Technomancer (3.5e Prestige Class)

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Author: Leziad (talk)
Date Created: 8th October 2015
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A technomancer uses magic to do tech stuff.

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Prepared Arcane Spellcasting, Arcane Spellcasting Full


Oh golly, you need to invert the arcane vector simulation if you want to to do anything with the macroarcane currents...
—Claire Watson, Human Technomancer

Some dedicate their life to magic, other dedicate their life to technology. Others, like the technomancers, are dedicated to both. Technomancers are experts at dealing with constructs and have many technology related abilities.

Becoming a Technomancer[edit]

Entry Requirements  
Skills: Knowledge (Engineering) and Program 9 Ranks. 
Feats: Craft Wondrous Item, Technologist
Spellcasting: Must be able to cast 3rd level arcane spells.. 
Special: Must craft a techbook (see below).

Table: The Technomancer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Computer Engineer, Techbook, Technomancy +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Influence Construct +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Object Familiar +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Copy/Paste, Unlimited Space +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Transmute Matter +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Wonderful Creation +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Final Ascension, Master Technomancy

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (Int), Listen (Wis), Profession (Wis), Program (), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the Technomancer.

Spellcasting: At each level except the last, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Technomancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Computer Engineer (Ex): A 1st level technomancer receives Computer Engineer as a bonus feat.

Techbook: A technomancer must craft a techbook in order to enter this prestige class (although they can do so after taking their first level). A techbook behaves like a blessed book, except it is often found in technological form (such as a chip or a wrist-mounted computer) and only the technomancer can access it. They need to pay full price for their techbook, although the price is reduced since they are crafting it. Lastly, they have backups over backups, so even if the techbook is ever lost or destroyed, as long as they can craft another, they still have all of their spells in their techbook (thanks CloudwalkTM).

If the technomancer is a spontaneous caster, their techbook grants them 2 additional spells known per level they can cast, and they may swap their spells known with any spell scribed in their techbook whenever they rest to recover their spells by studying the spell to be added for 8 hours.

Technomancy (Ex): A technomancer gains them class level as a bonus on craft, knowledge (engineering), and program checks. The technomancer's magic now rely more and more on application of technology rather than actual arcane magic, the technomancer gain a bonus on caster level equal to their class level for the purpose of piercing spell resistance and determining how difficult their spells are to dispel. They also no longer count as having any spells or spell-like abilities if doing so would be advantageous (so a technomancer would not receive extra damage from a magebane weapon) and any spell effect they produce or item they craft no longer show any magic aura (see detect magic for details).

Influence Construct: A 2nd level technomancer adds the following spells to their spell list (and their spells known/spellbook if applicable) at the appropriate spell level: bind construct thrall (9th), charm construct (1st), command construct (1st), dominate construct (5th), greater command construct (5th). All of these spells only affect constructs, are transmutation effects, and do not have the [mind-affecting] or [compulsion] tag.

Object Familiar: A 3rd level technomancer gains object familiar as a bonus feat.

Copy/Paste (Su): At 4th level, whenever the technomancer makes their spellcraft check to identify a spell or a spell effect, if that spell is in their spell list, they may make a program check, DC equal to the spellcraft DC +5; if they succeed, they may immediately add the spell to their techbook at no cost.

Unlimited Space: A 4th level technomancer has unlimited pages in their techbook.

Transmute Matter (Ps): A 5th level technomancer may use nuclear transmutation as a psi-like ability a number of time per day equal to their Intelligence bonus (minimum of 3/day).

Wonderful Creation (Sp): A 6th level technomancer can use science to create items out of nowhere, they may replicate the effect of major creation once per hour. Unlike the spell it has a duration of instantaneous and cannot be used to create rare or precious material (limited to common ore, wood and other common material in-setting), although it still has any other limitations of the spell.

Final Ascension: A 7th level the technomancer gain the spellborg template with no level adjustment, additionally their being changes so much they gain one of the trait below:

Androidization: The Technomancer become a full Construct with the augmented subtype, they lose their Constitution score but retain their mental ability scores and all of he abilities. They gain two additional spellborg traits.
Biological Perfection: The technomancer become biologically immortal, immune to all disease and poisons and they gain Regeneration 3 bypassed by one energy type (between acid, cold, electricity and fire) and one material (such as silver or cold iron).
Data Lich: If the technomancer is ever slain they may transfer their consciousness into their techbook and permanently take on data form, if the techbook is destroyed however they die permanently. They can exist in data form outside of their techbook only for 1 minute per character level, the use need not to be consecutive but is always used in 1 minute increments. This ability recharges every long rest. Their techbook may also be used as a focus for any spell which raise them from the dead, costing no material component and allowing the technomancer to arise with no level loss.
Nanomachine Swarm : You are not a single whole being, instead you are a swarm of billion upon billion of nanomachines. You become a Construct with the Augmented, Living and Shapechanger subtypes and gain the Self-Recovery spellborg trait in addition to all traits you would normally gain. You gain the ability to assume greater gaseous form as a extraordinary ability at will with unlimited duration. You treat you both your original form and gaseous form as you true form. However when you die you dissolve into Grey Goo, leaving no corpse behind.

Master Technomancy: When a technomancer reaches 7th level, they unlock the secret of magical technology and technological magic, all their spells count as extraordinary abilities (allowing them to bypass SR and spell immunities). However these spells only have a 50% chance of being successfully cast in an antimagic field or similar effect, if the casting fail the spell is wasted as normal. They must still always pay for material components and XP component when casting as an extraordinary ability.

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Leziad's Homebrew (3305 Articles)
Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionPoor +
Class AbilityPrepared Arcane Spellcasting + and Arcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length7 +
Minimum Level6 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Decipher Script +, Disable Device +, Knowledge +, Listen +, Profession +, Program +, Sense Motive +, Speak Language +, Spellcraft + and Spot +
Skill Points2 +
SummaryA technomancer uses magic to do tech stuff. +
TitleTechnomancer +
Will Save ProgressionGood +