Techno Blade

"Welcome to the cutting edge of technology! Get it? Cutting edge? ...Ahh, fuck it, you're gonna die anyway."

Though not all of them fight with swords, the term "techno-blade" is in vogue for those ronin who give into their gearhead tendencies and delve the depths of technology to augment their combat capabilities. Though they will never be the equal of a true techwizard, their battle-oriented techs can give them a deadly edge in combat.

Techno-Blade Tech Use

Ronin Tricks Techs - Tech Slots per Tech Level -

Level Known Known 1st 2nd 3rd 4th

3 2 3 2 - - -

4 2 4 3 - - -

5 2 4 3 - - -

6 2 4 3 - - -

7 2 5 4 2 - -

8 2 6 4 2 - -

9 2 6 4 2 - -

10 3 7 4 3 - -

11 3 8 4 3 - -

12 3 8 4 3 - -

13 3 9 4 3 2 -

14 3 10 4 3 2 -

15 3 10 4 3 2 -

16 3 11 4 3 3 -

17 3 11 4 3 3 -

18 3 11 4 3 3 -

19 3 12 4 3 3 1

20 3 13 4 3 3 1

Techcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast techs.

Tricks

You learn two tricks of your choice from the techwizard tech list. You learn an additional techwizard trick of your choice at 10th level.

Tech Slots

The Techno-Blade Tech Use table shows how many tech slots you have to cast your techs of 1st level and higher. To cast one of these techs, you must expend a slot of the tech's level or higher. You regain all expended tech slots when you finish a long rest.

For example, if you know the 1st-level tech emergency barrier and have a 1st-level and a 2nd-level tech slot available, you can cast emergency barrier using either slot.

Techs Known of 1st Level and Higher

You know three 1st-level techwizard techs of your choice, two of which you must choose from the Protection and Altercation techs on the techwizard tech list.

The Techs Known column of the Techno-Blade Tech Use table shows when you learn more techwizard techs of 1st level or higher. Each of these techs must be an Protection or Altercation tech of your choice, and must be of a level for which you have tech slots. For instance, when you reach 7th level in this class, you can learn one new tech of 1st or 2nd level.

The techs you learn at 8th, 14th, and 20th level can come from any tech category.

Whenever you gain a level in this class, you can replace one of the techwizard techs you know with another tech of your choice from the techwizard tech list. The new tech must be of a level for which you have tech slots, and it must be an Protection or Altercation tech, unless you're replacing the tech you gained at 3rd, 8th, 14th, or 20th level from any tech category.

Techcasting Ability

Intelligence is your techcasting ability for your techwizard techs, since you learn your techs through study and memorization. You use your Intelligence whenever a tech refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a techwizard tech you cast and when making an attack roll with one.

- Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

- Tech attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond

At 3rd level, you learn how to upgrade one weapon you own with tech. You perform the modification over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the process, at the conclusion of which you touch the weapon and forge a biometric bond with it.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two biometrically bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Battle Synergy

Beginning at 7th level, when you use your action to cast a trick, you can make one weapon attack as a bonus action.

Techno-Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your techs. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a tech you cast before the end of your next turn.

Quantum Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved Techno-Strike

Starting at 18th level, when you use your action to cast a tech, you can make one weapon attack as a bonus action.

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