+0 | Strength |
+2 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+5 | Wisdom |
+2 | Charisma |
+2 | Acrobatics |
+3 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+0 | Deception |
+2 | History |
+5 | Insight |
+0 | Intimidation |
+0 | Investigation |
+5 | Medicine |
+4 | Nature |
+3 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+5 | Survival |
Mace | 1d20+2 | 1d6 |
---|---|---|
Pistol | 1d20+4 | 1d8+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Technomancers are similar to Boosters, in that their psychic abilities are gained with the assistance of technology and not developed naturally like psykers. They differ in the psionic powers they may cast however, drawing on powers that bolster their allies or hinder their enemies. They make heavy use of cybernetics and treat technology the way other people treat religion: something to be worshipped and spread to all corners of the universe.
Prayer Matrix
A Technomancer carries with them at all times a prayer matrix, a data cube customised to store their psionic powers. At 1st level, you have a prayer matrix containing six 1st-level Technomancer powers of your choice. Each time you gain a Technomancer level, you can add two Technomancer powers of your choice to your prayer matrix. Each of these powers must be of a level for which you have powers slots, as shown on the Technomancer table.
The powers that you add to your prayer matrix as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the universe. You might also find powers stored on data cubes on your travels.
Copying a power into the prayer matrix: When you find a Technomancer power of 1st level or higher on a datacube, you can add it to your prayer matrix if it is of a level for which you have power slots and if you can spare the time to decipher and copy it. Copying a power into your prayer matrix involves reproducing the basic form of the power, then deciphering the unique system of notation used by the Technomancer who recorded it. You must practice the power until you understand the sounds, gestures and mental acrobatics required, then transcribe it into your prayer matrix using your own notation.
For each level of the power, the process takes 2 hours and requires a wealth check, equal to 10 + the level of the power. The cost represents material components you expend as you experiment with the power to master it, as well as the specialised components you need to make adjustments to your prayer matrix. Once you have spent this time and money, you can prepare the power just like your other powers.
Preparing and Casting Powers
The Technomancer table shows how many psionic power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.
You prepare the list of Technomancer powers that are available for you to cast, choosing from the Technomancer psionics list. When you do so, choose a number of Technomancer powers equal to your Wisdom modifier + your Technomancer level (minimum of one spell). The powers must be of a level for which you have power slots, and you must have the power recorded already in your prayer matrix. Preparing powers in this way temporarily copies them from your prayer matrix into the RAM of your psi amp for quick access.
For example, if you are a 3rd-level Technomancer, you have four 1st-level and two 2nd-level power slots. With a Wisdom o f 16, your list of prepared powers can include six powers of 1st or 2nd level, in any combination. If you prepare the 1st-level power cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn’t remove it from your list of prepared powers.
You can change your list of prepared powers when you finish a long rest. Preparing a new list of Technomancer powers requires time spent in worship, meditation and combing through your prayer matrix: at least 1 minute per power level for each power on your list.
Psionic Casting Ability
Wisdom is your psionic casting ability for your Technomancer powers. You use your Wisdom whenever a Technomancer power refers to your psionic casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Technomancer power you cast and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Wisdom modifier
Power attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Technomancer power as a ritual if that spell has the ritual tag and you have the power prepared.
Psionic Casting Focus
You can use a psi focus as a psionic casting focus for your Technomancer powers.
Machine Domains
Even if they no longer believe in or follow it, all Technomancers were at some point taught the tenets of Makina, the machine god. This religion has a wide following throughout the universe, with some believing Makina to be a herald of great knowledge, others that it is a benevolent life-bringer, and a scattered few that Makina demands the death and destruction of organic beings.
Choose a domain related to Makina: Knowledge, Life or War. Each domain is detailed at the end of the class description. Your choice grants you domain powers and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Powers
Each domain has a list of powers - its domain powers - that you gain at the Technomancer levels noted in the domain description. Once you gain a domain power, you always have it prepared, and it doesn’t count against the number of powers you can prepare each day.
If you have a domain power that doesn’t appear on the Technomancer power list, the power is nonetheless a cleric power for you.
Channel Divinity
At 2nd level, you gain the ability to channel psionic energy to fuel extraordinary effects. You start with two such effects: Robotic Dismissal and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Technomancer spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Technomancer Level | Destroys Construct of C/R |
---|---|
5 | 1/2 or lower |
8 | 1 or lower |
11 | 2 or lower |
14 | 3 or lower |
Psionics
As a conduit for divine technological power, you can cast Technomancer powers. This is achieved by a cybernetic implant called a psi amp, a small chip that is fused to your spinal cord. A Technomancer's psi amp is so well fitted that it doesn't count towards their maximum number of cybernetic implants.
Cantrips
At 1st level, you know three cantrips of your choice from the Technomancer psionics list. You learn additional Technomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Technomancer table.
Level | Proficiency Bonus | Features | Cantrips Known | Powers Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Psionics, Machine Domain | 3 | - | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Channel Divinity (1/rest), Machine Domain features | 3 | - | 3 | - | - | - | - | - | - | - | - |
3 | +2 | - | 3 | - | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | - | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | Robotic Disassembly (CR 1/2) | 4 | - | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | Channel Divinity (2/rest), Machine Domain feature | 4 | - | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 4 | - | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement, Robotic Disassembly (CR 1), Machine Domain feature | 4 | - | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 4 | - | 4 | 3 | 3 | 2 | 1 | - | - | - | - |
10 | +4 | Warp Discharge | 5 | - | 4 | 3 | 3 | 2 | 1 | - | - | - | - |
11 | +4 | Robotic Disassembly (CR 2) | 5 | - | 4 | 3 | 3 | 2 | 1 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 5 | - | 4 | 3 | 3 | 2 | 1 | 1 | - | - | - |
13 | +5 | - | 5 | - | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | - |
14 | +5 | Robotic Disassembly (C 3) | 5 | - | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | - |
15 | +5 | - | 5 | - | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement | 5 | - | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | - |
17 | +6 | Robotic Disassembly (CR 4), Machine Domain feature | 5 | - | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
18 | +6 | Channel Divinity (3/rest) | 5 | - | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | - | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
20 | +6 | Warp Discharge improvement | 5 | - | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Machine Domains - Knowledge
Level | Powers |
---|---|
1 | command, identify |
3 | augury, suggestion |
5 | nondetection, speak with dead |
7 | arcane eye, confusion |
9 | legend lore, scrying |
Level | Powers |
---|---|
1 | bless, cure wounds |
3 | lesser restoration, spiritual weapon |
5 | beacon of hope, revivify |
7 | death ward, guardian of faith |
9 | mass cure wounds, raise dead |
Level | Powers |
---|---|
1 | divine favor, shield of faith |
3 | magic weapon, spiritual weapon |
5 | crusader's mantle. Spirit guardians |
7 | freedom of movement, stoneskin |
9 | flame strike, hold monster |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.