Base Class: Wizard
The School of Nanomancy blends the arcane arts with cutting-edge technology. Nanomancers harness the power of microscopic constructs to manipulate matter, wield elemental tech, and bend the environment to their will. Their spells are a fusion of magic and technology, making them both powerful and vulnerable.They also wield monowire, a razor-thin strand of magical technology, as a versatile weapon.
Level 2: Nano Infusion
Nano Infusion: When you choose this school at 2nd level, you gain the ability to infuse your spells with nanotechnology. You learn two special cantrips of your choice from the Nanomancy spell list. These cantrips count as wizard cantrips for you, and they don’t count against the number of cantrips you know.(in Nanomancer spellbook)
Additionally, when you cast a spell that requires an attack roll or forces a creature to make a saving throw, you can use your reaction to apply a Nano Infusion to the spell. Choose one of the following effects:
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Nanite Armor: The armor grants you temporary hit points equal to your Intelligence modifier + your wizard level.
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Piercing Infusion: The spell's damage type changes to force damage. If the spell deals more than one type of damage, you may choose one to change to force damage.
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Elemental Infusion: The spell deals an additional 1d6 damage of a chosen elemental type (acid, cold, fire, lightning, or thunder). The damage increases to 2d6 at 10th level and 3d6 at 18th level.
Level 6: Monowire Manipulation
At 6th level, you gain the ability to conjure and wield monowire—a thin, flexible strand of nanomaterial with razor-sharp edges. As a bonus action, you can summon a monowire weapon that lasts for 1 minute. This weapon can take the form of a sword, whip, or another melee weapon of your choice. The monowire weapon deals 1d8 slashing damage and has the finesse and reach properties as a whip.
When you conjure the monowire weapon, you can choose one of the following elemental effects to imbue it with:
- Fire Infusion: The monowire weapon deals an additional 1d6 fire damage on a hit. The fire damage increases to 2d6 at 10th level and 3d6 at 18th level.
- Cold Infusion: The monowire weapon deals an additional 1d6 cold damage on a hit. The cold damage increases to 2d6 at 10th level and 3d6 at 18th level. Additionally, creatures hit by the weapon have their speed reduced by 10 feet until the end of their next turn.
- Lightning Infusion: The monowire weapon deals an additional 1d6 lightning damage on a hit. The lightning damage increases to 2d6 at 10th level and 3d6 at 18th level. Additionally, the target must make a Dexterity saving throw or be stunned until the end of its next turn.
- Acid Infusion: The monowire weapon deals an additional 1d6 acid damage on a hit. The acid damage increases to 2d6 at 10th level and 3d6 at 18th level. Additionally, the target’s armor or natural armor is corroded, reducing its AC by 1 until the start of your next turn.
While wielding the monowire weapon, you also have advantage on Dexterity (Stealth) checks to avoid detection and can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with this weapon.
Level 10: Elemental Tech Mastery
At 10th level, you gain the ability to harness elemental energy more effectively. When you cast a spell that deals damage of an elemental type (acid, cold, fire, lightning, or thunder), you can choose to maximize the damage of that spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
Additionally, you can use your reaction to create a shield of elemental energy around yourself when you take damage from a spell or attack. The shield absorbs an amount of damage equal to twice your wizard level. After absorbing the damage, the shield disperses and deals 1d6 damage of the same type to any creature within 10 feet of you. The damage increases to 2d6 at 14th level and 3d6 at 18th level.
Level 14: Nanite Swarm
The swarm has the following effects:
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Nano Disruption: At the start of each creature’s turn within the swarm, they must make a Constitution saving throw or take 3d10 poison damage and become incapacitated until the start of their next turn. On a successful save, the creature takes half as much damage and is not incapacitated.
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Nano Repair: You can use your action to command the swarm to repair damaged objects or constructs within the area. This can repair up to 10 cubic feet of damage or restore 3d10 hit points to a construct or object.
You can use this feature twice per long rest.
Level 14: Cybernetic Ascendance
Cybernetic Ascendance: At 18th level, your connection with nanotechnology reaches its peak. You gain resistance to all damage types that are not force damage. Additionally, you can activate a nanotech shield as a bonus action. This shield lasts for 1 minute and provides you with temporary hit points equal to twice your wizard level plus your Intelligence modifier.
While the shield is active, any creature that hits you with a melee attack takes 1d10 force damage. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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