Base Class: Wizard
The internet is a vast sea of data, a digital world, a plane of electricity and information complete with its own rules… and magic. With a bit of training, study, and immersion within the ceaseless data stream, a practitioner of technomancy can reach out and manipulate the stream.
Technomancers make incredible hackers, their bodies becoming naturally compatible with machines and networks. In a civilization that has come to rely heavily on technology, gadgets, and constant connection, it’s difficult to comprehend the potential power that a technomancer can wield.
Datamind
At 2nd level, your mind can interface with machines. You gain proficiency with hacking tools and immediately gain the benefits of having the hacking tools augment installed without requiring surgery or counting against your total number of augments installed. You can open a magical port on your body to accept connections from universal cables.
Arcane Storage
Starting at 2nd level, your spellbook can be a data drive, a smartphone, or another similar machine with data storage. The cost of material components required for copying a spell into your spellbook represents magical software and licensing fees.
Technomancy
Also at 2nd level, you learn programs that can command machines and affect the world around you.
- Programs. You learn three programs of your choice, which are detailed under “Programs” below. You learn one additional program of your choice at 6th, 10th, and 14th level.
- Program Usage. You can use programs a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Recovering Programs. When you use your Arcane Recovery feature, you can choose to regain an expended use of your programs. Your programs count as 1st-level spell slots for the purposes of Arcane Recovery.
- Visibility. Your programs make visible effects around you and your targets, but they are only visible to creatures with AR vision.
- Saving Throws. Some of your programs require your target to make a saving throw to resist the program’s effects. The saving throw is your spell save DC.
Assist
When you make a hacking tools check, you can use your reaction to make it with advantage.
Blackout
As a bonus action, you choose a point you can see within 120 feet of you. All electrical light sources within 60 feet of that point cease to function for 1 minute
Brick
As a bonus action, you reduce a Tiny machine within 60 feet of you that you can see to 0 hit points and cause it to lose all functionality. The machine cannot be a firearm. If a creature is holding the machine, it can make an Intelligence saving throw. On a successful save, the machine is unaffected.
Bypass
When a trap that you are aware of based on technology or magic is triggered within 60 feet of you, you can use your reaction to disable the trap until the end of your next turn. A trap, for the purpose of this ability, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable. Thus, this ability would disable a security camera, a laser tripwire, or a glyph of warding, but not a camouflaged pitfall or a hunting trap.
Crash
As an action, you cause a creature you are aware of in the same network as you to make an Intelligence saving throw. On a failed save, they are ejected from the network and cannot re-enter the network for 24 hours.
Alternatively, as an action, you can target an AI-controlled drone or vehicle you can see within 60 feet of you, forcing the AI to make an Intelligence saving throw. On a failed save, the AI loses loses control over the drone or vehicle for 24 hours.
Hijack
As a bonus action, you can force a vehicle within 60 feet of you that you can see to make a Constitution saving throw. On a failed save, on the driver’s next turn the vehicle must move up to its movement speed in a straight line in a direction of your choice. If the vehicle has no driver, it does so on initiative count 0.
Jam
As a bonus action, you cause a firearm within 60 feet of you that you can see to malfunction. The next attack made with that firearm within 1 minute is made with disadvantage. If a creature is holding the firearm, it makes an Intelligence saving throw. On a successful save, the firearm is unaffected.
Overclock
As a bonus action, you choose a vehicle within 30 feet of you. For 1 minute, whenever the vehicle makes an attack roll, a saving throw, or an ability check, it can roll a d4 and add the number rolled to the result.
Alternatively, when a vehicle makes an attack roll, a saving throw, or an ability check within 30 feet of you, you use your reaction to grant advantage to that roll.
Pulse
As an action, you cause an EMP at a point you can see within 60 feet of you. Machines, constructs, and vehicles within 30 feet of that point are subjected to EMP.
Machines in the area cease to function for 1 minute. Constructs in the area with the Electronics feature must succeed on a Constitution saving throw or they are stunned until the end of your next turn. Vehicles in the area must succeed on a Constitution saving throw or their movement speed is reduced to 0 and they can’t take actions or reactions until the end of your next turn.
Additionally, wireless and radio connections within a 100- foot-radius radius of the point are suppressed for 1 minute
Signal Boost
As a bonus action, you target one machine you can see within 60 feet of you which doesn’t have active wireless capabilities.
The device gains wireless capabilities with a radius of 100 feet for 1 minute. Alternatively, if EMP has affected a construct or vehicle, or has suppressed wireless capabilities for a machine, you can negate the effect for that system.
Ghost In The Shell
At 6th level, you learn the find familiar spell if you don’t already know it. When you cast find familiar, you can choose to have it appear as a Tiny machine and replace its statistics with those of a tiny object animated by the animate objects spell.
Active Countermeasures
At 10th level, you learn the contingency spell if you don’t already know it and you can cast the contingency spell with a casting time of 1 action and without expending a spell slot or material components. The contingent spell still requires you to expend its spell slot. When you cast contingency in this manner, it has a duration of 24 hours, and you can use up to two contingency spells at a time. Once you use this feature, you must finish a long rest before you can use it again.
At 14th level, you can use up to three contingency spells at a time and you can use this feature twice between long rests.
Ex Machina
Starting at 14th level, your power can mimic the effects of powerful cybernetics in your body. Choose one cyberware of tier 3 or lower. You gain the effects of that cyberware as if it were installed, but it does not count against your total number of attunements. When you finish a long rest, you can change your chosen cyberware to a different one of tier 3 or lower.
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