Artificer
About this class
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
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The goal of this class was to add to the many versions of the Artificer on Daggerheart Homebrew. Some versions are fantastic and offer a great slew of options, I’m simply throwing my hat into the ring and seeing what sticks. I thought making the Consumables Table a core part of the artificer was unique enough to warrant giving this class a go, and varied enough to explain the artificers great talent and skill at building common and niche items.
Included subclasses
Domains
Arcana
Codex
Starting stats
Hope feature
Class features
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Soul of Artifice
While you or an ally possess a Consumable you have created with your Hope feature, the holder gains the following benefits:
- Gain a +1 bonus to your Evasion
- Once per held Consumable, you can reroll your Fear Dice
- You can spend 1 Hope to gain advantage on your next action or reaction roll; the Consumable is then immediately destroyed -
Tinkerers Magic
When you use a Consumable you have created, you can mark a Stress to immediately teleport to within Far range.
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Artisan Mind
You have advantage when trying to repair an object or structure and when understanding how something is put together or functions.
Class items
- A gadget that doesn't seem to have a purpose or leather gloves emblazoned with a strange symbol
Character questions
Background prompts
- When did you learn you had an aptitude for crafting?
- Your first invention didn't go quite as you would've hoped, what happened that went wrong?
- You have an affinity for a particular material, what material do you prefer and why?
Connection prompts
- I made you something that was important to you, what was it?
- Why do you regard my inventions with suspicion?
- What flash of inspiration or raw material did you give me that changed how I approach my entire craft?
Subclass cards
Printable via header menu
Alchemist
Foundation
SPELLCAST TRAIT: Knowledge
Imbibed Concoction: When you use a Consumable you have created, you can choose any target within Far range and have them clear a Hit Point, gain the ability to Fly until the end of the scene, or gain resistance to magic damage until the end of the scene.
Incredible Constitution: You have immunity to poisons and advantage when detecting the presence of toxins (and what they are) in food and drink and in the air.
Alchemist
Specialization
Nasty Side-effect: When you use a Consumable that negatively affects an adversary, you can mark a Stress to make them temporarily Restrained or Vulnerable.
Alchemist
Mastery
Alchemical Perfection: You can mark a Stress to increase the range of your Right Tool for the Job feature to 5d12 for the next time you use it. When you do, you roll twice on the Consumable table and take either roll.
Battlesmith
Foundation
SPELLCAST TRAIT: Knowledge
Steel Defender: You have a Steel Defender; a machine companion that obeys your commands. They stay by your side unless you tell them otherwise.
Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.
Tinkerers Magic: When you use a Consumable you have created, you can mark a Stress to immediately teleport to within Far range.
Battlesmith
Specialization
Arcane Jolt: Make a Spellcast Roll (14), on a success, you choose a target within Far range and deal d10+2 magic damage to them using your Proficiency. If you instead choose an ally or your Steel Defender, they heal 1d4 Hit Points (or clear 1d4 Stress for your Steel Defender).
Battlesmith
Mastery
Steel Bonds: When you mark an Armour Slot, you can teleport to your Steel Defender if they are within Far range, you then clear a Stress.
Artificer
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
–
The goal of this class was to add to the many versions of the Artificer on Daggerheart Homebrew. Some versions are fantastic and offer a great slew of options, I’m simply throwing my hat into the ring and seeing what sticks. I thought making the Consumables Table a core part of the artificer was unique enough to warrant giving this class a go, and varied enough to explain the artificers great talent and skill at building common and niche items.
Domains
Arcana + Codex
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A gadget that doesn't seem to have a purpose or leather gloves emblazoned with a strange symbol
Artificer’s Hope Feature
The Right Tool for the Job : Spend 3 Hope to roll 1d12 or 2d12 to create a consumable from the Consumable table based on the roll result.
Class Features
Soul of Artifice
While you or an ally possess a Consumable you have created with your Hope feature, the holder gains the following benefits: - Gain a +1 bonus to your Evasion - Once per held Consumable, you can reroll your Fear Dice - You can spend 1 Hope to gain advantage on your next action or reaction roll; the Consumable is then immediately destroyed
Tinkerers Magic
When you use a Consumable you have created, you can mark a Stress to immediately teleport to within Far range.
Artisan Mind
You have advantage when trying to repair an object or structure and when understanding how something is put together or functions.
Artificer Subclasses
Choose either the Alchemist or Battlesmith subclass.
Alchemist
Spellcast Trait
Knowledge
Foundation Features
Imbibed Concoction: When you use a Consumable you have created, you can choose any target within Far range and have them clear a Hit Point, gain the ability to Fly until the end of the scene, or gain resistance to magic damage until the end of the scene.
Incredible Constitution: You have immunity to poisons and advantage when detecting the presence of toxins (and what they are) in food and drink and in the air.
Specialization Feature
Nasty Side-effect: When you use a Consumable that negatively affects an adversary, you can mark a Stress to make them temporarily Restrained or Vulnerable.
Mastery Feature
Alchemical Perfection: You can mark a Stress to increase the range of your Right Tool for the Job feature to 5d12 for the next time you use it. When you do, you roll twice on the Consumable table and take either roll.
Battlesmith
Play a Battlesmith if you want a companion that assists you
Spellcast Trait
Knowledge
Foundation Features
Steel Defender: You have a Steel Defender; a machine companion that obeys your commands. They stay by your side unless you tell them otherwise.
Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.
Tinkerers Magic: When you use a Consumable you have created, you can mark a Stress to immediately teleport to within Far range.
Specialization Feature
Arcane Jolt: Make a Spellcast Roll (14), on a success, you choose a target within Far range and deal d10+2 magic damage to them using your Proficiency. If you instead choose an ally or your Steel Defender, they heal 1d4 Hit Points (or clear 1d4 Stress for your Steel Defender).
Mastery Feature
Steel Bonds: When you mark an Armour Slot, you can teleport to your Steel Defender if they are within Far range, you then clear a Stress.
Background Questions
Answer any of the following, or create your own.
- • When did you learn you had an aptitude for crafting?
- • Your first invention didn't go quite as you would've hoped, what happened that went wrong?
- • You have an affinity for a particular material, what material do you prefer and why?
Connections
Ask one of the following, or improvise.
- • I made you something that was important to you, what was it?
- • Why do you regard my inventions with suspicion?
- • What flash of inspiration or raw material did you give me that changed how I approach my entire craft?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.