SFS Standard Technomancer

You know that magic and technology are all part of the same code—a code you’ve learned to hack. You’re versed in a magical programming language that allows you to overclock your equipment into higher performance and versatility. You’ve learned to jailbreak your spells, pushing your magic past the limits. You’re here to hack reality.

Key Attribute: At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 6 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Image of technomancer iconic RaiaTechnomancer iconic Raia headshot

Roleplaying the Technomancer

During Combat Encounters…

You cast powerful spells, then vent your extra magical energy to overclock your tech and cast jailbroken spells, blasting away your foes.

During Social Encounters…

You might enthusiastically chatter about your topics of interest, speak only cryptic messages in your programming language, or simply ignore conversation in favor of communing with computers or machine spirits in the area.

While Exploring…

You take note of magical auras and technological objects. You’re an eager ambassador for synthetic life-forms, such as artificial intelligences, constructs, and other tech creatures—or you know exactly how to reprogram and control such beings.

In Downtime…

You craft new gear, upgrade your equipment, learn new spells, and research topics related to magic and technology. You might spend much of your free time surfing the infosphere, playing vidgames, or working in a tech-related field.

You Might…

  • Have fluency in several magitech code languages and even create your own.
  • Have the ultimate goal of deciphering and hacking the fabric of reality itself.

Others Probably…

  • Don’t understand the esoteric conundrums and logic problems you enjoy solving.
  • Hope you can update their old tech or even make it intelligent.
  • Ask you to fix any technological device they have, even if you don’t know how.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in Arcana and Computers
Trained in a number of additional skills equal to 1 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in unarmored defense

Class DC

Trained in technomancer class DC

Spells

Trained in spell attack modifier
Trained in spell DC

Class Features

You gain these abilities as a Technomancer. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level Class Features
1 Ancestry and background, attribute boosts, initial proficiencies, technomancer spellcasting, programming language, spell cache, overclock
2 Skill feat, technomancer feat
3 2nd-rank spells, general feat, jailbreak spell, skill increase
4 Skill feat, technomancer feat
5 3rd-rank spells, ancestry feat, attribute boosts, reflex expertise, skill increase
6 Skill feat, technomancer feat
7 4th-rank spells, expert spellcaster, general feat, skill increase
8 Skill feat, technomancer feat
9 5th-rank spells, ancestry feat, magical fortitude, skill increase
10 Attribute boosts, skill feat, technomancer feat
11 6th-rank spells, general feat, perception expertise, skill increase, weapon expertise
12 Skill feat, technomancer feat
13 7th-rank spells, ancestry feat, defensive measures, skill increase, weapon specialization
14 Skill feat, technomancer feat
15 8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16 Skill feat, technomancer feat
17 9th-rank spells, ancestry feat, prodigious will, skill increase
18 Skill feat, technomancer feat
19 Administrator privileges, general feat, legendary spellcaster, skill increase
20 Attribute boosts, skill feat, technomancer feat
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2 — — — — — — — — —
2 5 3 — — — — — — — — —
3 5 3 2 — — — — — — — —
4 5 3 3 — — — — — — — —
5 5 3 3 2 — — — — — — —
6 5 3 3 3 — — — — — — —
7 5 3 3 3 2 — — — — — —
8 5 3 3 3 3 — — — — — —
9 5 3 3 3 3 2 — — — — —
10 5 3 3 3 3 3 — — — — —
11 5 3 3 3 3 3 2 — — — —
12 5 3 3 3 3 3 3 — — — —
13 5 3 3 3 3 3 3 2 — — —
14 5 3 3 3 3 3 3 3 — — —
15 5 3 3 3 3 3 3 3 2 — —
16 5 3 3 3 3 3 3 3 3 — —
17 5 3 3 3 3 3 3 3 3 2 —
18 5 3 3 3 3 3 3 3 3 3 —
19 5 3 3 3 3 3 3 3 3 3 1*
20 5 3 3 3 3 3 3 3 3 3 1*
* The administrator privileges class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Ancestry And Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

Technomancer Spellcasting

You are a spellcaster and can cast spells of the arcane tradition using the Cast a Spell activity. As a technomancer, when you cast spells, you use specific arcane gestures, rapid typing, or verbal passphrases to hack reality, often manifesting arcane runes on the tech gear you use to channel your magic power.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spell database. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a technomancer, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Technomancer Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they're heightened to certain ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of technomancer spell slot you have. For example, as a 1st-level technomancer, your cantrips are 1st-rank spells, and as a 5th-level technomancer, your cantrips are 3rd-rank spells.

Spell Database

Your spell database is a technological object that contains a personalized digital database of every spell you know how to cast. You start with a spell database, which you receive for free and must study each day to prepare your spells. Your spell database's form and name are up to you. It might be a comm unit, datapad, integrated into your prosthetic eye, and so on, or even installed in your customized minibot. If it's ever damaged, destroyed, or stolen, it loses its magic, and you can download your spell database onto another technological device as a 10-minute activity.

The spell database contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add one 1st-rank spell from your programming language.

Each time you gain a level, you add two arcane spells to your spell database, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. You can also add spells to your spell database with the Learn a Spell activity. When you gain spell slots of a new rank, you also add an additional spell from your programming language to your spell database.

Programming Language

Each technomancer specializes in combining the programming language of a specific variety of equipment with their arcane magic. At 1st level, you choose a programming language. Your chosen programming language determines the spellshape feat you gain at 1st level, the magic hack you learn at 1st level, additional spells you learn that constitute your spell cache, and benefits related to your tech gear.

Spell Cache

You use magical shorthand to store your favorite spells in a repository called a spell cache. The spells in your cache are determined by your programming language. At 1st level, you add the 1st-rank spell indicated by your programming language to your spell cache. As soon as you gain the ability to cast technomancer spells of a new rank, add the spells of that rank from your programming language to your spell cache.

Spells in your spell cache are considered to be in your spell database and can be prepared normally. You can also use the Download Spell action to replace a prepared spell with a spell from your spell cache.

Overclock

You can unleash the true potential of your tech with raw magic energy. You gain the Overclock Gear action.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Technomancer FeatsLevel 2

At 2nd level and every even-numbered level thereafter, you gain a technomancer class feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter you gain a general feat.

Jailbreak SpellLevel 3

You gain the Jailbreak Spell action, which channels power from your overclocked gear to enhance a spell.

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in or to become an expert in one skill in which you’re already trained.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Reflex ExpertiseLevel 5

You’ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

Expert SpellcasterLevel 7

Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Magical FortitudeLevel 9

Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Perception ExpertiseLevel 11

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Weapon ExpertiseLevel 11

Through sheer experience, you’ve improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Defensive MeasuresLevel 13

The residual magic in your armor and your training combine to help you avoid and deflect otherwise dangerous attacks. Your proficiency rank in light armor and unarmored defense increases to expert.

Weapon SpecializationLevel 13

You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you’re an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.

Master SpellcasterLevel 15

You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Prodigious WillLevel 17

Your mind is simply too complex and sophisticated to be tampered with. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Administrator PrivilegesLevel 19

You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-rank spell slot and can prepare a spell in that slot using technomancer spellcasting. Unlike with other spell slots, you can’t use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don’t gain more 10th-rank spells as you level up, but you can take the Root Access feat to gain a second slot.

Legendary SpellcasterLevel 19

You’re a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.