Base Class: Artificer
Cyber Space is a realm unbeknownst to most, though a rare few have not only become aware of its existence but have learned to channel its power through magic, specifically, technomancy, the practice of spell casting infused with the digital energy of Cyber Space. Many artificers practice this type of magic and utilize it to effectively transform their real world surroundings with slivers of augmented arcane energy from Cyber Space. Though technomancy is uncommon on The Material Plane, the few creatures who do practice have made largely impactful impressions upon their worlds, often instituting large technomagical influences among others around them, resulting in large technologically advanced societies rising up over considerably short amounts of time. "Programmers" as many artificers refer to themselves as, are truly at the top of their class when it comes to innovation and invention.
Techno Proficiency
When you choose this archetype at 3rd level, your proficiency bonus is doubled for any Intelligence based ability check you make to interact with or recall information involving technology.
Programmer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Programmer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Programmer Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Conversion Code
Beginning at 3rd level, you have learned to dematerialize objects into pure data. As an action you can convert an object you touch that isn't being worn or carried into coding. An object transformed in this way cannot be used for any purpose and can only be reverted to it's original form by you or by a dispel magic or similar effect. Reverting the coding requires an action.
As an action you can transform this coding into a different object, though it will be comprised of the same base materials the original object was made up of. For example, you can convert a glass jar into a sling, but the sling will be made of glass.
Any object you convert must fit within a cube. The dimensions of this cube are equal to your Intelligence modifier in feet. If you have an Intelligence modifier of 3, you can convert any object that fits within a 3ft by 3ft cube. If you do convert the coding into a new object, that object must also fit within this cube.
Data Specs
At 5th level, you have crafted yourself a pair of digitally enhanced spectacles which grant you new features. While you wear these specs you can use a bonus action to examine a creature you can see. When examining a creature this way, you learn any damage vulnerabilities and resistances it has along with any condition immunities it may have. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Additionally, the data specs allow you to cast the following spells once per short rest without the need for any components: detect magic, identify, see invisibility. When you cast the identify spell this way, the casting time is one action.
Firewall
Starting at 9th level, you have learned to summon a protective barrier of digital flames to guard yourself and allies from enemies. You can cast wall of fire once per long rest with this trait. When you do so, the save for this spell is an Intelligence saving throw as opposed to Dexterity. Additionally, any creature who attempts to cross the wall from the damaging side must repeat the save whenever it approaches the wall. On a failed save, the creature is prevented from crossing.
Creature Coding
By 15th level, you have mastered the ability to convert coding of creatures. As an action you can alter one of the following aspects of a creature you touch provided they fail an Intelligence saving throw (DC is equal your spell save). The creature can choose to fail this save.
- Change a single damage type that the creature is resistant to and make it count as a damage vulnerability. Requires concentration, up to 1 minute.
- Change a single damage type that the creature is immune to and make it count as a damage resistance. Requires concentration, up to 1 minute.
- Change a single damage type that the creature is vulnerable to and make it count as a damage resistance. Requires concentration, up to 1 minute.
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