Fabricator
About this class
The multiverse is a broken machine, and you have the tools to calibrate it. Your magic is methodical, projecting solid-light blueprints from your retinas and assembling technological wonders from rust and decay.
Domains
Codex
Starting stats
Hope feature
Class features
-
Assembly Matrix
At the end of a Short or Long Rest, you create a number of Ephemeral Gadgets equal to your subclass spell trait + 1.
You can distribute these gadgets among your allies (or keep them). Gadgets are unstable: they dissolve into iridescent dust at the end of your next Short or Long Rest if not used.
Any character in possession of a Gadget can consume it to activate one of the following effects. Only one can be used per turn or roll:
• Aether-Gel Ampoule: An ally can spend 1 Hope on their turn to consume this. Choose one: clear 1 Stress or heal 1 HP.
•Unstable Plasma Cartridge: When an ally hits with a weapon attack, they can consume this gadget to convert the damage to Magical and add +1d4 damage (using your Proficiency) to the total.
• Reactive Micro-Deflector: When you take damage, consume this gadget and mark 1 Stress to reduce the damage taken by 1d4 + your Spell Trait.
Class items
- CHOOSE BETWEEN: A dented cybernetic lens extracted from the skull of a fallen automaton OR a heavy, oil-stained maintenance manual.
Character questions
Background prompts
- Someone pulled you from the junk heaps and taught you the mechanic's trade. Who was your mentor, and what design—as valuable as it is lethal—did they hand to you the night they vanished?
- You assembled a piece of technology for one of the city's most ruthless factions. What dark purpose did that machine serve, and why did you sabotage its plasma core before fleeing?
- Your skin bears a burn that glows with iridescent fluid every time you channel your magic. What sacred engine, automaton, or unstable weapon caused that wound, and why are you desperate to reignite it
Connection prompts
- What irreplaceable object of yours do I constantly repair, and with what strange currency do you pay me?
- I installed an illegal upgrade into your Weapon, Armor, or even your body. Exactly what does this piece do, and what annoying sound does it make when you are afraid?
- What strange side effect did my last experiment leave you with, and why do you keep volunteering?
Subclass cards
Printable via header menu
Artillerist
Foundation
SPELLCAST TRAIT: Knowledge
Raw Aether Detonation: Action: Spend 1 Hope and consume an Ephemeral Gadget to toss it to a point within Far range. Make a Spellcast Roll against the Evasion of all adversaries within Close range of that point. On a success, they take d8 magical damage that uses your Proficiency. On a failure, they take half damage.
Artillerist
Specialization
-: -
Artillerist
Mastery
-: -
Biosystem Assembler
Foundation
SPELLCAST TRAIT: Knowledge
Solid-Light Defibrillation: When an ally carrying an Ephemeral Gadget marks Hit Points (HP) from an attack, you can spend 1 Hope to remotely detonate their gadget (up to Far range). That ally immediately reduces the damage taken by 1 HP and gains Advantage on their next Action Roll.
Biosystem Assembler
Specialization
-: -
Biosystem Assembler
Mastery
-: -
Fabricator
The multiverse is a broken machine, and you have the tools to calibrate it. Your magic is methodical, projecting solid-light blueprints from your retinas and assembling technological wonders from rust and decay.
Domains
Codex + Rust
Starting Evasion
10
Starting Hit Points
5
Class Items
- • CHOOSE BETWEEN: A dented cybernetic lens extracted from the skull of a fallen automaton OR a heavy, oil-stained maintenance manual.
Fabricator’s Hope Feature
Solid-Light Welding : As an Action, spend 3 Hope and touch an ally within Melee range (or yourself). Clear 1 marked Armor Slot.
Class Features
Assembly Matrix
At the end of a Short or Long Rest, you create a number of Ephemeral Gadgets equal to your subclass spell trait + 1. You can distribute these gadgets among your allies (or keep them). Gadgets are unstable: they dissolve into iridescent dust at the end of your next Short or Long Rest if not used. Any character in possession of a Gadget can consume it to activate one of the following effects. Only one can be used per turn or roll: • Aether-Gel Ampoule: An ally can spend 1 Hope on their turn to consume this. Choose one: clear 1 Stress or heal 1 HP. •Unstable Plasma Cartridge: When an ally hits with a weapon attack, they can consume this gadget to convert the damage to Magical and add +1d4 damage (using your Proficiency) to the total. • Reactive Micro-Deflector: When you take damage, consume this gadget and mark 1 Stress to reduce the damage taken by 1d4 + your Spell Trait.
Fabricator Subclasses
Choose either the Artillerist or Biosystem Assembler subclass.
Artillerist
Leftover gadgets aren't wasted; they are hurled as singularity grenades.
Spellcast Trait
Knowledge
Foundation Features
Raw Aether Detonation: Action: Spend 1 Hope and consume an Ephemeral Gadget to toss it to a point within Far range. Make a Spellcast Roll against the Evasion of all adversaries within Close range of that point. On a success, they take d8 magical damage that uses your Proficiency. On a failure, they take half damage.
Specialization Feature
-: -
Mastery Feature
-: -
Biosystem Assembler
Play the Biosystem Assembler if you view the biological form as the ultimate aether-tech project.
Spellcast Trait
Knowledge
Foundation Features
Solid-Light Defibrillation: When an ally carrying an Ephemeral Gadget marks Hit Points (HP) from an attack, you can spend 1 Hope to remotely detonate their gadget (up to Far range). That ally immediately reduces the damage taken by 1 HP and gains Advantage on their next Action Roll.
Specialization Feature
-: -
Mastery Feature
-: -
Background Questions
Answer any of the following, or create your own.
- • Someone pulled you from the junk heaps and taught you the mechanic's trade. Who was your mentor, and what design—as valuable as it is lethal—did they hand to you the night they vanished?
- • You assembled a piece of technology for one of the city's most ruthless factions. What dark purpose did that machine serve, and why did you sabotage its plasma core before fleeing?
- • Your skin bears a burn that glows with iridescent fluid every time you channel your magic. What sacred engine, automaton, or unstable weapon caused that wound, and why are you desperate to reignite it
Connections
Ask one of the following, or improvise.
- • What irreplaceable object of yours do I constantly repair, and with what strange currency do you pay me?
- • I installed an illegal upgrade into your Weapon, Armor, or even your body. Exactly what does this piece do, and what annoying sound does it make when you are afraid?
- • What strange side effect did my last experiment leave you with, and why do you keep volunteering?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.