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Artificer

Classes Designed by Ajani

About this class

An artificer is a student of all things mechanical and anything having enough springs and gears to tinker with. They are often tacticians, builders or even demolition experts should the obsessive compulsion to tinker strike them.

Domains

Core domain
Codex
Core domain
Midnight

Starting stats

Evasion
10
Hit points
5

Hope feature

Kicking things off with a bang!
Spend 3 hope: Throw your gadget up to a far range near an enemy or group of enemies creating a dazzling flash. Adversaries affected by this ability are vulnerable until they are struck once. The gadget will have to be retrieved manually.

Class features

  • The Art of Tinkering

    You always have enough parts to make a mechanically basic gadget.
    Describe how you use your tinkering to create a gadget that will help with a non combat roll or an allies non combat roll and grant them a use of an experience without spending a hope. The gadget becomes unusable after this and will require a short rest to dismantle the gadget back into its parts. Crafting a gadget takes a short while.

    At level 5 you have enough parts to create 3 gadgets at a time.

Class items

  • A book of basic repair skills

Character questions

Background prompts

  1. What inspired you to tinker?
  2. What is your greatest creation?
  3. What masterpiece do you strive to build one day?

Connection prompts

  1. How have my inventions helped/hindered you?
  2. What is always a topic of discussion/argument between us?
  3. What failed gadget brought us together as allies/friends

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.