// Practitioners of Magic · magic-tech gadgeteer

Technomancer

Inspired by Rifts Ultimate Edition, p. 120 INT-key

Overview

The Technomancer is Rifts' magic-and-machinery hybrid: a practitioner who imbues technology with arcane energy and crafts magical-technical devices that exist nowhere else in the setting. Where a Linewalker channels raw magic through their will, a Technomancer channels it through their machines — a Technomancer pistol that fires bolts of force, Technomancer armor that flares with elemental aura when struck, Technomancer drones that run on spells instead of batteries. Technomancers are tinkerers and inventors first, casters second. They don't memorize spells in the traditional sense — they prepare magical-technical components each morning and improvise gadgets from them throughout the day, building devices on the fly when situations demand them.

In the setting, Technomancers are problem-solvers, gadgeteers, and the social link between the magic-using community and the technologically-oriented societies of the Federation States, Naruni Enterprises, and the Northern Gun crafters. They fit roles ranging from inventor-shopkeeper to Technomancer-mech-pilot to military spell-engineer.

The class is built from two engines: an Alchemist-style Reagent pool that fuels improvised gadgets, and an Inventor-style Technomancer Innovation — a persistent signature device. The result is a truly improvised caster: you don't commit to specific spells, you commit to what reagents you have and decide on the spot what to make. That matches the class's "I can rig something up" feel. There are no spell slots and no focus pool — just two things to track, reagents and your Innovation.

At a glance

Key abilityINT — intellectual, technical, calculating
Class DCINT
Hit Points8 + CON per level
Key skillsArcana, Crafting, Society + 2 chosen
PerceptionTrained at L1 → Expert at L7 → Master at L15
SavesFort Trained / Ref Expert / Will Expert at L1. Will Master at L11. Fort Expert at L13. Two Expert saves at L1 fit the fantasy — steady hands, sharp mind.
WeaponsTrained in simple and martial weapons. Expert at L7. Master at L15.
ArmorTrained in unarmored, light, and medium. Expert at L11. (No heavy armor.)
Reagent poolINT-keyed. 4 reagents at L1, +1 per class level (so L20 = 23 reagents). Refilled on a long rest only.
Quick Craft max levelItem-level equal to (class level − 1), minimum item-level 1. A L1 Technomancer Quick Crafts item-level-1 gadgets; a L10 Technomancer up to item-level-9; a L20 Technomancer up to item-level-19.
Technomancer InnovationSignature persistent magical-tech device. Pick one at L1: Technomancer Weapon / Technomancer Armor / Technomancer Companion. Scales via Modifications I–V at L3/L7/L11/L13/L17.
Signature subsystemMagic & Psionics — Arcane tradition, no spell slots; reagent-based item magic instead

Class features by level

L1start
  • Technomancer Reagent Pool. You begin each day with a pool of 4 Technomancer Reagents — magical-technical components prepared from your morning routine of mixing arcane compounds, calibrating circuits, and arranging crystal matrices. The pool grows by 1 at each class level (L2 = 5, L10 = 13, L20 = 23). It is refilled only by a long rest (8 hours of sleep + 1 hour of morning preparation). Quick Crafting is the primary way you spend reagents. Per the Cyberware rules, Technomancer cyber cost depletes the reagent pool: 1 cyber cost = −1 reagent per day from your pool (chosen at install, locked thereafter).
  • Quick Crafting. Spend 1 reagent and produce a single-use Technomancer gadget from your Technomancer Gadget Library, chosen at the moment of crafting. The gadget exists in your hand or attached to your gear for the rest of your turn — if not used by the end of your turn, it dissolves harmlessly. You can craft a gadget of any item level up to (your class level − 1), minimum 1. Gadgets work like alchemical items: they have item levels, save DCs based on item level, and effects that scale with item level. Modifying or upgrading a Quick Crafted gadget requires a higher-item-level formula in your library.
  • Technomancer Gadget Library (formulas). You know a set of Technomancer gadget formulas, learned at character creation and expanded at level-up:
    • 8 gadget formulas at L1, drawn from the Technomancer Gadget Library.
    • +2 formulas at every odd-numbered class level (L3, L5, L7, … L19). At L19 your library contains 26 formulas.
    • Additional formulas via class feats (see Class feats below).
    Starter gadget examples:
    • Technomancer Force Bomb (item level 1): 1-action. Throw or attach. 5-ft burst, 30 ft range. All creatures attempt a basic Reflex save vs. your class DC. On a failure, 1d6 + INT force damage; critical failure 2d6. magical, force, splash 1.
    • Technomancer Stim Shot (item level 1): 1-action. Touch one willing creature. They gain a +1 status bonus to their next attack roll or skill check, taken before the start of your next turn. magical.
    • Technomancer Healing Patch (item level 1): 1-action. Touch one willing creature. They regain 1d8 + INT HP. magical.
    • Technomancer Magic Lantern (item level 1): 1-action. Throw or place. Illuminates a 30-ft radius. As a free action, a creature within the radius can attempt a basic Will save vs. your class DC; on a failure, dazzled for 1 round. magical.
    • Technomancer Lockpick (item level 1): 1-minute activity. Attach to a non-magical lock. Auto-succeeds at unlocking it without a Thievery check. magical.
    • Technomancer Force Net (item level 3): 2-action. Throw. 15-ft cone, 60 ft range. Target one creature in the cone. Reflex save vs. your class DC. On a failure, Restrained for 1 round; on a critical failure, Restrained for 1 minute. magical, force.
  • Technomancer Innovation (class signature; pick one at L1). You start play with a custom-built Technomancer Innovation, your signature persistent device. Choose one:
    • Technomancer Weapon (e.g. Technomancer pistol, Technomancer staff, Technomancer glaive). A simple or martial weapon you select at L1. It has the magical trait (in addition to its base traits), deals +1d6 force damage on a successful Strike, and can be the target of Imbue Device to discharge a stored gadget effect on its next hit. Its damage bonus, traits, and Penetrating value scale via Modifications.
    • Technomancer Armor (e.g. Technomancer dermal plates, Technomancer battle vest, Technomancer power harness). Light or medium armor you select at L1. It has the magical trait, grants Resistance 3 to one chosen energy type (acid, cold, electricity, fire, or sonic — changeable with 1 hour of crafting), and can be the target of Imbue Device to discharge a stored gadget effect on the next attack you suffer. Its Resistance value, additional energy types, and Hardness scale via Modifications.
    • Technomancer Companion (e.g. Technomancer drone, Technomancer familiar-mech, Technomancer guardian construct). A small magical-tech construct that follows you. It has the magical and construct traits, HP equal to half your max HP, AC 15 + half class level, Speed 25 ft, and a basic attack at a +2 status bonus. It can be the target of Imbue Device to discharge a stored gadget effect from its next attack. Its stats, attack damage, and proficiency scale via Modifications.
    The Innovation is integral to your identity — it's half the class. Losing access to it (captured, destroyed, deactivated by anti-magic) significantly diminishes your capabilities. Rebuilding a destroyed Innovation requires 1 week of downtime + significant resources (60% of expected wealth for your level).
  • Imbue Device. Spend 1 reagent. Quick Craft a gadget from your library and channel it into your Technomancer Innovation instead of releasing it normally. The gadget is "stored" in the Innovation, and the Innovation's next discharge triggers the stored effect on the relevant target:
    • Technomancer Weapon: triggers on the next successful Strike with the Weapon.
    • Technomancer Armor: triggers on the next attack against you that hits the Armor.
    • Technomancer Companion: triggers on the Companion's next attack.
    If the Innovation doesn't discharge before 1 minute passes, the stored gadget dissipates harmlessly. This is the class's signature combat move — gadget plus tech in one action. Imbue Device Mastery (L9) lets you store two gadgets simultaneously.
  • Technomancer Specialty (pick one at L1). Three Specialties shape your emphasis. Each grants free access to a set of specialty-flavored gadget formulas, added to your library beyond the normal 8 starting formulas:
    • Technomancer Bombardier. Offensive emphasis. Free formulas: Technomancer Force Bomb, Technomancer Concussion Bomb (item-level 1), Technomancer Plasma Bomb (item-level 3), Technomancer Disruption Bomb (item-level 5). Quick Crafted offensive gadgets gain a +1 status bonus to damage rolls.
    • Technomancer Chirurgeon. Healing/utility emphasis. Free formulas: Technomancer Healing Patch, Technomancer Antitoxin Vial (item-level 1), Technomancer Restoration Kit (item-level 3), Technomancer Reanimation Spike (item-level 7, single-use revive). Quick Crafted healing gadgets restore +1 status HP per gadget item-level.
    • Technomancer Tinker. Modification emphasis. Free formulas: Technomancer Lockpick, Technomancer Stim Shot, Technomancer Field Modifier (item-level 3, temporarily enhances an ally's weapon), Technomancer Tinker Drone (item-level 5, a small drone that scouts). Perform Quick Imbue by spending 1 reagent: a non-Technomancer item (an ally's rifle, a thrown rock) gains the magical trait and +1d4 force damage for 1 minute.
L2
  • Class feat. Skill feat.
L3
  • Skill increase. General feat.
  • +2 gadget formulas to your library.
  • Technomancer Innovation Modification I:
    • Technomancer Weapon: damage bonus increases to +2d6 force.
    • Technomancer Armor: Resistance value increases to 5; can choose two energy types.
    • Technomancer Companion: Companion HP increases to your max HP; AC 16 + half class level.
L4
  • Class feat. Skill feat.
L5
  • Ability boost. Skill increase.
  • +2 gadget formulas to your library.
L6
  • Class feat. Skill feat.
L7
  • Skill increase. General feat.
  • Expert Perception.
  • Expert Weapon proficiency. Expert in simple and martial weapons.
  • +2 gadget formulas.
  • Technomancer Innovation Modification II:
    • Technomancer Weapon: damage bonus +3d6 force; weapon gains Penetrating 2.
    • Technomancer Armor: Resistance 7; Armor grants Hardness 3.
    • Technomancer Companion: Companion gains 3 actions per round; attack proficiency Expert.
L8
  • Class feat. Skill feat.
L9
  • Skill increase.
  • +2 gadget formulas.
  • Imbue Device Mastery. You can Imbue Device with two stored gadget effects simultaneously (the second gadget costs 1 additional reagent). When the Innovation discharges, both gadgets release sequentially on the target.
L10
  • Ability boost. Class feat. Skill feat.
L11
  • Skill increase. General feat.
  • Will Master.
  • Expert Armor proficiency.
  • +2 gadget formulas.
  • Technomancer Innovation Modification III:
    • Technomancer Weapon: damage bonus +4d6; Penetrating 5.
    • Technomancer Armor: Resistance 10; Hardness 5 (standard combat tier).
    • Technomancer Companion: Companion's attack damage scales to class-level-appropriate; gains the magical trait on attacks.
L12
  • Class feat. Skill feat.
L13
  • Skill increase.
  • Fort Expert.
  • +2 gadget formulas.
  • Technomancer Innovation Modification IV:
    • Technomancer Weapon: +5d6; Penetrating 7.
    • Technomancer Armor: Resistance 12; Hardness 7.
    • Technomancer Companion: HP = max HP + 30; attack proficiency Master.
L14
  • Class feat. Skill feat.
L15
  • Ability boost. Skill increase. General feat.
  • +2 gadget formulas.
  • Master Perception.
  • Master Weapon proficiency. Master in simple and martial weapons.
L16
  • Class feat. Skill feat.
L17
  • Skill increase.
  • +2 gadget formulas.
  • Technomancer Innovation Modification V:
    • Technomancer Weapon: +6d6; Penetrating 10.
    • Technomancer Armor: Resistance 15; Hardness 12 (light power armor tier).
    • Technomancer Companion: HP exceeds max HP by 50%; attack proficiency Legendary.
L18
  • Class feat. Skill feat.
L19
  • Skill increase. General feat.
  • +2 gadget formulas. (Your library now contains 26 formulas.)
L20capstone
  • Ability boost. Class feat. Skill feat.
  • Magnum Opus. Once per long rest, craft a single-use Magnum Opus device — a magical-tech artifact that grants one major class-defining effect for one encounter. Choose at the moment of crafting:
    • Spell Cannon Magnum Opus: For the next encounter, your Technomancer Weapon can discharge any gadget formula from your library as a free action triggered by a successful Strike (no reagent cost; the Magnum Opus provides the components). The gadget effect uses item-level equal to your max Quick Craft level. Limited to 10 rounds or the end of combat, whichever comes first.
    • Aegis Magnum Opus: For the next encounter, your Technomancer Armor grants Resistance 20 to all damage except sonic and force. The wearer (you or an ally) cannot be reduced to 0 HP by any single source — incoming damage exceeding the Armor's threshold reduces them to 1 HP instead.
    • Sentinel Magnum Opus: For the next encounter, your Technomancer Companion becomes an enormous magical-tech construct: HP doubled, attack damage doubled, gains Fly Speed 60 ft, and can take its full actions even when you're unconscious.
    After the encounter, the Magnum Opus dissolves into useless slag. You cannot craft another for 7 days.

Technomancer Specialties

Select your Technomancer Specialty at L1; it is permanent. Each grants free specialty-flavored gadget formulas added to your library, plus a distinctive ability.

Technomancer Bombardier (offensive)

  • L1 Specialty: Free formulas (Technomancer Force Bomb, Technomancer Concussion Bomb, Technomancer Plasma Bomb, Technomancer Disruption Bomb) added to your library at appropriate levels. Quick Crafted offensive gadgets gain a +1 status bonus to damage rolls.
  • L7 Improved Bombardier: When you Quick Craft an offensive gadget and throw it, the burst radius increases by 5 ft (5-ft → 10-ft, 10-ft → 15-ft, and so on).
  • L13 Greater Bombardier: Critical hits on offensive Quick Crafted gadgets deal triple damage instead of double — the device exploded fully on the crit.

Technomancer Chirurgeon (healing)

  • L1 Specialty: Free formulas (Technomancer Healing Patch, Technomancer Antitoxin Vial, Technomancer Restoration Kit, Technomancer Reanimation Spike) added at appropriate levels. Quick Crafted healing gadgets restore +1 status HP per gadget item-level.
  • L7 Master Chirurgeon: Healing gadgets can be applied at range (20 ft) instead of touch only.
  • L13 Greater Chirurgeon: Once per long rest, Quick Craft a Technomancer Reanimation Spike for free (no reagent cost) — but only on an ally who died in the past minute.

Technomancer Tinker (modification)

  • L1 Specialty: Free formulas (Technomancer Lockpick, Technomancer Stim Shot, Technomancer Field Modifier, Technomancer Tinker Drone) added at appropriate levels. Quick Imbue (spend 1 reagent): a non-Technomancer item gains the magical trait + 1d4 force damage for 1 minute.
  • L7 Master Tinker: Quick Imbue becomes a 1-action activity instead of 2 actions.
  • L13 Field Engineer: Once per long rest, perform a Field Modification on a creature's cyberware: a 10-minute activity that grants the creature one additional cyberware-feature-like trait (from a GM-approved list) for 24 hours.

Class feats

Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower.

Level 1

  • Technomancer Familiar. Gain a small Technomancer familiar (separate from any Innovation Companion). A standard familiar with the magical and construct traits. Useful for scouting, basic carry, and minor utility.
  • Crafter's Eye. +1 status bonus to Recall Knowledge checks involving magical-tech items. After a 1-action examination, you can identify a Technomancer item's rough cost, crafting time, and material requirements.
  • Extra Formulas. Gain 4 additional gadget formulas in your Technomancer Gadget Library.
  • Calibrated Throw. Your thrown Technomancer gadgets gain a +20-ft range increment, and you don't take the usual penalty for throwing a gadget into or past a creature in melee.

Level 2

  • Reagent Reserve. Your daily Technomancer Reagent pool increases by 2.
  • Imbued Strike. When you use Imbue Device to channel a gadget into your Technomancer Weapon, the activity is a single action instead of two — the signature gadget-strike comes faster.
  • Field Improvisation. Out of combat, you can Quick Craft item-level-1 utility gadgets (light, lockpick, sensor, patch, and similar non-attack gadgets) without spending a reagent.

Level 4

  • Improved Quick Crafting. A Quick Crafted gadget persists for 1 minute instead of dissolving at the end of your turn (so a gadget made on round 1 can still be used on round 3 if unused). Holds for one gadget at a time.
  • Technomancer Pistol Specialist. Your Technomancer Weapon, if a one-handed firearm, gains the fatal d10 property — critical hits double damage and add an additional d10.
  • Companion's Bond. Your Technomancer Companion's attacks gain a +1 status bonus to attack rolls. The Companion's actions can be made as part of your own turn.

Level 6

  • Empowered Gadgets. Your damaging Quick Crafted gadgets deal 1 additional die of damage (or +2 damage if the gadget has no damage dice).
  • Innovation Surge. Spend 1 reagent. Your Technomancer Innovation's next discharge this turn is enhanced: the Weapon deals +2d6, the Armor grants you 5 temporary HP, or the Companion's next attack gains a +2 circumstance bonus.
  • Twin Gadget. When you Quick Craft a gadget, you may spend 1 additional reagent to craft a second copy of the same gadget at the same time.

Level 8

  • Magnum Opus Apprentice. Spend 6 reagents to craft a minor Technomancer Magnum Opus — an encounter-duration device with a smaller effect than the L20 capstone (player and GM agree on the effect; rough scale: one Technomancer Innovation upgrade for one encounter). Gated by the steep reagent cost rather than a daily limit.
  • Mass Imbue. Imbue Device can store up to three gadget effects simultaneously (vs. two with Imbue Device Mastery). Each additional gadget after the first costs 1 reagent.
  • Diverse Library. Gain 4 additional gadget formulas.

Level 10

  • Greater Imbue. Your Imbue Device gadgets discharge whether the triggering attack hits or misses, and a stored gadget no longer dissipates after 1 minute (it waits until the Innovation next discharges).
  • Adaptive Innovation. As a 10-minute activity, you can rebuild your Technomancer Innovation: change its type (Weapon ↔ Armor ↔ Companion) and re-choose its Modifications. No daily cap.
  • Reagent Cache. Your daily reagent pool increases by 3, and you can recover 2 spent reagents during any 10-minute rest (time-gated, no daily cap).

Level 12

  • Greater Technomancer Innovation. Your Innovation's Modifications scale faster — gain one additional Modification step ahead of normal class progression (e.g. L11 Modification III's behavior triggers at L9).
  • Master Tinkerer. Quick Imbue (the Tinker Specialty's L1 feature) costs you no reagent — you can perform it for free instead of spending 1 reagent.
  • Overcharged Innovation. Spend 2 reagents. Until the start of your next turn, your Innovation's Modification effects are doubled (the Weapon's bonus force damage doubled, the Armor's Resistance doubled, or your Companion gains an extra action).

Level 14

  • Bomb Cascade. When a creature critically fails its saving throw against a damaging Quick Crafted gadget you threw, the gadget's effect also strikes one other creature within 10 ft of it.
  • Master Crafter. Your Quick Craft maximum item level increases to equal your class level (instead of class level − 1), and once per turn you can Quick Craft a gadget as a free action.
  • Reinforced Innovation. Your Technomancer Innovation can't be destroyed by anything short of an artifact-tier effect, and if it is disabled (anti-magic, EMP, or similar), it reactivates at the start of your next turn.

Level 16

  • Technomancer Mastermind. Your Magnum Opus capstone is enhanced. Spell Cannon Magnum Opus can fire gadgets at item-level equal to your max Quick Craft level + 2.
  • Unified Resonance. Each Modification grants both its standard effect AND a +1 status bonus to the Innovation's primary stat (damage for Weapon, Resistance for Armor, HP for Companion).
  • Arsenal Innovation. You build and maintain a second Technomancer Innovation of a different type. Both are active at once, and you can use Imbue Device with either.

Level 18

  • Perfect Reagents. Your daily reagent pool increases by 4, and your Quick Crafted gadgets gain a +2 status bonus to their save DCs and damage rolls.
  • Cascade Imbue. When your Imbued Innovation discharges, every stored gadget releases on each valid target (a Weapon releases on each creature you hit this turn; a Companion on each of its attacks this turn).
  • Gadgeteer's Genius. Once per round, when you Quick Craft a gadget, you don't spend a reagent for it — your improvisation has become second nature.

Level 20

  • Grand Magnum Opus. When you craft a Magnum Opus (capstone) or a minor Magnum Opus, you may apply two of its options at once instead of one.
  • Apex Innovation. Your Technomancer Innovation gains a sixth Modification tier beyond Modification V: the Weapon deals +7d6 force and gains Penetrating 12; the Armor reaches Resistance 18 and Hardness 14; the Companion's HP increases by 75% and it gains an extra action each round.
  • Infinite Workshop. Your reagent pool refills completely after any 10-minute rest, not only on a long rest. You are never far from being ready to rig something up.

When the resources run dry

The Technomancer has three resource axes — reagents, the Innovation, and martial baseline. How the class plays when stretched depends on which is depleted.

Without your Technomancer Innovation

  • The Innovation is your signature persistent gear, and losing it is significant: you cannot use Imbue Device, your dedicated Technomancer Device combat options are unavailable, and your combat output drops by roughly 30–40%.
  • Rebuilding takes 1 week of downtime + 60% wealth.
  • Mitigation: your Reagent pool and Quick Crafting still work — you can produce gadgets on the fly with whatever components you have. Sufficient for combat, just less impressive without the Innovation.

With reagents drained

  • Quick Crafting is unavailable until refilled on a long rest.
  • The Technomancer Innovation still works — you can still Strike with the Technomancer Weapon, take attacks against the Technomancer Armor, or send the Technomancer Companion to fight.
  • Imbue Device is unavailable (it requires a reagent).
  • Survival mode: rely on the Innovation + martial weapons until you refill.

With both drained

  • You're mostly a martial character with light/medium armor and martial weapons — roughly equivalent to a Fighter of class level −3.
  • A long rest restores everything.

Where the class shines

  • Workshop, downtime, repair-and-tinker: the Technomancer dominates — Crafting bonuses, gadget formula access, and Specialty features (Chirurgeon and Tinker especially) shine.
  • Combat: competent. Quick Crafting + Innovation + Imbue Device gives strong "single shot, big effect" tactics. The reagent pool is the primary constraint.
  • Anti-magic zones: the Technomancer Innovation is suppressed (it's magical-tech), and Quick Crafted gadgets are also suppressed. Crafting skill and martial features remain.
  • Tech-heavy environments: the Technomancer shines — interface with foreign tech, modify devices on the fly, identify magical-tech items.