Technomancer

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ClassesResearcher→ Technomancer

Technomancer is one of several possible Schools of Research you can gain at the 2nd level of the researcher class.

Your school affects which spells you can learn as a researcher. Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels. See Researcher#Technomancer for an integrated list that combines technomancer features with those of the base researcher class.

As a technomancer, your study focuses on a specific, ancient and mostly-forgotten form of magic revolving around unique material components. This form of magic is sometimes referred to as 'technology,' hence the common name of technomancers. Those who study your craft are known under other titles as well, including arcanists, doctors, historians, machinists, professors, and tinkers.

Compared to other researchers, your magic focuses more around manipulating and transmuting objects. You can even create or enhance weapons and armor that can be utilized by your allies.

Magic Points

At 2nd level, and every researcher level you gain after this, your magic points increase by 3.

Technomancy Proficiencies

At 2nd level, your technological studies grant you several more proficiencies.

You gain proficiency with all simple weapons, with light armor, with shields (but not heavy shields), and with bombs.

You become proficient in the Engineering skill. If you were already proficient in this skill, you can instead gain proficiency in another skill from Animal Handling, History, Medicine, Nature, and Religion.

You become proficient with tinker's tools. If you are already proficient, you can instead gain proficiency in any one artisan's tool.

Versatile Casting

At 2nd level, you learn to cast spells with nimble ease. You can perform the somatic components of your researcher spells even when you have objects in one or both hands.

Ancient Cores

At 6th level, you learn to enhance weapons, armor, or other objects with arcane technology that draws upon your knowledge and your own magic reserves. You have a number of ancient cores equal to your Intelligence modifier (minimum 1 core). An ancient core is a manifestation of your magic, which is formless unless it is applied to another item.

Over a long rest, you can work with an object using your tinker's tools to place one of your cores into the object, giving it a bonus and consuming the core.

  • If you enhance a simple or martial weapon, it gains a +1 bonus to attack and damage rolls made with that weapon.
  • If you enhance armor other than a shield, it grants its wearer a +1 bonus to AC (but cannot be used to exceed an AC of 25 before applying a shield).
  • If you enhance a shield, it grants its wearer a +1 bonus to AC in addition to the shield's normal bonus. Any object you enhance becomes magical.

The maximum cores you can place in a single object is initially 1, but this limit increases by 1 every four levels as shown in the technomancer table: 2 cores at 10th level, 3 cores at 14th level, and 4 cores at 18th level.

Although you can enhance an object that is already magical, you cannot increase its bonus to by higher than your core limit. A knight's weapon for example has a +1 bonus, so you couldn't increase this bonus to +2 until you reached 10th level, but doing so would only require one core instead of two.

You can choose to regain any or all of your cores at any time, over any distance, as an action. Doing so ends the bonus or enhancement provided by those cores.

Weapon'gineering

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast a technomancer cantrip in place of one of those attacks (but not in place of both attacks).

As your level increases, when you cast more powerful technomancer spells in place of this cantrip. From 10th level onward, you can cast a spell of 2-points or fewer (1st level or lower). From 14th level on, a spell up to 3-points (up to 2nd level). From 18th level, a spell up to 4-points. From 20th level, a spell up to 5-points (3rd level). This is summarized in the Technomancer Table.

Ancient Enhancements

Starting from 10th level, your gain four more ancient cores (equaling 4 + your Intelligence modifier). From now on you can also place up to 2 cores into a single object.

You become able to dynamically apply cores. Whenever you apply a core, you can apply an enhancement you have learned instead of the normal bonus provided by the prerequisite number of cores. This benefit replaces the bonus your cores would normally give to weapons and armor. The Flame Weapon enhancement for example costs 2 cores, so adding this enhancement to a a weapon would still require you to add at least 2 cores, and those two cores wouldn't provide their default benefit of +2 to attack and bonus rolls.

You learn three 1-core or 2-core enhancements from the following list. Click an enhancement's name to see more details regarding it.

Enhancement Core(s) Type Summary
%PAGE% 4 any item A specified ability score of the wearer or wielder becomes equal to 19 if it would otherwise be lower.
%PAGE% 1 weapon Wielder gains +1 bonus to attack rolls with this weapon, and scores a critical hit when the d20 lands on an 18 or higher.
%PAGE% 2 weapon (simple or martial melee) Attacks with the weapon deal extra fire damage and can ignite, but the weapon has limited charges.
%PAGE% 3 weapon (simple or martial melee) Attacks with the weapon deal extra cold damage and can petrify, but the weapon has limited charges.
%PAGE% 1 armor Wearer's heart point maximum increases by 1 per level.
%PAGE% 1 any item Wearer adds a d8 bonus die to one specified type of saving throw.
%PAGE% 2 armor The wearer gains resistance to one specified damage type.
%PAGE% 4 weapon (simple or martial melee) Attacks with the weapon deal extra lightning damage and can paralyze, but the weapon has limited charges.
%PAGE% 2 weapon (any melee) The wielder adds a bonus die to spell attack rolls.

You can add multiple enhancements or bonuses to one object, but cannot add the same enhancement to the same object multiple times unless stated otherwise.

Each time you gain a level in this class, you can forget one of the enhancements you know to learn a new one in its place. If you forget an enhancement, all objects using that enhancement lose it, and you regain any cores you've invested with that enhancement. The new enhancement can be 3-core starting from 14th level, and 4-core starting from 18th level.

Swift Enhancements

Starting from 14th level, you gain 4 more ancient cores (now equal to 8 + your Intelligence modifier).

From now on, you can also apply up to 3 cores to a single object. You learn three more enhancements at this level, each of which can be up to 3-cores.

You can now enhance any number of objects over a short or long rest, instead of only a long rest.

Ancient Surplus

Starting from 18th level, you gain 4 more ancient cores (now equal to 12 + your Intelligence modifier).

From now on you can place up to 4 cores into a single object, and can learn 4-core enhancements by replacing old enhancements per your Ancient Enhancements feature.

Master of the Ancient

At 20th level, your mastery of arcane magic and ancient history reaches its zenith. You learn every enhancement from your Ancient Enhancements list, and can apply any of them while you have cores to spare.

From now on, you have advantage on all Intelligence (Engineering) checks, all Intelligence (History) checks, and all Intelligence checks made to recall lore about constructs.

Technomancer Spell List

The following spells are available to all technomancers.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Beamos Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Luminous Lure A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Magnesis You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Remote Bomb You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Sever Separate matter at its most fundamental level, dealing 1d12 slashing damage to a creature or object within 10 feet. Damage to an object is doubled.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.
Transmute Weapon Your touch transforms a weapon into a different but similar kind of weapon.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Igniting Impact Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Muffle
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Missile Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Remote Bomb+ You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Waver Your reaction imposes disadvantage on attack rolls targeting you.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Hearty A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
Heat Metal A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Magic Lock You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spiritual Weapon Use your bonus action to summon and attack with a spectral weapon.
Stasis You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Remove Curse At your touch, all curses affecting one creature or object end.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.


6-point

Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Electrified Terrain A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Freedom of Movement A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Stone Shape You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Protection from Projectiles A creature you touch gains resistance to ranged attacks for up to 1 hour.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.


8-point

Flash Freeze Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Guardian Laser You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Radiant Weapon A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.


9-point

Blade Barrier Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Din's Javelin You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
Fresh Cores Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features.
Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.


12-point

Gravity Surge You cause gravity to greatly intensify in a 50-foot radius cylinder.
Maze You banish a creature that you can see within range into a labyrinthine demirealm.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Time Stop Briefly stop time for everyone but yourself.


14-point