Technomancer

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ClassesResearcher→ Technomancer


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

Your subclass affects which spells you can learn as a researcher. Your subclass grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels.

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, including weapons and armor that can be utilized by you or your allies.

Magic Points

At 2nd level, and every researcher level you gain after this, your magic points increase by 4.

School Proficiencies

At 2nd level, your technological studies grant you several additional 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 History skill. If you were already proficient in this skill, you can instead gain proficiency in another skill from Animal Handling, Arcana, Engineering, Medicine, Nature, and Religion. You can use your Intelligence (History) check to recall lore about constructs, even if the History skill would not normally apply to such a check.

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 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). 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.

War Magic

Beginning at 6th level, when you use your action to cast a cantrip, you can use your bonus action to make one weapon attack if the weapon is magical.

Ancient Enhancements

Starting from 10th level, you can place 2 ancient cores into a single object.

Your maximum number of cores permanently increases: it becomes equal to 4 + your Intelligence modifier.

You learn to dynamically apply cores. You master three of the following enhancements. Whenever you enhance an object appropriate to the enhancement, you can choose for the object to gain the effect described by that enhancement. This benefit replaces the bonus your enhancement normally gives to weapons and armor. Some enhancements require you to expend multiple cores to attain the benefit.

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

Enhancement Name Core(s) Prerequisites Description
%PAGE% 4 any item When you first learn this enhancement, choose one of the six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. While a creature wears or wields this object, its corresponding ability score becomes 19 if it would otherwise be lower. A Constitution-equalizing item doesn't affect maximum heart points, but can still affect heart points restored from short rests and other such effects.
%PAGE% 1 weapon This weapon hones into devastating blows. The wielder gains a +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) This weapon glows as a lit torch, and while charged white runes light its surface. The air around it is always warm, and while the weapon is on one's person one can tolerate extreme cold without difficulty.
     This weapon has 4 charges. Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses. When the wielder hits a creature with this weapon while expending a charge, the creature is ignited for 2d6 fire damage until the end of the wielder's next turn. A creature with resistance to fire damage can't be ignited by this effect.
     After no attack has been made with this weapon for 1 minute, it fully regains its charges.
%PAGE% 3 weapon (simple or martial melee) This weapon faintly glows with a pale-blue color, and while charged white runes light its surface. The air around it is always cool, and while the weapon is on one's person one can tolerate extreme heat without difficulty.
     This weapon has 4 charges. Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses. When the wielder hits a creature with this weapon while expending a charge, it deals an extra 1d6 cold damage.
     A creature which takes any of this cold damage unreduced must make a single DC 13 Constitution saving throw at the end of the current turn. On a failure, the creature is petrified until the end of the wielder's next turn or until the creature takes damage, whichever comes first.
     After no attack has been made with this weapon for 1 minute, it fully regains its charges.
%PAGE% 1 armor Whoever wears this armor has their heart point maximum increase by 1 per level they have attained (or 1 per Hit Die if they don't have levels). If a creature is below its maximum heart points when it doffs this armor, doing so deals unavoidable damage equal to the heart points otherwise gained.
%PAGE% 1 any item When you enhance this item, choose one type of saving throw from Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Whoever wears or wields this object adds a d8 bonus die to its corresponding saving throws. If different features add bonus dice to your saving throw, they don't combine. Add only the highest.
%PAGE% 2 armor When you apply this enhancement, choose one damage type from acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder. While this armor is worn, the wearer has resistance to the damage type you chose.
%PAGE% 4 weapon (simple or martial melee) This weapon faintly glows with a pale-green color, and while charged white runes light its surface. The air around it is filled with static electricity.
     This weapon has 4 charges. Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses. When the wielder hits a creature with this weapon while expending a charge, it deals an extra 1d6 lightning damage.
     A creature which takes any of this lightning damage unreduced must make a single DC 13 Constitution saving throw at the end of the current turn. On a failure, the creature is paralyzed until the end of the wielder's next turn. If the wielder takes damage, it can repeat this saving throw, ending the condition on a success.
     After no attack has been made with this weapon for 1 minute, it fully regains its charges.
%PAGE% 2 weapon (any melee) While wielding this object in its hand(s) or forelimb(s), the wielder adds a d4 bonus die to their spell attack rolls. You can instead expend 3 cores to increase the die to a d6, or 4 cores to increase it to a d8. If different features add bonus dice to your attack roll, they don't combine. Add only the highest.

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.

Swift Enhancements

Starting from 14th level, you can place 3 ancient cores into a single object.

You learn three more enhancements of your choice, for a total of six.

You can now enhance an object over the course of a short rest instead of a long rest. You can enhance any number of objects over a long rest.

Ancient Surplus

Starting from 18th level, you can place 4 ancient cores into a single object.

Your maximum number of cores permanently increases: it becomes equal to 8 + your Intelligence modifier.

You learn three more enhancements of your choice, for a total of nine.

Master of the Ancient

At 20th level, your mastery of arcane magic and ancient history reaches its zenith. You gain the following benefits:

Technomancer Spells

Name MP Lv School Summary
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Barrier 2 1st abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Beamos 0 evocation Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Blade Barrier 9 6th evocation 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.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision 3 2nd transmutation A creature you touch gains darkvision for 8 hours.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Din's Javelin 10 7th evocation You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Electrified Terrain 6 4th evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Ethereal Bridge 6 4th conjuration You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flash Freeze 8 5th evocation Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Foresight 13 9th divination 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.
Freedom of Movement 6 4th abjuration A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Fresh Cores 10 7th transmutation Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features.
Gravity Surge 12 8th transmutation You cause gravity to greatly intensify in a 50-foot radius cylinder.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Guardian Laser 8 5th evocation You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Hearty 3 2nd abjuration 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 3 2nd transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Igniting Impact 1 1st evocation Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Light 0 evocation 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 0 evocation An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Luminous Lure 0 enchantment 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.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Magic Lock 3 2nd abjuration You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Missile 2 1st evocation Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Magnesis 0 transmutation 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.
Maze 12 8th conjuration You banish a creature that you can see within range into a labyrinthine demirealm.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Muffle 1 1st illusion
Nayru's Love 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Power Beam 0 evocation You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Protection from Projectiles 7 5th abjuration A creature you touch gains resistance to ranged attacks for up to 1 hour.
Radiant Weapon 8 5th evocation A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Reflecting Shield 3 2nd abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Remote Bomb+ 2 1st conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Remote Bomb 0 conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast 0 evocation 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.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sentinel 6 4th conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Sever 0 transmutation 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 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spiritual Weapon 3 2nd evocation Use your bonus action to summon and attack with a spectral weapon.
Stasis 3 2nd abjuration You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.
Stinking Cloud 5 3rd conjuration 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.
Stone Shape 6 4th transmutation You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Time Stop 13 9th transmutation Briefly stop time for everyone but yourself.
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Transmute Weapon 0 transmutation Your touch transforms a weapon into a different but similar kind of weapon.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
Waver 2 1st illusion Your reaction imposes disadvantage on attack rolls targeting you.