The internet is a vast sea of data, a digital world, a plane of electricity and information complete with its own rules and magic. With training and study, technomancers can manipulate this stream of data, becoming naturally compatible with machines and networks. Technomancers are powerful hackers and wielders of magic that interacts with the digital world.
Datamind
At 2nd level, your mind can interface with machines. You gain proficiency with hacking tools, and immediately gain the benefits of the Hacking Tools Augment installed without requiring surgery or counting against your total number of augments installed. You can open a magical port on your body to accept connections from universal cables.
Arcane Storage
Starting at 2nd level, your spellbook can be a data drive, smartphone, or another machine with data storage. The cost of material components required for copying a spell into your spellbook represents magical software and licensing fees.
Technomancy
Also at 2nd level, you learn programs that command machines and affect the world around you. You learn three programs of your choice. You learn one additional program of your choice at 6th, 10th, and 14th level.
- Program Usage: You can use programs a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Recovering Programs: When you use your Arcane Recovery feature, you can choose to regain an expended use of your programs. Your programs count as 1st-level spell slots for the purposes of Arcane Recovery.
- Visibility: Your programs make visible effects around you and your targets, but they are only visible to creatures with AR vision.
- Saving Throws: Some of your programs require your target to make a saving throw to resist the program’s effects. The saving throw is your spell save DC.
Programs (2nd Level)
Assist
When you make a hacking tools check, you can use your reaction to make the check with advantage.
Blackout
As a bonus action, choose a point within 120 feet. All electrical light sources within 60 feet of that point cease to function for 1 minute.
Brick
As a bonus action, reduce a Tiny machine within 60 feet to 0 hit points. It loses all functionality. The machine cannot be a firearm. If a creature is holding it, the creature can make an Intelligence saving throw to prevent this.
Bypass
When a trap that is technological or magical is triggered within 60 feet of you, you can use your reaction to disable the trap until the end of your next turn.
Ghost in the Shell
At 6th level, you learn the Find Familiar spell if you don’t already know it. When you cast Find Familiar, you can choose to have it appear as a Tiny machine, replacing its statistics with those of a Tiny object animated by the Animate Objects spell.
Active Countermeasures
At 10th level, you can cast the Contingency spell with a casting time of 1 action and without expending a spell slot or material components. When you cast Contingency in this manner, it lasts for 24 hours, and you can use up to two Contingency spells at a time. Once you use this feature, you must finish a long rest before using it again.
At 14th level, you can use up to three Contingency spells at a time and use this feature twice between long rests.
Ex Machina
Starting at 14th level, you can mimic the effects of powerful cybernetics. Choose one cyberware of tier 3 or lower. You gain the effects of that cyberware as if it were installed, but it doesn’t count against your total number of augments. When you finish a long rest, you can change your chosen cyberware.