Technomancer/6th
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 you know in place of one of those attacks (but not in place of both attacks).