Wizard
Base Class: Wizard

Arcaneers are trained in the way of creating magical systems for use in the real world.

 

(This subclass is a modified version of the Technomancer UA subclass.)

Bonus Proficiencies

Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and Arcaneering Tools.

Note: You need to add these manually to your character sheet. DNDB does not allow custom proficiencies in homebrew subclasses.

Technological Savant

Also at 2nd level, you trade out your spellbook 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.

Program Spell

At 6th level, you can insert a spell within an ARCSys 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 ARCSys 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, 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.

A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can’t use it again until you finish a long rest.

HexJack

At 10th level, you can hack into ARCSystems with a successful arcana check. Your level of success will determine whether you are noticed by system administrators and whether or not your hack succeeded. Once you have access to an ARCSys, you can manipulate in whatever way you choose, given its capabilities. For example, you can look through a security camera, play a sound through a speaker, close a door, or disable an elevator. 

While in control of an ARCSys, you are also able to cast spells through it (excluding spells with a range of self).

This feature can be used a number of times equal to your Intelligence modifier (minimum of once).

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. Once you use this feature, you can’t use it again until you finish a long rest.

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