Technomancer

In the age of advanced technology and gadgets, Technomancers are masters of the intricate art of techno-wizardry. They've honed their skills with Tinker's Tools, allowing them to create and utilize advanced gadgets with unparalleled expertise. These gadgets, crafted during their long rests, grant them unique abilities and advantages in various situations. Additionally, their heightened intellect grants them an advantage in understanding and repairing technological devices, making them valuable assets in a world where technology and magic coexist. Whether they're gadget enthusiasts or tech-savvy problem solvers, their ability to manipulate technology places them at the forefront of innovation and exploration in Aetheria.
  Skills Investigation, (Acrobatics or Sleight of Hand)
  Special Feat Gadgeteer - Proficiency in technology enables Technomancers to craft and utilize unique gadgets. They gain proficiency with Tinker's Tools, allowing them to create consumable gadgets with various effects. These gadgets can replicate the effects of spells found on the Artificer spell list, with the Spell Save DC based on their Intelligence modifier. Initially, they can only imbue these gadgets with effects equivalent to level 1 spells. This capacity increases to level 3 at 5th level and progresses to level 5 at 11th level and level 7 at 17th level. The type of gadget they can create is determined by its gold value of scrap metal, with Cantrip-level effects requiring 100 gold worth of scrap metal. For each level beyond a Cantrip, the cost multiplies by 2. These gadgets are highly versatile and provide a wide range of potential applications, making Technomancers valuable problem solvers in their world.
  Equipment/Items A set of Tinker's Tools. A gadget you've crafted (choose one). A pouch containing 10 gp. A blueprint or schematic for a technological device. A set of common clothes.

Career

Qualifications

Becoming a Technomancer typically involves rigorous study of technology and magical integration. Many Technomancers have formal education or apprenticeships in the field of technomancy.

Career Progression

Technomancers can advance their careers by creating increasingly complex and powerful gadgets, mastering advanced technological systems, and solving intricate problems related to technology and magic.

Payment & Reimbursement

Technomancers often receive compensation for their gadget creations, technical services, and problem-solving skills. Their income can come from selling gadgets, providing technological assistance, or working as consultants for technological organizations.

Other Benefits

In addition to financial rewards, Technomancers enjoy the benefits of cutting-edge technology and the ability to manipulate it to their advantage. They may also form partnerships with technological corporations or research institutions, gaining access to advanced resources and facilities.

Perception

Purpose

Technomancers play a crucial role in bridging the gap between technology and magic, making these two forces work together harmoniously for the betterment of society. They are inventors, engineers, and problem solvers.

Social Status

Depending on the level of technological advancement in a region, Technomancers can range from respected innovators to misunderstood outsiders. In areas where technology is valued, they often enjoy high social status.

Demographics

The percentage of the population employed as Technomancers varies based on the technological sophistication of the region. In highly advanced societies, they may be relatively common.

History

The history of Technomancers is closely tied to the development of technology and its integration with magic. Over time, their role has evolved to adapt to the changing landscape of Aetheria.

Operations

Tools

Tinker's Tools are essential for Technomancers, enabling them to craft and repair gadgets. They may also have access to specialized equipment for testing and working with technology.

Materials

Technomancers require various materials, including scrap metal, magical components, and specialized resources for crafting their gadgets. These materials can vary depending on the gadget's complexity.

Workplace

The workplace of a Technomancer is typically a workshop or laboratory equipped with tools, devices, and resources for gadget creation and experimentation. They may also work in technology-focused organizations or institutions.

Provided Services

Technomancers provide services related to gadget creation, technical consultation, and problem-solving in the fields of technology and magic. They are often called upon to address complex issues and develop innovative solutions.

Dangers & Hazards

Hazards for Technomancers include the potential for accidents or misfires when working with advanced technology and the challenges of navigating the intricate interplay between magic and technology.
Alternative Names
Technomancers may be referred to as "Tech Wizards," "Tinker Wizards," or simply "Gadget Masters" due to their expertise in both magic and technology.
Type
Technology
Demand
The demand for Technomancers is high in a world where technology and magic coexist. They are sought after for their problem-solving abilities and their capacity to create innovative solutions to complex challenges.
Legality
The legality of practicing as a Technomancer is typically determined by regional laws and regulations. In technologically advanced regions, they are often recognized as legitimate practitioners and may even be regulated by governing bodies.