Base Class: Artificer
Technocratic Union is an enigmatic organization that pursues one clearly defined goal - complete domination over magical ways and establishment of a unified consensus, that, all magic is simply high end technology and you are one of their operatives, that works in the field and utilises various gizmos and gadgets that 'certainly' work due to laws of nature, physics and anatomy and not magical prowess.
Level 3: Technomancy
At Level 3, when you choose this subclass, you become a part of the Technocratic Union: an enigmatic organization with goals of total domination over the magical world and achieving uniformity by maintaining the unified Consensus, the Consensus being that all magic is nothing but high end technology. As such, you may only do magic and cast spells that are disguised as use of various techological gizmos and advancements. When you would normally be able to cast a spell, you can cast any spell of any class with a casting time of 1 action, 1 bonus action or 1 reaction, using your own spell slots to do so and this spell is considered an Artificer spell for you. The spell, however, must be flaired and disguised as a high end technological advancement. (For example, casting the "Modify Memory" spell may include you taking out a small device that emits a bright flash and overwhelms the targets receptors, making them suffer from short term memory loss.) After you have cast any spell and flaired it, your DM determines whether you were succesful in disguising the spell as a work of a high-tech gizmo (sometimes asking you for an appropriate check they dim fit), and if you failed, you gain an amount of "Broken Consensus" equal to the level of the spell you cast. A maximum amount of Broken Consensus you can have equals your Artificer level, and it resets whenever you finish a long rest. Depending on how many Broken Consensus you have, you suffer the following adverse effects:
If the Broken Consensus counter is 33% full, Your movement speed is halved, as your cybernetic enhancements begin to suffer various bugs.
If the Broken Consensus counter is 50% full, DC of your spells decreases by 2, as your technological gizmos begin to suffer sudden malfunctions
If the Broken Consensus counter is 75% full, you immediately gain 3 Exhaustion Levels, which can only be and are automatically removed when your Broken Consensus counter is reset, as the malfunctions in your mainframe take a toll on your mind and body.
If the Broken Consensus counter is 100% full you immediately go to 0 hp and fall unconscious, with any spells and effects that would prevent you from going unconscious being ignored, as your watchers in the Technocratic Union remotely neutralize the operative that allowed a breach of such magnitude to happen.
Level 5: Ripperdoc
By 5th level, you have become honed at enhancing your own body with various, sometimes noticeable and sometimes not implants, that affect your performance in the field. By performing a one hour long ritual, you can install a magical item (including weapon or armor) in your own body. Magical item installed this way does not lose any of its properties and can only be removed from your person by performing another hour long operation. A total amount of magical items you can have installed this way equals your proficiency bonus.
Additionally, once per short rest, as a bonus action, you may name any mundane or adventuring gear item that would, realistically, fit on your utility belt and immediately use it (the item was always there, if anyone asks, you just always come over prepared), even if its usage usually requires an attack or an action. If an item you are using with this feature requires a saving throw, the DC for it equals 8 + your PB + your Intelligence Modifier.
Man in Black
By 9th level, your imposing stature and enigmatic behaviour weave an aura of inscrutability around you that makes others see you as a trustworthy and intimidating person not to be messed with. Whenever you make a Charisma (Persuasion or Intimidation) check, you may add your Intelligence modifier as a bonus to the roll.
Additionally, your presence sometimes even bales you out of situations when Consensus was nigh broken. Immediately after you fail to disguise your spell as a use of high end technology and gain Broken Consensus, as described in the Technomancer feature, you can use your reaction to attempt and find a new explanation for a spell you just cast. If you do, you do not gain the Broken Consensus. Once you avoid gaining Broken Consensus with the use of this feature, you can't do so again until you finish a short or long rest.
Total System Failure
At level 15, you learn to project the will of the Technocratic Union at rivalling mages, rendering them unable to use old and archaic methods and ways of doing magic, while maintaining your own ability to use technological advancements. Once per long rest, as an action, you can begin emitting disruptive Electromagnetic Interferences, rendering all magic in the area as null, which functions similar to the Antimagic Field Spell (including you have to maintain concentration for the effect to persist for the full duration), showing the rival spell casters that any and all magic is technology, which can be disrupted. You are able to cast spells and take magic actions, as well as use your Installed with the use of Ripperdoc feature magical items while in this EMI field while adhering to the rules established in the Technomancer feature, but, if you fail to disguise your spell casting as use of high end technology, it fails, you wasting the action/bonus action or reaction you used to cast those but not expending the spell slot and you take twice the amount of Broken Consensus than you usually would and make saving throws to maintain concentration on the EMI being active at disadvantage, until the start of your next turn.
Previous Versions
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12/13/2025 12:23:20 AM
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