Wizard
Base Class: Wizard

A Technomancer is often unprecedented within the realms of sorcery and magic, of engineering and science. Often viewed as sacrilegious, overly naive, insane; the strayed path which they commit themselves to is riddled with danger and sacrifice. Nevertheless, they will stop at nothing in their relentless charge towards the apex of creation. 

Technomancer’s Charge

You can now accumulate your magic within an unknown faucet of hidden energy. You can use this energy to power actions of extreme difficulty. Gain a charge at the beginning of each day (sunrise). The number of charges cannot your Intelligence modifier (minimum of 1).

 

Arcane Imprint

By spending an action and a charge, you may imprint an object. Imprinted objects sustain an important connection between the object and your magic, allowing you to augment their physical and magical properties. This can only be done once per long rest. You may dismiss an imprinted object at any time. The number of imprinted objects cannot exceed 5 + your intelligence modifier.

  • The imprinted object must fit within a 5 foot cube. 
  • The imprinted object cannot be alive or sentient. 
  • The imprinted object may be made of multiple distinct parts.
  • An object is no longer imprinted if it is sufficiently damaged (DM’s digression).

 

Artisan's Prowess

If you don't already have it, gain proficiency in Carpenter's Tools, Glassblower's Tools and Smith's Tools. Additionally, precise control over temperature allows you to work on metal and glass without the need for a forge. You can use your proficiency in these tools to make small aesthetic changes to imprinted objects.

 

Keyword Imbuement

Keywords imbued onto imprinted objects can alter physical structures and magical effects. You may spend a long rest imbuing or removing a keyword on an imprinted object. If you do, forego all benefits from that long rest and gain a level of exhaustion.

An imprinted object can only have 2 keywords at one time, and may gain additional effects when specific pairs are made. They may have the following:

  • Charge cost. The number of saved charges needed.
  • Material cost. The spell slots or material components needed.
  • Prerequisites. The required proficiencies, object types or lower leveled keywords.
  • Discharge percentile. The chance of failure, needing a d100 roll above it to succeed or continue advancement.
  • Advancement. The number of times this process needs to be repeated for the keyword to be imbued. Discharge percentiles, charge costs and material costs apply for each time.

 If the process is interrupted, or if you rolled below the discharge percentile, material costs are refunded whilst charge costs are not. If an advancement step is failed, you will have to repeat that step, however, you keep all progress made on previous steps.

 

Keywords

Keywords are the manifestations of your imagination, created through your craftsmanship and arcane prowess. You learn two keywords at 6th level, and another two at 10th level.

 

Assist

  • Charge Cost: 3
  • Prerequisites: Tools you are proficient with
  • Discharge Percentile: 30%

By storing ambient energy within these tools, you eliminate any negative impact prolonged usage can provoke. Whenever you imbue a keyword involving these tools as a prerequisite, you gain the bonuses normally associated with the long rest. You still, however, gain a level of exhaustion.

  • Paired with Autonomy: You may order the construct to heal another creature within 5 ft (1d8 + your spellcasting ability modifier).
  • Paired with Distort: The object (in either form) emits a calming aura, those touching the object gain advantage on constitution saving throws needed to maintain concentration.

 

Autonomy

  • Charge Cost: 1
  • Material Cost: 10 lbs of metal, wood or glass (same one for all advancement steps)
  • Prerequisites: Proficiency with the relevant tool (DM's digression)
  • Discharge Percentile: 20%
  • Advancement: 4

You create a (Small) construct that uses your ability scores and modifiers. As a bonus action, you may order a single construct within sight to move, stay, equip a weapon (unarmed damage die: 1d4) or attack (once per turn). Its hit point maximum, armor class, and methods of movement are based off the material used: 

  • Metal: HP: 40, AC: 19, Walking speed of 20 ft.
  • Wood: HP: 25, AC: 15, Walking speed of 50 ft.
  • Glass: HP: 15, AC: 13, Walking speed of 20 ft, Flying Speed of 40 ft.
  • Paired with Assist: You may order the construct to heal another creature within 5 ft (1d6 + your spellcasting ability modifier).
  • Paired with Perceive: The route taken by the construct is highlighted within your vision. You may order it to pursue.

 

Distort

  • Charge Cost: 2
  • Material Cost: A small coin shaped disc
  • Prerequisites: Proficiency with Smith's Tools
  • Discharge Percentile: 20%
  • Advancement: 2

You learn to condense or substitute the matter of an object into a small token. As a bonus action, touch the object to condense it into its token form. Any damage done to the coin is also done to the object. Touch the token again to dismiss the form with another bonus action. Reverting from its token form cannot cause damage to the object or anything it collides with.

  • Paired with Assist: The object (in either form) emits a calming aura, those touching the object gain advantage on constitution saving throws needed to maintain concentration
  • Paired with Perceive: You no longer need to touch the object to condense or revert it from token form. You may do that if the object or token is within sight.

 

Perceive

  • Charge Cost: 3
  • Prerequisites: Object with a lens. Proficiency with Glassblower's Tools
  • Discharge Percentile: 30%

Any smooth, transparent material can count as a lens. As a bonus action, you may view through the lens, regardless of your distance to it. Darkvision and Truesight may apply if you have them. You can stop viewing at any time on your turn. 

  • Paired with Autonomy: The route taken by the construct is highlighted within your vision. You may order it to pursue.
  • Paired with Distort: You no longer need to touch the object to condense or revert it from token form. You may do that if the object is within sight.

 

Overclocker

By spending a charge, specific keywords within sight are empowered. Until your next turn:

  • Assist: Invigorates any character within 5 feet of them. They immediately regain 3d10 hit points. This healing increases to 4d10 at 14th level. This cannot stack multiple times onto the same character.
  • Perceive: Light is emitted from its lens, this light illuminates magical and nonmagical darkness, anything illuminated by this light is viewed as though the observer has Truesight.

At the end of your next turn, lose all spell slots and gain 3 levels of exhaustion. You may do this once per long rest.

 

Masterworker

For each legendary artisan, there is an equally renowned masterpiece. Masterworks transcend physical limits, allowing you exceed the two keyword limit. At 14th level, nominate an imprinted object as a masterwork, it can now have up to 20 masterwork-level keywords imbued onto it (in addition to the 2 regular keywords they may already have).

These keywords are listed below; they can be imbued multiple times onto the same masterwork, and provide bonuses based on the number of times you do so. Select the keyword that matches its prerequisites with your masterwork.

 

Assimilator

  • Charge Cost: 5
  • Material Cost: Another imprinted object with Distort and Perceive
  • Prerequisites: Object with keywords Distort and Perceive
  • Discharge Percentile: 50%

You cause a single imprinted object to take the form of many others. Each time you imprint Assimilator, add the material cost to a list of possible forms, that material cost no longer counts towards your imprinted object limit. As a action, bonus action, or reaction, you may transform the imprinted object to take the form of any within that list.

You gain bonuses based on the number of time Assimilator has been imbued:

  • 1st time: Gain an endless supply of magical ammunition for ranged weapon attacks.
  • 5th time: Saving throws made against the object and its possible forms have disadvantage.
  • 10th time: Increase all attack rolls, damage rolls and ability checks involving the object and its possible forms by 2.
  • 15th time: Immediately gain proficiency with the object and its possible forms.
  • 20th time: The object and its possible forms cannot be destroyed, transformed or warped by any means, magical or non-magical.

 

Conservator

  • Charge Cost: 1
  • Material Cost: 2 lbs of metal, wood or glass (same one for all advancement steps)
  • Prerequisites: Object with keywords Autonomy and Assist
  • Discharge Percentile: 40%
  • Advancement: 10

The construct gains bonuses based on the chosen material:

  • Metal: Increase its hit point maximum by 15.
  • Wood: Increase its hit point maximum by 5. Increase the modifier on the amount it heals others by 1.
  • Glass: Increase its walking speed by 5 ft.

The construct gains bonuses based on the number of times Conservator has been imbued:

  • 1st time: Increase its WIS score by 2. Add its wisdom modifier onto the amount it heals others. 
  • 5th time: Integrate a shield. Increase the construct's armor class and gain any special traits from the shield.
  • 10th time: You may now order it to defend. This imposes disadvantage on attack rolls against a target creature 5 feet from it. Increase its size to medium.
  • 15th time: You may now order it to help (take the help action). 
  • 20th time: When a spell is cast against the target that it is defending, the construct can cast counterspell at 3rd level, using wisdom as its spellcasting modifier. 

 

Palace

  • Charge Cost: 5
  • Material Cost: Another object with keywords Assist and Distort
  • Prerequisites: Object with keywords Assist and Distort
  • Discharge Percentile: 50%

The resonance created by overlapping similar keywords affects the world in a terrifying way. Using a bonus action, you can cause a translucent illusion of a large fortress to be projected around the object. This palace is dispelled after you cast 5 spells, or when 1 minute has passed. Each time Palace is imbued, the radius of this illusion is increased by 5 feet.

You gain bonuses based on the number of times Palace has been imbued:

  • 1st time: When inside the illusion, add your spellcasting ability modifier to your spell's damage rolls.
  • 5th time: Whenever you end your turn within the illusion, gain 10 temporary hit points.
  • 10th time: Creatures within the illusion have disadvantage on saving throws made against your spells.
  • 15th time: Whenever you end your turn within the illusion, regain a 3rd level or lower spell slot.
  • 20th time: When inside the illusion, each spell below 6th level is cast twice (using the same action and spell slot, but counting towards the 5 spell limit), if the spell has concentration, it immediately ends.

 

Stalker

  • Charge Cost: 1
  • Material Cost: 1 lb of metal, wood or glass (same one for all advancement steps)
  • Prerequisites: Object with keywords Autonomy and Perceive
  • Discharge Percentile: 40%
  • Advancement: 10

The construct gains bonuses based on the chosen material:

  • Metal: Increase its hit point maximum by 10.
  • Wood: Increase its hit point maximum by 5. Increase the modifier of its damage roll by 1.
  • Glass: Increase the modifier on its damage roll by 2. 

The construct gains bonuses based on the number of times Stalker has been imbued:

  • 1st time: Integrate a weapon with Range or Finesse properties. The construct does not need to equip this weapon to attack with it.
  • 5th time: Increase its DEX score by 2.
  • 10th time: The construct can now attack twice in one turn. Its size is increased to medium.
  • 15th time: The construct gains truesight when you order it to pursue. 
  • 20th time: The construct becomes invisible.

 

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