Artificer
Base Class: Artificer

 Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the Dungeon Master’s Guide), a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls.
[NOTE = Please feel free to use the Technomagic spell table for your spells, using the Dnd5e W i k i d o t (no spaces) site, and searching for spells/technomagic]
Sources: Unearthed Arcana 7 - Modern Magic

Level 3: Bonus Proficiencies

Beginning when you select this Artificer Subclass at 3rd level, you gain proficiency with Firearms and hacking/Infiltration tools.
You also Gain the ability to, once per short rest, craft a HACKING TOOL, INFILTRATION TOOL, or 2 ENERGY CELLS, using basic components you find during your adventures.

Level 3: Technological Savant

Also at 3nd level, you trade out your regular sources of magic for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook, replicating the Ways of learning magic akin to a Wizard

Level 5: Technomancer's Data-shield

You gain Proficiency in Light armor, and when you cast the SHIELD spell, instead of adding +5 to your Ac you add Ac equal to half Your Total Intelligence rounded up. (Example = 18 intelligence: +9 Ac for the shield spell instead of +5.) you gain one free use of the SHIELD spell per short rest.

Level 5: Program Spell

At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.

A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time using an Action, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost. You can Activate the Device holding the magic from a distance equal to your line of sight.

A concentration spell placed in a device cannot be activated while you are concentrating on another spell.

This Feature can be used a Number of times equal to your current Level, per day. 

Level 9: Online Casting

At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.

If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell’s range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast spells that target specific creatures and Spells that affect an area.

This feature can be used a number of times per day equal to your Current Level (minimum of once).

Level 15: Chained Device

By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. You can use this Feature Once per Day. if the Device concentrating the spell strays active for a minimum of Three Days, the device can then Permanently cast and concentrate the Concentrated spell for you from that moment On.

Level 15: Lord of the Digital Plane

At level 15, The Technomacers Digital connections become infused into its Life force, making them a being of pure data and information as well as a physical being.
Grants Immunity to Lightning damage, and at the start of every day, the Technomancer Is allowed to use the PROGRAM SPELL Feat an Extra number of times, Equal To half its current Intelligence score. 

TECHNOMANCY (UA) (Artificer Version) Image

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