Base Class: Wizard
Focusing on the renovation and reinvention of magic, those who follow the Technomancy tradition have learned to modernize magic, and implement arcane energy into their inventions. Wizards of this school are capable of manipulating spells and technology to enhance their own arcane abilities.
Bonus Proficiencies
Beginning when you select this arcane tradition at 2nd level, you gain proficiency with Tinker’s tools.
Technomancer’s Spellbook
At 2nd level, when you choose this school, rather than utilizing a spellbook, you use a small electronic device. Its appearance is up to you; this may also be your arcane focus. Spells can be copied into this device at half the cost of copying spells into a spellbook.
Spell Hacking
Also at 2nd level, you gain the ability to alter your spells using technological means. Prior to casting a spell, you may choose one of the following modifications to add to that spell:
- System Shock: Choose one target of your spell. If they take damage from your spell or cantrip, they must make a Constitution saving throw against your spell save DC. If they fail, they are paralyzed until the end of their next turn.
- Lock On: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Optimize: Double the duration of the spell, to a maximum of 24 hours. That spell must have a duration of 1 minute or longer.
You may utilize this feature a number of times equal to your Intelligence modifier + half your Proficiency bonus. You regain all expended uses after a short or long rest.
Tech Savvy
At 6th level, you become more adept in technological spellcasting, allowing you to conserve more arcane energy. When using your Arcane Recovery feature, you may regain additional spell slots equal to your Intelligence modifier.
Programmed Spell
Starting at 10th level, you are capable of programming your spellbook to do your spellcasting for you. When you cast a concentration spell using a spell slot of 3rd level or lower, you may utilize your spellbook to maintain concentration on the spell on your behalf; you must still roll for your spellbook to maintain concentration if you take damage. However, casting another spell which requires concentration will not end this spell.
Once you use this feature, you may not do so again until a long rest.
Hacking the Mainframe
Once you reach 14th level, you are capable of manipulating the spells cast by others. When another creature casts a spell, if they are within 60 feet of you, you may use your reaction to force them to make an Intelligence saving throw against your spell save DC. If they fail, the spell does not cast. If they succeed and the spell forces you to make a saving throw, you and up to two allies of your choice within 60 feet of you succeed automatically. You may use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.
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