Technomancers exploit the merging of magic with technology that’s made possible by the Technomancy tradition to create even more powerful devices to aid them on their expeditions. With a few moments of work, they can fashion useful inventions to help them perform certain activities and can eventually create automata from ordinary objects.

Level 7 Technomancer

Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language or add a profession.
Magic You discover the Technomancy tradition or learn one Technomancy spell.
Invention When you cast a Technomancy spell, you also create a device you can hold in one hand that’s imbued with magical power that lasts until you expend it or until you complete a rest. When you make an attack roll or a challenge roll, you can expend the power from the device to make the roll with 1 boon.

Level 10 Technomancer

Characteristics. Health +2
Magic You learn one spell.
Animate Object You learn the animate object spell, which is described below.

Target: One Size 2 or smaller object within short range
Duration: 1 minute
The target becomes a compelled construct of its Size for the duration. If the target was secured, its Speed is 0.