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Artificer

Classes Designed by Theia • Art by Theia

About this class

An Artificer is a prodigy of magical craftsmaship. Whether by tinkering mechanical marvels or carving Codex runes in their gear, the artificer turns the mundane into magic. An artificer’s greatest strength is their ability to always have the right tool for the job to lead their team to victory.

Domains

Core domain
Codex
Core domain
Blade

Starting stats

Evasion
9
Hit points
7

Hope feature

Field repair
Spend 3 Hope to let two allies in Close range clear one Armor Slot.

Class features

  • Tool for the job

    At the start of each session, place a d6 in front of you on number 1, called the Ingenuity Die. During the session, when an ally is rolling an Action Roll, describe how you can use your gear and tools to aid them and tick your Ingenuity Die up by 1. Your ally gains a +2 to their roll. You can't use this feature again if the Ingenuity Die once its highest value.

    Many subclasses include an additional way to use up your uses of the Ingenuity Die. At level 5, the d6 increases to a d8.

  • Damage Control

    When an ally within Close Range fails a roll with Fear, you can tick your Ingenuity Die up by 1 and turn it into a Failure with Hope.

  • Uncommon Sense

    You have advantage on rolls to determine the origin and function of unknown magical and mechanical objects.

Class items

  • A set of tools from your training
  • A memento from your mentor

Character questions

Background prompts

  1. What sparked your interest in your craft for the first time?
  2. Who first taught you your craft?
  3. What accident did you cause during your training?

Connection prompts

  1. What meaningful personal item did I repair for you?
  2. Why do you look at my creations with suspicion?
  3. What flash of inspiration did you give me and how did it happen?

Discussion

Be thoughtful and kind.

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