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Gearsmith • Glyphweaver

Designed for class

Tinker
Homebrew class
Tinker
Gearsmith

Gearsmith

Spellcast Trait: Knowledge

Arcane Engineer deeply connected to your armor

Foundation

Kinetic Die: Whenever you mark an Armor Slot to reduce incoming damage, place one Kinetic Token on this card up to your Spellcast Trait. They hold up until a Long Rest, or you change armor.

Your Kinetic Die is D6. When you make a successful attack, you can spend any number of tokens to roll that many Kinetic Dice of extra Magical Damage.

You can spend a Hope to add 1d4 Kinetic Die

Calculated Strike: While you have at least a Kinetic Die, you may perform your Attack Rolls using Spellcast trait instead.

Specialization

Defensive Layer: When you take damage from an attack, you can spend any number of Kinetic Tokens to roll the same number of Kinetic Dice and reduce the incoming damage by the final result.

Repelling Waves: As an Action, you can unleash a kinetic blast. If you do, spend any number of Kinetic Tokens to roll the same number of Kinetic Dice against all enemies within Melee range.

The affected targets have to make an Agility Reaction Roll against your Spellcast trait + 10. On a failure, they are pushed back to Close Range. Each that succeeds isn't pushed and takes only half damage.

Mastery

Arcane Overload: Your Kinetic Die becomes D8.

Additionally, while you are holding the maximum number of Kinetic Tokens, you have Resistance to Magical Damage.

Source Connection: As an Action, you can make a Spellcast Roll (15). On a success, you can spend any number of Kinetic Tokens. For each token spent, you can clear either one Stress or one HP slot.

Glyphweaver

Glyphweaver

Spellcast Trait: Knowledge

Infuse arcane effects to adapt the world around you

Foundation

Runic Arsenal: After each Rest, you gain Runic Motes up to your Spellcast trait. You can also mark a Stress to refill them.

You can spend Motes to create Glyphs and place them on items, using the required Motes number. Active Glyphs count toward your maximum.

Glyph Repertoire: A modified item can only have a Glyph effect at a time. You know the following:

  • Runic Mesh: (1 Mote). Armor glyph. Its wielder gains the following feature: "When you take damage, you can spend this Glyph to reduce a Severity level. Then roll a D6. On a 6, the Glyph is not spent."

  • Fine Tuning: (1 Mote) Weapon glyph. Choose a character trait when you place it; the weapon uses the chosen trait for its attack rolls while this Glyph is active.

  • Enervating Glyph: (2 Motes) Weapon glyph. When the wielder deals damage to a target with this weapon, the target must also mark a Stress.

Specialization

Mote Recycler: You can touch an item bearing one of your Glyphs and remove it. When you do, choose one: regain the Runic Mote, or spend it to clear 1d4+Motes Stress.

Advanced Glyphs: You can now prepare the following Glyphs:

  • Blinking Glyph: (1 Mote) Equipment glyph. The wielder can mark a Stress to teleport to a point they can see within Far range.

  • Resonating Glyph: (2 Motes) Weapon mote. On a damage roll with this weapon, each maximum roll adds half that value as bonus Magical damage. If the wielder chooses to spend this Glyph, the target has to make a Strength Reaction Roll (12 + wielder's Proficiency). On a failure, the target is pushed to Far range.

  • Warding Glyph: (1 Mote) Armor glyph. The wielder can roll 1d6 and add to Evasion against an incoming attack. If the roll is higher than the wielder's Tier, the Glyph is spent.

Mastery

Dual Weaving: You can now infuse items with 2 different Glyphs. Anytime you mark HP, you can spend 2 Hope to mark same number of Motes

Restrict List: Add the following Glyphs:

Vortex Glyph: (1 Mote). Item glyph. The wielder can spend a Hope to imprint to a location in touch. Anytime while in same dimension, this Glyph can be consumed to teleport there.

Deep Strike Glyph: (1 Mote). Weapon glyph. It gains the following: "On a successful attack with this weapon, add the weapon's trait modifier to Damage Roll."

Elusive Flow Glyph: (1 Mote). Armor glyph. Add the following: "When targeted, add +2 Evasion for each Hope spent"

Might Glyph: (2 Motes). Armor glyph. Gives Advantage on Strength rolls. Additionally, add Physical Damage bonus equal to its Unmarked Armor Slots.

Printable cards

Foundation / Specialization / Mastery
Codex domain icon Sage domain icon
Gearsmith
Tinker

Gearsmith

Foundation

SPELLCAST TRAIT: Knowledge

Kinetic Die: Whenever you mark an Armor Slot to reduce incoming damage, place one Kinetic Token on this card up to your Spellcast Trait. They hold up until a Long Rest, or you change armor.

Your Kinetic Die is D6. When you make a successful attack, you can spend any number of tokens to roll that many Kinetic Dice of extra Magical Damage.

You can spend a Hope to add 1d4 Kinetic Die

Calculated Strike: While you have at least a Kinetic Die, you may perform your Attack Rolls using Spellcast trait instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Gearsmith
Tinker

Gearsmith

Specialization

Defensive Layer: When you take damage from an attack, you can spend any number of Kinetic Tokens to roll the same number of Kinetic Dice and reduce the incoming damage by the final result.

Repelling Waves: As an Action, you can unleash a kinetic blast. If you do, spend any number of Kinetic Tokens to roll the same number of Kinetic Dice against all enemies within Melee range.

The affected targets have to make an Agility Reaction Roll against your Spellcast trait + 10. On a failure, they are pushed back to Close Range. Each that succeeds isn't pushed and takes only half damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Gearsmith
Tinker

Gearsmith

Mastery

Arcane Overload: Your Kinetic Die becomes D8.

Additionally, while you are holding the maximum number of Kinetic Tokens, you have Resistance to Magical Damage.

Source Connection: As an Action, you can make a Spellcast Roll (15). On a success, you can spend any number of Kinetic Tokens. For each token spent, you can clear either one Stress or one HP slot.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Glyphweaver
Tinker

Glyphweaver

Foundation

SPELLCAST TRAIT: Knowledge

Runic Arsenal: After each Rest, you gain Runic Motes up to your Spellcast trait. You can also mark a Stress to refill them.

You can spend Motes to create Glyphs and place them on items, using the required Motes number. Active Glyphs count toward your maximum.

Glyph Repertoire: A modified item can only have a Glyph effect at a time. You know the following:

  • Runic Mesh: (1 Mote). Armor glyph. Its wielder gains the following feature: "When you take damage, you can spend this Glyph to reduce a Severity level. Then roll a D6. On a 6, the Glyph is not spent."

  • Fine Tuning: (1 Mote) Weapon glyph. Choose a character trait when you place it; the weapon uses the chosen trait for its attack rolls while this Glyph is active.

  • Enervating Glyph: (2 Motes) Weapon glyph. When the wielder deals damage to a target with this weapon, the target must also mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Glyphweaver
Tinker

Glyphweaver

Specialization

Mote Recycler: You can touch an item bearing one of your Glyphs and remove it. When you do, choose one: regain the Runic Mote, or spend it to clear 1d4+Motes Stress.

Advanced Glyphs: You can now prepare the following Glyphs:

  • Blinking Glyph: (1 Mote) Equipment glyph. The wielder can mark a Stress to teleport to a point they can see within Far range.

  • Resonating Glyph: (2 Motes) Weapon mote. On a damage roll with this weapon, each maximum roll adds half that value as bonus Magical damage. If the wielder chooses to spend this Glyph, the target has to make a Strength Reaction Roll (12 + wielder's Proficiency). On a failure, the target is pushed to Far range.

  • Warding Glyph: (1 Mote) Armor glyph. The wielder can roll 1d6 and add to Evasion against an incoming attack. If the roll is higher than the wielder's Tier, the Glyph is spent.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Sage domain icon
Glyphweaver
Tinker

Glyphweaver

Mastery

Dual Weaving: You can now infuse items with 2 different Glyphs. Anytime you mark HP, you can spend 2 Hope to mark same number of Motes

Restrict List: Add the following Glyphs:

Vortex Glyph: (1 Mote). Item glyph. The wielder can spend a Hope to imprint to a location in touch. Anytime while in same dimension, this Glyph can be consumed to teleport there.

Deep Strike Glyph: (1 Mote). Weapon glyph. It gains the following: "On a successful attack with this weapon, add the weapon's trait modifier to Damage Roll."

Elusive Flow Glyph: (1 Mote). Armor glyph. Add the following: "When targeted, add +2 Evasion for each Hope spent"

Might Glyph: (2 Motes). Armor glyph. Gives Advantage on Strength rolls. Additionally, add Physical Damage bonus equal to its Unmarked Armor Slots.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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