Base Class: Wizard
The School of Technomancy has begun to evolve and take off. Having it's beginnings after the cataclysm. People wanted to fully understand how this technology was able to blend with magic and yet stand on it's on. It's primary focus is using natures resources and electrical pulses to either control technology or to build the nanomachines in the air to the users whims.
Technomancy Recordings
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a technomancy spell into your datapad is halved.
Nano Harvest
At 2nd level, you gain the ability to absorb fleeting life energy through nanites from creatures you kill with your technomancy spells or with a technologist weapon. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Technomancy or 1d6+Proficiency Modifier if a technologist weapon is used. You don’t gain this benefit for killing constructs or undead not containing nanites.
Activation Control
At 6th level, you add the [Tooltip Not Found] spell to your data pad if it is not there already. When you cast [Tooltip Not Found], you can target one additional creature if done you must make an Intelligence check DC 20 on a success the target activates. Activating the nanites in another creature as appropriate.
Whenever you activate a creature using a technomancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Technomancy Upgrade
Beginning at 10th level, you have resistance to psychic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with nanites and controlling them so much so they have begun to bend to your will fortifying your mind and body.
Overcharge Wave
Starting at 14th level, you can use your internal nanites to bring machines under your control, even those created by other wizards. As an action, you can choose up to five machines that you can see within 60 feet of you. That machine must make a Intelligence saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent machines are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Previous Versions
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3/19/2024 2:39:25 PM
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Coming Soon
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