Technomancer (Fighter Archetype)

Digital Toolkit

Beginning when you take this archetype at 3rd level, you gain proficiency with Computer and Hacking Tools, and can use your own mind in place of these tools with a range of 10 feet per level. This allows you to send and receive messages via text with any number of people with a basic HUD implant in this range. You perceive the Net as an augmented reality overlay at all times, and may interact with it as a purely mental exercise.

Exploits

Starting at 3rd level, you learn to exploit weaknesses in computers and cybernetics. You gain a pool of botnets equal to your proficiency bonus + your Intelligence modifier. You expend one each time you use an exploit. This pool refreshes after a long rest. You learn 3 exploits at 3rd level. You learn an additional 3 exploits at 7th, 10th, 15th, and 18th level.

Comms Blackout

Range. 90ft.

Duration. Concentration, up to 10 minutes

Using a reaction, you choose a 20ft. square within range. Any comms devices within that 20ft. square are overloaded and shut down for one hour.

Computer Interface

Range. 10ft.

Duration. —

When you are within 10ft. of a computer terminal of security rating 3 or below, you may interface with the computer to gain additional information. You may then ask the GM one question that the computer would know.

Create Distraction

Range. 60ft.

Duration. 1 minute

Using an action, you choose a creature within range. You cause all of their personal devices to send conflicting alerts and emergency messages, distracting them for 1 minute if they fail a Wisdom saving throw. Creatures under this effect have disadvantage to Perception for the duration.

Draining Touch

Range. Touch

Duration. —

Using an action, you touch a creature's augmentation (Dexterity save negates), draining a number of charges equal to half your proficiency bonus. For every point over the remaining charges, the target takes 1d6 necrotic damage. This only works on cyberware with remaining charges.

Exploding Grenade

Range. 60ft.

Duration. —

Using an action, you choose a creature within range that is carrying a grenade. You cause the grenade to explode. The grenade has the normal effect.

Hack Mech

Range. 30ft.

Duration. Concentration, up to 1hr

Using an action, you choose a mech within range of CR3 or lower. The mech must succeed on a Intelligence saving throw or become completely controlled by you. While under your control, you may use your action on your turn to control the mech as if it’s body was your own, and it acts on your initiative. If you do not use your action to control it on a turn, the mech does nothing.

Marked Target

Range. As weapon, up to 120ft.

Duration. 1 round.

Make a weapon attack against the target. On a hit, the target takes an additional 2d4 psychic damage, and the next attack roll made against this target before the end of your next turn has advantage.

Overcrowded HUD

Range. 30ft.

Duration. 3 rounds

Using a bonus action, you choose a creature within range. The creature must succeed on a Wisdom saving throw or their HUD becomes completely overcrowded with ads and pop-ups, rendering them blinded for 3 rounds.

Tracking

Range. 90ft.

Duration. Concentration, up to 1hr

Using a bonus action, you choose a creature you can see within range and hack one device or augmentation to track it. Until the exploit ends you gain information about the creature’s vitals, deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you always know its location. If the target drops to 0 hit points before this exploit ends, you can use a bonus action on a subsequent turn to track a new creature.

Ping Echo

Range. 90ft.

Duration. —

Using an action, you create three pings that you broadcast into a creature’s neural network. You can send all three to one creature, or target up to three different creatures within range that you can see. Each Ping deals 1d4+1 psychic damage.

Quantum Surgery

Range. 60ft.

Duration. —

You have downloaded medical information into your botnets, allowing them to heal wounds. As an action, you designate a creature in range. That creature regains hit points equal to twice your fighter level.

White Noise

Range. 30ft.

Duration. 2 rounds

Choose up to 3 creatures within 30ft. of you. Targets must make a Wisdom saving throw or gain the Deafened condition for 2 rounds.

Personal Reality Filter

At 7th level, your Net overlay becomes so intuitive for you to follow that you gain advantage on Computer and Hacking Tools checks when you use your Digital Toolkit ability.

Exploit Upgrade

Starting at 7th level, your exploits become more powerful.

Comms Blackout Upgrade

The size of the area affected increases to 40ft. and acts as an electromagnetic pulse when it is first activated.

Computer Interface Upgrade

When you use this exploit, you can now target computers up to security rating 7, and can ask two questions.

Create Distraction Upgrade

You can select two creatures to target when you use this exploit instead of one.

Draining Touch Upgrade

The necrotic damage die increases to 1d10, and you now heal for 1d6 for each charge drained.

Exploding Grenade Upgrade

You can now select two creatures to target when you use this exploit.

Hack Mech Upgrade

You can now hack up to CR8 mechs.

Marked Target

The psychic damage increases to 3d6.

Overcrowded HUD Upgrade

The range of this exploit increases to 60ft.

Tracking Upgrade

The damage dealt by this exploit increases to 2d6.

Ping Echo Upgrade

Your ping echoes increase to five.

Quantum Surgery Upgrade

The healing increases to three times your fighter level.

White Noise Upgrade

The duration of this exploit increases to 1 minute.

Expanded Exploits

Beginning at 10th level, you add the following to the list of exploits you can learn:

AR Clone

Range. 30ft.

Duration. Concentration, up to 1 minute

As an action, you create a perfect AR projection of yourself that lasts for 1 minute. The projection appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the projection up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can use exploits as though you were in the projection's space, but you must use your own senses. Additionally, when both you and your projection are within 5 feet of a creature that can see the projection, you have advantage on attack rolls against that creature, given how distracting the projection is to the target.

Bio Augment Paralysis

Range. 60ft.

Duration. 1 minute

Using a process similar to ghosting you take control of a creature’s augmentations, and cause joints to harden. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the effect ends. Targets made entirely of metal and those with augmentations on all four limbs have disadvantage on this saving throw.

Interpersonal HUD Manipulation Software

Range. 30ft.

Duration. 8hrs

This effect allows you to change the appearance of any number of creatures that you can see within range. This effect is only visible through a HUD. Each target you choose appears on the HUD of all individuals, and on scanning software, within range. An unwilling target can make a Wisdom saving throw, and if it succeeds is unaffected by this effect.

The effect disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs, otherwise the extent of the effect is up to you. The effect lasts for the duration, unless you use your action to cancel it sooner.

The changes wrought by this effect fail to hold up to physical inspection. For example, if you use this exploit to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s natural head. If you use this exploit to make the target appear thinner than is, the hand of someone who touches the target would bump into its form while seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your exploit save DC. If it succeeds, it be-comes aware that the target is disguised. A creature that uses only mechanical vision (augmented eyes, mechs, or scanning software) makes this check at disadvantage.

Master Computer Interface

Range. 10ft. Duration. — When you are within 10ft. of a computer terminal of any security rating, you may interface with the computer to gain additional information. You may then ask the GM one question that the computer would know.

Master Ghosting

Range. 60ft.

Duration. Concentration, up to 1 minute

You have learned to take complete control of a target’s neural network. Choose one creature you can see in range. It must succeed on a Constitution saving throw or be ghosted by you for the duration. Any time they take damage, they can make another Constitution saving throw to end the effect.

While the target is ghosted, you have a neuropathic link with it as long as the two of you are within 5 miles. You can use this neuropathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that man” “Run over there,” or “Fetch that object.” If the target completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the target takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the target to use a reaction, but this requires you to use your own reaction as well.

Mental Manipulation

Range. 30ft.

Duration. 1 minute (special)

You attempt to reshape another person’s memories. One creature of your choice that you can see must make an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes ghosted by you for the duration. The ghosted target is incapacitated and unaware of its surroundings, though it can still hear you. If the target takes any damage during the duration this effect ends, and none of the target’s memories are modified.

While the ghosted condition lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected. Its mind fills in any gaps in the details of your description. If the effect ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the effect ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogically modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too non-sensical to affect a creature in a significant manner.


Rapid Reset

Range. Self

Duration. 1 Turn

You have the ability to quickly reset your augmentations as a reaction to being targeted by something that affects them. You are immune to the Ghosted condition and you gain advantage on saving throws against effects that target your augmentations until the end of your next turn, including against the triggering exploit, attack, or other ability.

Skillsoft Guidance

Range. Self

Duration. Concentration, up to 1 hour

As an action, you program a suite of rapidly deprecating skillsofts to guide your actions. Choose an ability score. Skill checks related to that ability score are at advantage for the duration.

Redistribution

At 15th level, as a reaction, when you or an ally that you can see rolls damage for an attack that hits, you can add any of your unused hit dice to the damage roll. Adding your hit dice to the damage roll spends those hit dice.

Exploit Grandmastery

At 18th level, you learn one of the following exploits. They cost more bots to use than normal, as noted in their information.

Overload

Range. 60ft.

Duration. —

Cost. 6 botnets

As an action, you overload the nervous system of a creature in range and hold them steady. If the target has 15% of its Hit Points or fewer and a nervous system, it is stunned. Otherwise, the exploit has no effect. The stunned target must make an Intelligence saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Snuff

Range. 60ft.

Duration. —

Cost. 7 botnets

As an action, you shut down a weakened creature's brain outright. If the creature you chose has 10% of its Hit Points or fewer and has a brain, it dies. Otherwise, the exploit has no effect.