gain a remarkable knowledge of how to transform magic items in amazing ways, enabling you to gain extraordinary new capabilities with such items. Choose any two magic items that are not consumable magic items and touch both as you perform a 1-hour ritual using 200 gold in materials. When the ritual is completed, the two items merge together into one new magic item, using the following properties:
-Smaller items merge into larger ones, leaving the item at its largest size and weight between them both. A wand can be merged into a staff, for instance, and the item remains at the size and weight of the staff. The use of the item and any equipment slots it occupies are treated as those of the larger item once merged.
-Individual pools of charges in the items can become merged into one total pool, if you choose. For example, a Wand of Magic Missile has 7 charges and a Staff of Defense has 10 charges, and you may choose to merge the pools to a total of 17 charges. You can still gain any benefits of either item and may cast any spells either of the items could cast using any of the charges from the combined pool as normal, and if either item has a property which states something happens when you expend the last charge from the item, that property is ignored. After the next dawn, you recover expended charges according to both items' descriptions. As in the above example, a Wand of Magic Missiles regains 1d6+1 charges each day at dawn, and a Staff of Defense regains 1d6+4 charges each day at dawn, and you would recover both totals combined as charges in the merged pool (restoring 2d6+5 total charges).
-If one or both of the merged magic items requires attunement, you only need to attune to one of the merged magic items to be treated as if you are attuned to both, as long as you could normally attune to both by the items' requirements.
-You can merge one magic item into a vehicle for each 300 lbs of capacity it possesses, creating one space of occupancy. A vehicle must have enough seats, mount-holds or other similar accommodation for each space of occupancy. The vehicle possesses all its base properties and gains the properties of the merged item in that space of occupancy only, so that a merged weapon can only be accessed from that space of occupancy, a merged armor only conveys its benefits to that space of occupancy, and any other item features can only be utilized in that space of occupancy. If a merged magic armor is a medium armor it adds +1 to the vehicle armor class (and does not improve the occupant's AC), and if it is a heavy armor it adds +2 to the vehicle's armor class. When a creature enters the space of occupancy in the vehicle, they gain access to all such benefits until they leave the space, and each creature can only occupy one such space at a time.
No more than two magic items may be merged together this way at one time, or one magic item per space of occupancy in a magic vehicle at one time. You treat the merged items as one magic item for all other purposes. You can "un-merge" such items at any time later as a 1 minute process, but you must repeat the ritual above to merge them again.

Additionally, whenever you cast a spell using wizard spell slots, if you cast that spell with your Technocron or a merged item as a spell focus, you may cast that spell as if it were cast with one higher level spell slot without expending the higher spell slot, as long as that spell is at least one spell level lower than the highest spell slot you can cast.

Magitech Master

14th-level Magitechnician feature

At 14th level, you have learned a mastery of magic items and constructs that few others can even fathom. As an action, you touch a Construct creature and confer upon it new magical power, choosing one of the following benefits:
-The creature deals all damage as magical damage, and deals an additional 1d6 damage of its types with any attacks.
-The creature gains resistance to your choice of cold, fire, lightning, or thunder damage, and when this creature suffers an instance of damage of the chosen type, they gain a +1 bonus to their armor class for 1 round afterwards.
-The creature gains +10 speed and does not provoke opportunity attacks from creatures within 5 feet of it on its turn.
The chosen benefit lasts for a number of rounds equal to your Intelligence bonus, and you cannot confer more than one such benefit to any one construct creature at one time.

Additionally, you may merge your Technocron into any construct creature or complex machine as an action. You must succeed at a melee spell attack to force this merge on an unwilling construct creature. If you succeed, the creature is now under your control and obeys your commands. You can additionally choose either your space or that creature's space as the origin space for any spells you cast, and spells you cast from that creature's space are treated as if cast with your Technocron as a spell focus, and spells you cast from your space are not. If you merge your Technocron with a complex machine you can control all the functions of the machine mentally as long as you are within 30 feet of it. You may "un-merge" your Technocron from this creature or machine as an action, and you lose control of the construct creature or machine at this time.

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