Technomancer A Tiefling woman reaches out with a gauntleted hand to absorb a blast of fire into a canister on her belt before releasing a freezing ray of ice at her foe. Ethereal armor shimmers around a gnome as he leads a raid on the hideout of a demonic cult. A genasi whispers to a mechanical owl, which flies off over the battlements to deliever its message, its energy shield deflecting a stray arrow. A shifter stares down the charging ogre before quickly switching places with a stalagmite, leaving the ogre to crash. Bearers of Borrowed Magic Technomancers are the ultimate consumers of commercialized magic. More so, they have access to the highly regulated Siphon technology. While Elelectrical manipulation technology, enchanted items, and Chaos Siphons for sorcerers are becoming increasingly available and accepted in Cogswald, technomancers are distrusted because of their parasitic access to magic and unethical development history. Technomancers are therefore either people who have earned a license through rigorous training and tests administered by druids, genasi, and artificers, or are outside the law, having stolen or built a Siphon themself. Versatile Specialists Technomancers come in all shapes and sizes. Each discipline uses whatever magic they can get hold of in different ways. Manipulators are the purest spellcasters of all Technomancers, focusing on elemental blasts and countering other spellcasters. Shapers utilize Technomancy's mechanical nature to engage in defensive, close quarters combat, shaping magic itself into weapons and armor. Companionmakers channel magical energy to power and augment their Automic Companion, who serves as a scout, database, and friend. Entanglers weave magic to create and manipulate bonds between people and objects. Those that stand together, fall together. Cogswald's New Heart Technomancers are made for use in my own steampunk-style Cogswald setting, where technological developments relating to Elelectricity (elemental electricity) are inextricably linked to a genocidal, ecologically disasterous history that has only recently come to light. However, with a little reflavoring, one could use it in any setting where magic is blended with technology. 1

Technomancer The Technomancer Level Proficiency Bonus Features Cantrips Known Spells Known Spell Units Siphon Amount 1st +2 Technomancy, Siphon 2 2 1 1 2nd +2 Technomancer Discipline 2 3 1 1 3rd +2 ─ 2 4 2 1 4th +2 Ability Score Improvement 3 5 2 1 5th +3 ─ 3 6 3 1 6th +3 Discipline Feature 3 7 3 1 7th +3 ─ 3 8 4 2 8th +3 Ability Score Improvement 3 9 4 2 9th +4 ─ 3 10 5 2 10th +4 Discipline Feature 4 10 5 2 11th +4 Overchannel 4 11 6 3 12th +4 Ability Score Improvement 4 11 6 3 13th +5 ─ 4 12 7 3 14th +5 Discipline Feature 4 12 7 3 15th +5 ─ 4 13 8 4 16th +5 Ability Score Improvement 4 13 8 4 17th +6 ─ 4 14 9 4 18th +6 Efficient Favorites 4 14 9 4 19th +6 Ability Score Improvement 4 15 9 4 20th +6 Monopolarize 4 15 9 4 2

Class Features Hit Points Hit Dice: 1d8 per Technomancer level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Technomancer level after 1st Proficiencies Armor: Light Armor Weapons: Simple Weapons Tools: Artificer’s Tools Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Artifice (Int), History, Perception, Insight, and Investigation Equipment You start with the following equipment, in addition to the equipment granted by your background: Leather armor A set of Technomancer’s Gauntlets (a) Any Simple Weapon or (b) a light crossbow and 20 bolts (a) A scholar’s backpack or (b) an adventurer’s backpack. 3 Technomancy You fuel your spells with bought or stolen Elelectricity, a refined form of elemental magic stored in batteries on your person. You can store a number of Spell Units as indicated on the Technomancer table. Technomancer Gauntlet You use a Technomancer’s Gauntlet as a spellcasting focus to cast spells, bypassing the use of nonmonetary material components. Siphon You can use your Technomancer Siphon to drain latent magical energy from living creatures and magical entities such as, but not limited to, undead, magically powered constructs, and elementals. As an action, choose one target you can see within 60 feet of you. Make a ranged spell attack. On a hit it takes 1d8 force damage and you gain 1 Spell Unit. The damage increases by 1d8 when you reach 5th, 11th, and 17th levels. The Spell Units gained increase by 1 when you reach 7th, 11th, and 15th levels. Technomantic Spellcasting At 1st level, you know two cantrips of your choice from the Technomancer spell list. You learn additional Technomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Technomancer table. Spell Units The Technomancer table shows how many Spell Units you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of Spell Units of the spell’s level or higher. When you complete a long rest, if you have 0 Spell Units, you gain 1 Spell Unit as your Siphon absorbs ambient magical energy. Overload If you would gain Spell Units above your maximum, you do not. Instead, each creature in a sphere centered on you with radius equal to 5ft per number of Spell Units you would have gained above your maximium must make a Dexterity saving throw. On a failure, they take 1d6 force damage for each Spell Unit above your maximum. You automatically fail this save. Example: Your maximum and current Spell Units are 5. You gain 2 Spell Units. Each creature in a 10 ft radius sphere centered on you makes a DEX saving throw against your Technomancy save DC. Each creature that fails the save takes 2d6 force damage. You automatically take 2d6 force damage Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Technomancer spell list. The Spells Known column of the Technomancer table shows when you learn more Technomancer spells of your choice of 1st level and higher. Each of these spells must be of a level no higher than which you have Spell Units. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you may choose one of the Technomancer spells you know and replace it with another spell from the Technomancer spell list, which also must be of a level for which you have Spell Units. Spellcasting Ability Intelligence is your spellcasting ability for your Technomancer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Technomancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Technomancer Discipline At 2nd level choose a Technomancer Discipline. Your Discipline grants you features at 2nd level, as well as 6th, 10th, and 14th. When choosing newe spells, you may choose from that Discipline's expanded spell list. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Overchannel At 11th level, you gain the ability to cast spells above 5th level provided you have enough Spell Units. Each time you cast a spell 6th level or higher, your maximum number of Spell Units is reduced by 1 until you repair your Technomancer Gauntlets during a long rest. It takes 10 minutes of work to restore 1 Spell Unit. Efficient Favorites At 18th level you’ve learned to use Elelectricity more efficiently for certain spells. Choose one 1st level spell, one 2nd level spell and one 3rd level spell. Whenever you cast one of these spells at any level, the amount of Spell Units you spend is reduced by 1. Monopolarize At 20th level you can absorb large amounts of magical energy from the environment. As an action, you gain a vertical hover speed of 10 ft until the end of your turn. Each other creature or object in a 15 ft radius sphere centered on you takes 9d4 force damage. Choose one Your maximum Spell Units becomes 9 until the end of your next turn. Your current Spell Units becomes 9.

Your current Spell Units becomes 0. Each other creature or object in a 25 ft radius sphere centered on you must make a DEX saving throw against your Technomancy save DC. On a failed save, that creature takes 7d6 force damage and 7d6 lightning damage or half as much on a success. If this kills a creature it disintegrates.

Manipulator: Your current Spell Units becomes 0. Each creature or object in a 100 ft long, 5 ft wide line must make a DEX saving throw against your Technomancy save DC. A creature takes 10d6 force damage and 10d6 lightning damage on a failed save, or half as much on a success. If this kills a creature it disintegrates.

Shaper: Your current Spell Units becomes 0. You and each ally within a 30 ft radius gain 15 Temporary hitpoints. For the next minute, you and all allies within a 30 ft of you have resistance to all damage. Your melee attacks have reach and deal an additional 1d4 force damage and 1d4 lightning damage. Whenever you make a melee attack with the Attack action, you may make an additional attack against each creature adjacent to the original target using the same attack roll. (does not conflict with Extra Attack). These extra attacks do not gain you Spell Units. These benefits last for 1 minute as long as you are concious.

Companionmaker: Your current Spell Units becomes 0. For 1 minute, your Companion manifests an elelectrical form. Your Companion gains 40 temporary hitpoints. If these hitpoints are lost, the Elelectrical form ends. Your Companion's size becomes Large. Your Companion may share another creature's space. The first time a foe enters its space or starts its turn there, that foe takes 1d10 lightning damage. Your Companion is Overclocked. It gains resistence to Lightning, Force, and nonmagical bludgeoning, piercing, and slashing damage. Its physical ability scores become 18. Its melee attacks deal 1d6 lightning and 2d6 force damage and gain you Spell Units. It gains a spell attack: each creature in 25 ft cone makes a DEX save against your Spellcasting DC. On a failed save, that creature takes 4d10 Lightning damage or half as much on a failed save. Your Companion can be used as a mount in this form.

Entangler: Your current Spell Units becomes 0. Choose any number of targets you can see within 60 ft. They each make a WIS saving throw against your spellcasting DC. Each one that fails teleports to any unoccupied location of your choice within 60 ft of you and is stunned for 1 round. After using Monopolarize, whenever you cast a spell that costs 3 Spell Units or more, reduce your Maximum Spell Units by 1. After using Monopolarize, you must spend 1 uninterrupted hour during a long rest repairing your Gauntlets. Upon completion, you regain the use of Monopolarize and the Spell Unit reduction is removed. 4

Technomancer Disciplines Manipulator Manipulators are Technomancers that focus closely on guiding elelectrical energies into forms and functions that resemble standard spellcasters, as well as redirecting the magics of other spellcasters, using their attacks as fuel for their own spells. Expanded Spell list Spell Level Spells 1st Magic Missile, Feather Fall 2nd Levitate, Invisibility 3rd Slow, Counterspell 4th Storm Sphere, Elemental Bane 5th Telekinesis, Animate Objects Bonus Spells Beginning at 2nd level, you work to be more versatile with your spellcasting. You learn the spells on your expanded spell list as soon as you are of a level to cast them. These do not count against your spells known. Quick Siphon At 2nd level you gain the ability to use Siphon as a bonus action instead of an action. If you do so, its damage die is a d4. You may only use Siphon once per turn. Ambient Field Module At 6th level you install a module in your Guantlet that redirects excess energy to create a low-level energy field covering your person. If gaining one or more Spell Units would cause you to surpass your maximum Spell Units, the amount of Spell Units gained is reduced by 1 and this feature activates (no action required). Any remaining excess Spell Units gained still activate Overload. Alternatively, you may activate this feature as a bonus action by spending 1 Spell Unit. At the end of a short rest or long rest, choose one effect for your Ambient Elelectrical Field. This effect occurs whenever this feature activates. You may choose a different effect at the end of short or long rest. Lightning Aura The energy field around you damages enemies. Any creature that starts its turn within 5 feet or enters this area for the first time takes 1d6 lightning damage . Any creature that hits you with a melee attack takes 1d6 lightning damage. This lasts for 1 minute. Solid Barrier The energy field surrounding you acts as a semi solid barrier. For 1 minute you gain temporary hitpoints equal to 1d4 + your spellcasting modifier. Projectile deflection: The energy field surrounding you redirects projectiles. Gain +2 AC against ranged attacks for 1 minute. Swiftness: The energy field surrounding you reduces friction. Your speed increases by 10 ft for 1 minute. Additionally, your jump height increases by 3 feet. Spell Absorption At 10th level, You learn to collect energy from spells and spell-like effects. Whenever you counter a spell with Counterspell, you gain half the countered spell’s level (rounded down) as Spell Units. You may use this feature a number of times equal to your Intelligence modifier (Minimum 1). You regain these uses when you complete a long rest. Spell Redirection At 14th level, you learn to redirect spells. If you successfully counter a spell, you may instead change the target of that spell to a target of your choice within the spell’s range relative to you. You may use this feature a number of times equal to your Intelligence modifier (minimum 1). This feature may not be used in conjunction with Energy Absorption. You regain these uses when you complete a long rest. 5

Shaper Shapers are Technomancers that focus on shaping Elelectricity into temporary solid objects, augments, and illusions. Expanded Spell list Spell Level Spells 1st Shield of Faith, Thunderous Smite 2nd Spiritual Weapon, Mirror Image 3rd Spirit Guardians*, Tiny Hut 4th Resiliant Sphere, Hallucinatory Terrain 5th Arcane Hand, Creation Hard-magic Constructs At 2nd level, you have expanded and tuned your Gauntlets to help you maintain solid constructs of magic. Armor Construct As long as you aren’t wearing medium or heavy armor, or using a shield, you may use a bonus action and spend 1 Spell Unit to give yourself the following benefits for 10 minute: You gain a bonus to AC equal to your Intelligence modifier (minium +1)

You gain temporary hitpoints equal to twice your Technomancer Level.

You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minium +1) While Armor Construct is active, you may spend 1 Spell Unit as a bonus action to gain temporary hitpoints equal to your Spellcasting ability. While active, Mage Armor has no effect on you. Weapon Construct As part of the same action as creating armor, or as a separate bonus action, you may create one or two melee weapons in your empty hand(s). You choose the form of this weapon each time you create it, and are proficient with it while you wield it. The weapon deals force damage or lightning damage, chosen when you create it. It disappears if it is more than 5 feet away from you, you use this feature again, dismiss the weapon as a free action, die, or after 1 minute. Combat Siphon At 2nd level you learn to use your Siphon with your melee attacks. When you make the Attack action with a melee weapon, you may choose to have a successful hit against a Siphonable target restore 1 Spell Unit. At 11th level, Whenever you hit with a melee attack, the target also takes an additional 1d8 force damage. At 15th level, the Spell Unit gain increases to 2. Fighting Style At 2nd level you adopt a particular fighting style as your specialty. Choose one of the following options: Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Defense While you are wearing armor, you gain a +1 bonus to AC. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. You may use your Weapon Constructs as a casting focus. Extra Attack At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Glyph Shaping At 10th level you gain the ability to create glyphs, inscribing effects on objects that can be used or worn later by fueling them with Spell Units. You learn the Glyph of Warding spell, along with one spell of 3rd level or lower from the Wizard spell list that you may only cast using Glyph of Warding's Spell Glyph effect. These do not count against your spells known. Additionally, you may spend 1 minute to infuse an arcane sigil onto a creature or object. For the next 24 hours, any spell that requires concentration you cast on that creature or object does not require concentration. You may only have one sigil active at a time. If you create another sigil, the previous one disappears. Yodah Board At level 14 you gain the ability to manifest a purely magical construct that gives you a flight speed equal to your current move speed. You can manifest this by spending 1 Spell Unit as a bonus action. It lasts for 10 minutes or until dismissed. If you end this effect within 1 minute of casting it, you regain 1 Spell Unit. This gain can only happen once per short rest.

Fun fact: A gnome named Geoffry Yodah was the first to use Constructed Elelectricity as a means of propulsion. After spending a month in the Waypoint Medical Institute getting over his fear of seagulls, he perfected the technique.



*Spirit Guardians deals force damage and take a form of your choice. 6

Companionmaker Companionmakers are Technomancers who have worked to create an Automic Companion and work closely with it. Expanded Spell list Spell Level Spells 1st Guiding Bolt, Snare 2nd Arcanist's Magic Aura, Enlarge/Reduce 3rd Nondetection, Meld into Stone 4th Fabricate, Freedom of Movement 5th Animate Objects, Anti-Life Shell Automic Companion At 2nd level you build an Elelectrically powered clockwork companion, with 8 hours of work and the expenditure of 50 gp worth of metals, and 1 Spell Unit. Choose a Small or Tiny Beast. The Automic is a Tiny or Small Construct with a Humanoid or Beastial appearance that uses that creature’s Ability scores, hit dice, AC, attacks, and speed, except that its Intelligence score is 8. The Automic’s physical appearance can have aspects of another creature of your choice. If your Automic Companion is slain you may return it to life with 8 hours of work and the expenditure of 25 gp worth of metals and 1 Spell Unit. If you do not have its Automic Brain, you must build an entirely new Companion for 50 gp. It takes its turn during your turn. Your companion gains: Advanced Automic Mind. Sentience level somewhat higher than a cat or a smart crow. Int score 8. Your Automic Companion knows and can speak Common and 1 other language you know. It can recite information you tell it with perfect accuracy.

The companion obeys your commands as best it can. If you are incapacitated or absent, your companion acts on its own to protect you and itself.

Your companion uses your proficiency bonus for attacks and skills which it is proficient in.

If your Automic's model form has multiattack, your Automic does not.

Your Automic companion also adds your proficiency bonus to its AC and to its damage rolls.

Your Automic companion gains proficiency in two skills of your choice.

It also becomes proficient with all saving throws.

For each level you gain after 2nd, your automic companion gains an additional hit die and increases its hit points accordingly.

Damage Immunities poison

Damage Resistances psychic

psychic Condition Immunities charmed, intoxicated, poisoned

charmed, intoxicated, poisoned The Siphon feature. However, it only gains 1 Spell Unit, the damage die is 1d6, and the range is 10 ft. The Automic can store 1 Spell Unit separate from your maximum. You or your Automic may spend a bonus action to transfer any number Spell Units to or from your Automic if you are within 60 ft of each other. The Automic may store 1 additional Spell Unit of at 8th level and 15th level. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. Resonance At 6th level, you gain the ability to see through your Companion's eyes. You may use your action to use your Companion's vision instead of your own if your Companion is within 300 ft. Active Upgrades At 6th level, you upgrade your Companion with active modules. Choose two of the following abilities. Defensive Shielding Gain +4 AC and +2 to saving throws until its next turn.

Gain +4 AC and +2 to saving throws until its next turn. Lightning Strike Deal an additional 2d6 lightning damage on its next successful Attack this turn.

Deal an additional 2d6 lightning damage on its next successful Attack this turn. Overclock The next time they take the Attack action, they may attack twice. Also, double their ground speed until the beginning of their next turn. If they have a flying speed, they gain a flight speed bonus equal to half their flight speed (rounded up) until the beginning of their next turn.

The next time they take the Attack action, they may attack twice. Also, double their ground speed until the beginning of their next turn. If they have a flying speed, they gain a flight speed bonus equal to half their flight speed (rounded up) until the beginning of their next turn. Stunning Strike On the Companion's next successful Attack this turn, the target makes a CON save against your Technomancy save DC. On a failure, the creature is stunned until the beginning of your next turn. The Automic Companion may spend 1 Spell Unit as a bonus action to gaine both effects. 7

Link At 10th level, the resonance between you and your Companion can be used for more tangible effects. Once per turn, Whenever you transfer Spell Units between you and your Automic (in either direction), each creature in a line between you and your Automic must make a Dexterity saving throw against your Technomancy save DC. On a failed save, they take 1d6 lightning damage per Spell Unit transferred. Switch: As a bonus action, spend 1 Spell Unit from you or your Automic. Swap places as long as you are within 30 feet of each other. This does not require line of sight. The distance that you can switch increases by 10 ft for each additional Spell Unit you spend. Passive Upgrades At 14th level, you upgrade your Automic Companion with enchantments. They gain two options of your choice: Truesight out to 10 ft

out to 10 ft Detect Magic Sight out to 30 ft

out to 30 ft Your Companion adds your Intelligence modifier to its damage rolls.

Magic resistence, shared with you as long as you are within 100 ft of each other. Entangler Entanglers create instability and manipulate resonance between things to create unpredictable effects. Expanded Spell list Spell Level Spells 1st Chaos bolt, Bane 2nd Warding Bond, Rope Trick 3rd Gaseous Form, Life Transference 4th Banishment, Polymorph 5th Planar Binding, Passwall Entangle At 2nd level, you learn to create resonance between objects or creatures. Whenever you hit a target with a spell attack or with Siphon, you may choose to cause that target to become Elelectrically Entangled for 1 minute, marking them for your other abilities (no action required). Whenever you deal damage to an Entangled target, they take an additional 1d6 force damage. Each other Entangled enemy makes a CON save against your spell DC and also takes that much force damage on a failed save. You may not have more targets Entangled than 1 plus half your INT modifier, (rounded up.) Additionally, Siphon may be used on any animate target. Substitution At 6th level, you gain the ability to manipulate bonds between objects to change their locations. As an action, spend 2 Spell Units and choose one: Choose an Entangled target within 120 ft of you. Choose another Entangled target within 60 ft of it. Each one makes a Wisdom saving throw against your Technomancy save DC+1. If both fail, they switch places.

Choose 1 Entangled target within 120 ft of you. It makes a Wisdom saving throw. On a failed save, it switches places with an object of your choice within 60 ft of it.

Choose 1 Entangled target within 60 ft of you. It make a Wisdom saving throw against your Technomancy save DC. On a failed saved, you swap places. Alternatively, as a bonus action, you may switch places with a willing creature or object within 60 feet. You may do this once per short rest. This ability refreshes when you cast a spell or hit with Siphon. Chronoshift At 10th level, you learn to manipulate energies within a target to manipulate their personal time. Whenever you cast a spell on an ally, you may grant that ally a speed bonus equal to half their speed (rounded up) until the end of their next turn and advantage on their next attack roll, saving throw, or ability check. Whenever you hit an enemy with a spell, give that enemy a speed reduction equal to half their speed (rounded up) until the end of their next turn and disadvantage on their next attack roll, saving throw, or ability check. Spell Chain At 14th level, Whenever you cast a spell that deals damage that targets only one creature, if that creature is Entangled, each other Entangled creature must make a Constitution save against your Technomancy Save DC. Each creature that fails the save takes half the damage dealt (rounded down). Whenever you cast a spell that causes exactly one creature to make a saving throw to avoid a condition, if that creature is Entangled, each other Entangled creature must make the same saving throw against your Technomancy Save DC-2 or suffer the effect. You may not use this feature again until you finish a long rest. Multiclassing Technomancer Multiclassing Prerequisites Ability Score Minimum Intelligence 13 Technomancer Proficiencies gained Artificer's Tools, light armor. Tools gained Technomancer Gauntlet. 8