Wizard: Technomancer
Bonus Proficiencies
2nd-level Technomancy feature
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with pistols and hand crossbows.
You also gain proficiency with interfacing tools.
Technological Savant
2nd-level Technomancer feature
Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data, such as a computerized tablet or a magic crystal. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.
Program Spell
6th-level Technomancer feature
At 6th level, you can insert a spell within an technological device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting.
A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost.
If the spell requires concentration, the device holds concentration for you. Once you use this feature, you can’t use it again until you finish a long rest.
Remote Casting
10th-level Technomancer feature
At 10th level, you can cast spells through networked electronic devices, including cameras, computers, or scrying sensors. For example, if you observe a creature through a security camera or sensor from a spell like clairvoyance or scrying and you can see the video feed from that camera on a computer, you can cast a spell into the device and out through the security camera to target that creature.
If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell’s range is determined using the distance from you to the material component, and then from the target to the sensor. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures.
This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Chained Device
14th-level Technomancer feature
By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use the device to maintain concentration of the spell on your behalf. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can’t use it again until you finish a long rest.