Difference between revisions of "Technomancer/6th"

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Starting at 6th level, you can attack twice, instead of once, whenever you take the [[Attack Action|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).
 
Starting at 6th level, you can attack twice, instead of once, whenever you take the [[Attack Action|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 3-points (3rd level).  This is summarized in the [[Researcher#Technomancer|Technomancer Table]].<noinclude>
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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 [[Researcher#Technomancer|Technomancer Table]].<noinclude>
 
[[Category:Class Templates]]</noinclude>
 
[[Category:Class Templates]]</noinclude>

Revision as of 20:20, 9 December 2020

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 an enhancement. 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, 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 at every four levels you gain in this class: 2 at 10th level, 3 at 14th level, and 4 at 18th level. Starting from 10th level for example you can place to cores into a weapon to grant it a +2 bonus to attack and damage rolls.

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.

You regain your ancient cores whenever your enhancements end. You can end any number of your core enhancements at any time, over any distance, as an action.

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.