Artificer
About this class
As an artificer, you turn knowledge into practical solutions – using craft, calculation, and invention to change what is possible.
Included subclasses
Domains
Codex
Bone
Starting stats
Hope feature
Class features
-
Spark Of Invention
Start each session with 3 Spark. When you make an action roll using Knowledge or Finesse and roll with Fear, gain 1 Spark.
-
Ingenious Assistance
When you Help an Ally, you can spend Spark instead of Hope.
Spend 1 Spark for a d8 advantage die, 2 Spark for a d10, or 3 Spark for a d12.
Class items
- A pouch of strange components
- An unfinished prototype
Character questions
Background prompts
- What did you build that worked perfectly - and why do you wish it had not?
- Who taught you your craft, and which lesson of theirs have you deliberately ignored?
- What impossible creation are you certain you could build if you found the missing piece?
Connection prompts
- You once trusted one of my inventions when nobody else would. What happened?
- I keep asking to modify something important you own. Why have you not let me?
- Something I built reminds you of someone from your past. What is it, and who does it remind you of?
Subclass cards
Printable via header menu
Catalyst
Foundation
SPELLCAST TRAIT: Knowledge
Overcharge: When you spend Spark to Help an ally on an attack and it succeeds, roll another die of the same size as your Spark die and add the result to the damage dealt to one target.
Reverse Engineer: Once per scene, when you study a creature, device, or magical effect, ask the GM one question about how it functions, what it can do, or how it might be disrupted. The GM answers truthfully. The first action roll that acts on this information has advantage.
Catalyst
Specialization
Feedback Loop: When an attack enhanced by Overcharge deals Major or greater damage, the target becomes Vulnerable until the end of their next action. If the attack deals Severe damage, gain 1 Spark.
Catalyst
Mastery
Perfect Calibration: When you roll bonus damage from Overcharge, roll two Spark dice instead of one and add both results to the damage.
1 Spark: 2d8 - 2 Spark: 2d10 - 3 Spark: 2d12
Safeguard
Foundation
SPELLCAST TRAIT: Knowledge
Countermeasures: When you or an ally within Close range takes damage, spend up to 3 Spark. Roll 1d8 for each Spark spent and reduce the incoming damage by the total before comparing it to Damage Thresholds.
Emergency Egress: When Countermeasure lowers the damage by at least one severity, the protected character can immediately move to a safe position within Very Close range
Safeguard
Specialization
Reinforced Design: When Countermeasure lowers the damage by at least one severity, the protected character clears 1 Stress and gains +1 Evasion until the next attack against them resolves.
Safeguard
Mastery
Failsafe: Once per scene, after Countermeasure lowers the damage by at least one severity, reduce the damage by one additional severity.
Artificer
As an artificer, you turn knowledge into practical solutions – using craft, calculation, and invention to change what is possible.
Domains
Codex + Bone
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A pouch of strange components
- • An unfinished prototype
Artificer’s Hope Feature
Breakthrough : Spend 3 Hope after an ally within Close range fails a roll. Roll a d12 and add it to the result. If it becomes a success, gain 1 Spark.
Class Features
Spark Of Invention
Start each session with 3 Spark. When you make an action roll using Knowledge or Finesse and roll with Fear, gain 1 Spark.
Ingenious Assistance
When you Help an Ally, you can spend Spark instead of Hope. Spend 1 Spark for a d8 advantage die, 2 Spark for a d10, or 3 Spark for a d12.
Artificer Subclasses
Choose either the Catalyst or Safeguard subclass.
Catalyst
For Artificers who analyze weaknesses and amplify offensive potential.
Spellcast Trait
Knowledge
Foundation Features
Overcharge: When you spend Spark to Help an ally on an attack and it succeeds, roll another die of the same size as your Spark die and add the result to the damage dealt to one target.
Reverse Engineer: Once per scene, when you study a creature, device, or magical effect, ask the GM one question about how it functions, what it can do, or how it might be disrupted. The GM answers truthfully. The first action roll that acts on this information has advantage.
Specialization Feature
Feedback Loop: When an attack enhanced by Overcharge deals Major or greater damage, the target becomes Vulnerable until the end of their next action. If the attack deals Severe damage, gain 1 Spark.
Mastery Feature
Perfect Calibration: When you roll bonus damage from Overcharge, roll two Spark dice instead of one and add both results to the damage.
1 Spark: 2d8 - 2 Spark: 2d10 - 3 Spark: 2d12
Safeguard
For Artificers who build countermeasures and keep their allies alive and positioned safely.
Spellcast Trait
Knowledge
Foundation Features
Countermeasures: When you or an ally within Close range takes damage, spend up to 3 Spark. Roll 1d8 for each Spark spent and reduce the incoming damage by the total before comparing it to Damage Thresholds.
Emergency Egress: When Countermeasure lowers the damage by at least one severity, the protected character can immediately move to a safe position within Very Close range
Specialization Feature
Reinforced Design: When Countermeasure lowers the damage by at least one severity, the protected character clears 1 Stress and gains +1 Evasion until the next attack against them resolves.
Mastery Feature
Failsafe: Once per scene, after Countermeasure lowers the damage by at least one severity, reduce the damage by one additional severity.
Background Questions
Answer any of the following, or create your own.
- • What did you build that worked perfectly - and why do you wish it had not?
- • Who taught you your craft, and which lesson of theirs have you deliberately ignored?
- • What impossible creation are you certain you could build if you found the missing piece?
Connections
Ask one of the following, or improvise.
- • You once trusted one of my inventions when nobody else would. What happened?
- • I keep asking to modify something important you own. Why have you not let me?
- • Something I built reminds you of someone from your past. What is it, and who does it remind you of?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.