Wizard
Base Class: Wizard

"With the right tool and quick wit, anything is possible." - Grand Minister Geoffrey Kaisos

Technomancy is considered one of the most intense and difficult forms of arcane study known. It requires rouge-like finesse, as well as masterful knowledge of both the arcane and technical. Though the teachings are few and far between to be found in any classical Dungeons and Dragons universe, within The Atlas it's almost considered a secretive art form. There are not many with a full grasp on the scientific connections between the arcane and electronic, but the few quiet ones who exist are considered movers and shakers of the civilized world. They are capable of what is considered Arcane Espionage, as well as being known for almost complete overnight overhauls to almost any vehicle and items. They are dangerous, estranged, and some of the most skilled minds within the Galaxy.

Technomancer's Apparatus

Beginning when you select this school at 2nd level, you unlock control over the higher technologies. You create your "Technomancer's Apparatus," a one handed object of your design that empowers your technical savvy with arcane means. Once crafted, this object can be used as a spellcasting focus and it grants you a expertise in your craft:

  • After you finish a long rest, you may choose a type of artisans tools. The apparatus now counts as that tool set and you gain expertise with any ability check made with those tools.
  • You gain the Mending cantrip, and when cast from the Apparatus it can repair any mechanical disrepair within a 5 ft. cube no matter whether the object is magical. 

Finally, during a short rest you may choose the variable trait of your Apparatus' Buff, you may choose from:

  •  +1 bonus to your Armor Class
  • Resistance to one of the following damage types: Radiant, Lightning, Acid, or Force damage.
  • Add your intelligence modifier to the damage of cantrips. 

When the Apparatus is in need of its primary creation,  or it is broken, stolen, etc, it is up to you to forge your tool. Creating the device takes 7 days and 250 gold to craft. As well as spending a number of spell slots equal in total level to your Proficiency bonus. (for example if your Proficiency Bonus is 5, then you can spend spell slots of a certain level that add to 5: Three 1st level, One 2nd Level,  or one 4th level and one 1st level, etc.)

Arcane Programming

As you begin the mastery of Technomancy, You can program your spells into any arcane or electronic items. You may take an action to touch an arcane or electronic device, simple or martial weapon, or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a spell from your wizard spellbook, (you needn't have it prepared).

If the spell is programmed onto a device, then when the device is activated the spell is simultaneously cast. If the spell is programmed onto a weapon or object, then while holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the programmed spell requires concentration, the creature must concentrate. 

You may use this feature a number of times equal to your Proficiency Bonus per Long Rest, additionally, if you continue to program a spell into an item or device for a year the property will become permanent. 

You may not use this feature to import more than one spell into an item, and if you wish to program a spell of 6th level or Higher into an object you must expend a 1000 Gp during the programming of the spell, and an additional 1000 Gp per spell level over 6th.

 

Transmute Energy

Starting at 6th level, you can manipulate spells to focus on a certain Energy. When you cast a spell that deals damage and your Technomancer's Apparatus is on your person, you may take a free action to change the spell's energy to evoke a different damage type. You may choose from Radiant, Acid, Lightning or Force damage. You can transmute a spell's energy a number of times equal to your Intelligence bonus per long rest. 

In addition to this, when you roll damage for a spell you cast that deals damage of the previously listed types, you can treat any 1 on a damage die as a 2.

Construct Mastery

At 10th level, your technological and arcane craftwork is matched by very few. You may add the Summon Construct spell to your spellbook if it is not there already. Additionally, Whenever you create an construct using your technical ability or spell, it has additional benefits:

  • The construct adds double your Intelligence Modifier to its weapon damage rolls rather than the spells level. 
  • The Construct gains a number of additional Hit Points equal to your Wizard Level when summoned.

Additionally, if you wish to do so, you may cast Summon Construct as a 12 hour ritual. If you cast the spell in this way, you do not gain the aforementioned benefits, and cannot create more than one at a time, but your construct no longer requires concentration and exists until its HP is reduced to 0. 

Exalted Apparatus

Starting at 14th level,  you have exalted your Technomancer's Apparatus, changing its appearance from a one-handed object, to a suit of arcane/technological armor. This process requires technical resources at a cost of 5000 Gold and the expenditure of all spell slots available to you for 7 days. Once finished, you gain a +3 bonus to your Armor Class now summoning the Apparatus out of Hard-Light Magic, and You may now add your Intelligence modifier to ability checks made with the Apparatus' Tool sets.

In addition to this, you now gain a new set of Variable Traits, replacing your the traits granted at Level 2:

  • Gain an additional +2 bonus to your Armor Class.
  • Gain resistance to one of the following damage types: Radiant, Lightning, Acid, or Force damage.
  • You may add double your intelligence modifier to the damage of cantrips.
  • Gain Proficiency in one saving throw of your choice.
  • Gain a 50 ft. flying speed. 

(Reminder: You may only prepare one of these traits per short rest)

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