Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Alternate Class Features | Archetypes | Class Builds | Magic Hacks


Source Starfinder Core Rulebook pg. 118
To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms.

Hit Points: 5
Stamina Points: 5

Key Ability Score - Int

Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks.

Class Skills

The Technomancer's class skills are Computers (Int), Engineering (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex).

Skill Points at each Level: 4 + Int modifier.



Light armor


Basic melee weapons, small arms

Class Features

 Spells Per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th5th6th
1st+0+0+0+2Spell cache, technomantic talentE2-----
2nd+1+0+0+3DeconstructivistE, magic hack2-----
3rd+2+1+1+3Spell Focus, techlore +1, weapon specialization3-----
4th+3+1+1+4Technomantic talentE32----
5th+3+1+1+4Magic hack42----
6th+4+2+2+5Cache capacitor 1, techlore +243----
7th+5+2+2+5Technomantic talentE432---
8th+6+2+2+6Magic hack442---
9th+6+3+3+6Techlore +3543---
10th+7+3+3+7Technomantic talentE5432--
11th+8+3+3+7Magic hack5442--
12th+9+4+4+8Cache capacitor 2, techlore +45543--
13th+9+4+4+8Technomantic talentE55432-
14th+10+4+4+9Magic hack55442-
15th+11+5+5+9Techlore +555543-
16th+12+5+5+10Technomantic talentE555432
17th+12+5+5+10Magic hack555442
18th+13+6+6+11Cache capacitor 3, techlore +6555543
19th+14+6+6+11Resolve attunement, technomantic talentE555554
20th+15+6+6+12Fuse spells, magic hack555555

Enhanced Classes

Source Starfinder Enhanced pg. 37
This book presents an “enhanced” version of four classes. While these are entirely optional (you needn’t necessarily reconstruct any existing characters), they are intended to function as strict upgrades, and will be considered the baseline for those classes going forward. Any abilities listed in an enhanced class are in addition to its original version, with any exceptions to that mentioned explicitly. Enhanced abilities are marked with a superscript E.

Spells Known



Bonus Spells Per Day (By Spell Level)
Int Score01st2nd3rd4th5th6th
You cast spells drawn from the technomancer spell list (see page 338). To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

Spell Cache (Su) - 1st Level

As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.

If your spell cache is damaged, it is restored to full Hit Points the next time you regain your daily allotment of spell slots. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Technomantic Talent (Enhanced) - 1st Level

As you practice weaving spellcode, you can affect not only your own spellcasting, but others’ as well. At 1st level, pick a school of magic and gain the listed effect. Unless otherwise noted, you can use each effect twice per day as a reaction when you, an ally, or an enemy within 60 feet casts a spell in that school, applying the effect to that triggering spell. At 4th level and every three levels thereafter, you can invest in your technomantic talents, either increasing the effect of a school you’ve already chosen or choosing a new school.

Abjuration: You increase (or decrease) either the duration or caster level check of an abjuration spell as though the caster level of its caster were 2 levels higher (or lower). Each subsequent time you choose this as a technomantic talent, you can increase (or decrease) either duration as though its caster level were an additional 2 higher (or lower). This effect can’t cause a spell’s duration to last longer than 24 hours or be reduced to less than 1 round.

Conjuration: You increase or decrease the damage or healing done by a conjuration spell by one die (of the same size as the original spell). Each subsequent time you choose this as a technomantic talent, add 1/3 your level to the amount of damage or healing added or reduced. This effect can’t reduce damage or healing to less than 1.

Divination: You increase (or decrease) the range or duration of a divination spell as though its caster level were 2 levels higher (or lower). Each subsequent time you choose this as a technomantic talent, you can increase (or decrease) either the range or duration as though its caster level were an additional 2 higher (or lower). This effect can’t cause a spell’s duration to last longer than 24 hours or be reduced to less than 1 round.

Enchantment: You increase (or decrease) the DCs of an enchantment spell by 1. Each subsequent time you choose this as a technomantic talent, you increase (or decrease) the DC by 1, to a maximum amount of +/–3. This does not stack with increases to DCs from other sources; you use the highest available.

Evocation: Instead of rolling damage dice normally for an evocation spell, you can first set one die to its maximum (or minimum) value. Each subsequent time you choose this as a technomantic talent, you can set another die to its maximum (or minimum) value, up to a maximum of 4 dice.

Illusion: As a constant effect, you automatically gain a saving throw to recognize illusions within 60 feet. The first two times you encounter an illusion per day, reduce the DC of the saving throw to disbelieve it by 2. Each subsequent time you choose this as a technomantic talent, reduce those DCs by an additional 2.

Necromancy: Twice per day when a d20 is rolled for a necromancy spell (such as a saving throw or attack roll), you can reroll that d20 as a reaction. Each subsequent time you choose this as a technomantic talent, you gain an additional use of this ability, up to a maximum of 4 times per day.

Transmutation: You increase (or decrease) the duration of a transmutation spell or its caster level to bypass spell resistance as though its caster level were 2 levels higher (or lower). Each subsequent time you choose this as a technomantic talent, you can increase (or decrease) the duration as though its caster level were an additional 3 higher (or lower). This effect can’t cause a spell’s duration to last longer than 24 hours or be reduced to less than 1 round.

Deconstructivist (Enhanced) - 2nd Level

Your insights into the intersection of technology and magic make you especially formidable to technomagical beings. The DCs of your spells are 2 higher for constructs with the technological subtype, and 1 higher for non-construct creatures with the technological subtype. This stacks with increases to your DCs from the Spell Focus feat but not any other sources; if you have two different DCs available, use the highest.

Magic Hack - 2nd Level

You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.

Spell Focus - 3rd Level

You gain Spell Focus as a bonus feat.

Techlore (Ex) - 3rd Level

You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Weapon Specialization (Ex) - 3rd Level

You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

Cache Capacitor (Su) - 6th Level

You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells.

At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armor, life bubble, or spider climb.

At 18th level, your cache capacitor gains a third slot that can hold arcane sight, flight (spell level 3rd or lower), see invisibility, or tongues.

Resolve Attunement (Ex) - 19th Level

You recover Resolve Points when you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point, up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast using magic items or other methods such as fuse spells.

Fuse Spells (Ex) - 20th Level

You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can spend 1 Resolve Point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower-level spell slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell. If you combine spell slots to cast a 6th-level spell, it doesn’t count as such for resolve attunement.

Furthermore, you can spend 2 Resolve Points to combine two 6th-level spell slots to cast wish.