Artificer
About this class
The Artificer is a class about creating things. Be it items, weapons, armour, devices… Anything and everything that could aid themself and their allies. This class and the Technology domain are both resource heavy and require you to keep track of many different things all at once, such is the life of someone creating complex technologies.
Domains
Arcana
Starting stats
Hope feature
Class features
-
Replication
During a rest you can take a short rest action to replicate one consumable or non-magical item you have, or a long rest action to replicate one magical item you have.
If the item is a weapon or armour, you must spend a total number of actions equal to the tier of the item, this can be done across multiple rests.Replicated items retain all the properties of the original item that you knew about at the time of creating the replica.
Class items
- Box of fireworks, blueprints for weapons and armour, or a wrench/spanner
Character questions
Background prompts
- What inspired your love for creation?
- Who taught you your craft?
- What is your greatest invention so far? And how do you plan to surpass it?
Connection prompts
- What have I promised to replace for you if you lose it?
- What do I keep making for you that you keep breaking?
- What deal have we made that mustn't be exposed?
Subclass cards
Printable via header menu
Pyrotechnic
Foundation
SPELLCAST TRAIT: Knowledge
Explosive Training: You have advantage on reaction rolls to avoid the explosions and area of effects and take no damage on a success that would normally result in half damage.
Explosive Mod: You can spend a hope to modify one of your devices and magic weapons, to allow them to also affect all creatures within melee range of their target, but reduce the damage dice size by one. Creatures within melee range of the the target must make a reaction roll against a difficulty of 10 + your tier of play. On a fail they take full damage rolled and are affected by any other affects the device/weapon inflicts, on a success they take half damage only.
Pyrotechnic
Specialization
Secondary Combustion: Whenever you deal damage to multiple creatures at once, increase the damage by the number of creatures hit.
Rocket Jump: Whenever you are within the radius of an explosion, you can mark a stress to have yourself launched a Close range away from the explosion, regardless of whether or not you take damage.
Pyrotechnic
Mastery
Bigger Boom: When using a device or weapon that causes an explosion, you can mark a Stress to increase the radius by one range bound. If this increases the range to Far or Very Far, mark another stress.
Battlesmith
Foundation
SPELLCAST TRAIT: Strength
Weapon Mod: You can spend a hope to enhance a weapon until your next rest, pick a number of options from the following list equal to your tier of play:
- Grant a +2 to damage rolls
- Grant a +1 to attack rolls
- Increase the attack range by one range bound
Armour Mod: You can spend a hope to enhance a set of armour until your next rest, pick a number of options from the following list equal to your tier of play:
- Increase damage threasholds by 2
- Increase armour score by 1
- Increase evasion bonus by +1
Battlesmith
Specialization
Improved Weapon Mod: You gain the following options for weapon mods, each counts as if it were two options and can only be chosen once:
- Increase the dice size by one
- Increase the number of damage dice rolled by +1
- Replace the feature of the weapon with the feature of a different weapon you have
Improved Armour Mod: You gain the following options for armour mods, each counts as if it were two options and can only be chosen once:
- Gain resistance to physical or magic damage
- Grants immunity to all status conditions
- Replace the feature of the armour with the feature of a different armour you have
Expert Smith: Your enhancement now last until your next long rest.
You can replicate two items at once during rests, or work towards the same item twice when you take the rest action provided by your Replication feature.
Battlesmith
Mastery
Permanent Mods: Spend an additional 3 hope when using your Weapon Mod or Armour Mod features to make the changes permanent. That weapon/armour can never be enhanced again unless you first spend 3 hope to remove the enhancements.
While the iron is hot: Once during a rest, if you take the rest action provided by your Replication feature, you can take an additional Short Rest action during this rest.
Tinkerer
Foundation
SPELLCAST TRAIT: Finesse
Plentiful Craft: When you take the rest actions provided by your Replication feature, if you choose to make a consumable you create 1d4 additional copies of it.
If it is a long rest, create 2d4 additional copies instead.
Potent Craft: Consumables you craft or replicate gain a +1 bonus to all their dice rolls and +2 to difficulty, if they have one.
Tinkerer
Specialization
Slow Creation: Whenever you craft a device that would require you to mark any number of stress, or spend any number of hope. You can instead craft the device slowly over time. The device is created immediately after a number of action rolls, by allies and adversaries, equal to double the amount of hope/stress they would have been used has been rolled. Rolls with Hope count as double.
Tinkerer
Mastery
Always Working: You can take a short rest action after every two scenes without being in a rest.
Artificer
The Artificer is a class about creating things. Be it items, weapons, armour, devices… Anything and everything that could aid themself and their allies. This class and the Technology domain are both resource heavy and require you to keep track of many different things all at once, such is the life of someone creating complex technologies.
Domains
Arcana + Technology
Starting Evasion
8
Starting Hit Points
6
Class Items
- • Box of fireworks, blueprints for weapons and armour, or a wrench/spanner
Artificer’s Hope Feature
Fragile Ward : Spend 3 hope to create a device that can be worn by an ally, and deploy it on an ally within close range. The device reduces the next instance of damage taken to zero, then the device breaks. You can have a maximum of these devices created at once equal to your tier.
Class Features
Replication
During a rest you can take a short rest action to replicate one consumable or non-magical item you have, or a long rest action to replicate one magical item you have. If the item is a weapon or armour, you must spend a total number of actions equal to the tier of the item, this can be done across multiple rests. Replicated items retain all the properties of the original item that you knew about at the time of creating the replica.
Artificer Subclasses
Choose either the Pyrotechnic or Battlesmith subclass.
Pyrotechnic
Play the pyrotechnic if you want to create devices that go boom.
Spellcast Trait
Knowledge
Foundation Features
Explosive Training: You have advantage on reaction rolls to avoid the explosions and area of effects and take no damage on a success that would normally result in half damage.
Explosive Mod: You can spend a hope to modify one of your devices and magic weapons, to allow them to also affect all creatures within melee range of their target, but reduce the damage dice size by one. Creatures within melee range of the the target must make a reaction roll against a difficulty of 10 + your tier of play. On a fail they take full damage rolled and are affected by any other affects the device/weapon inflicts, on a success they take half damage only.
Specialization Feature
Secondary Combustion: Whenever you deal damage to multiple creatures at once, increase the damage by the number of creatures hit.
Rocket Jump: Whenever you are within the radius of an explosion, you can mark a stress to have yourself launched a Close range away from the explosion, regardless of whether or not you take damage.
Mastery Feature
Bigger Boom: When using a device or weapon that causes an explosion, you can mark a Stress to increase the radius by one range bound. If this increases the range to Far or Very Far, mark another stress.
Battlesmith
Play the Battlesmith if you want to drastically improve your allies equipment
Spellcast Trait
Strength
Foundation Features
Weapon Mod: You can spend a hope to enhance a weapon until your next rest, pick a number of options from the following list equal to your tier of play:
- Grant a +2 to damage rolls
- Grant a +1 to attack rolls
- Increase the attack range by one range bound
Armour Mod: You can spend a hope to enhance a set of armour until your next rest, pick a number of options from the following list equal to your tier of play:
- Increase damage threasholds by 2
- Increase armour score by 1
- Increase evasion bonus by +1
Specialization Feature
Improved Weapon Mod: You gain the following options for weapon mods, each counts as if it were two options and can only be chosen once:
- Increase the dice size by one
- Increase the number of damage dice rolled by +1
- Replace the feature of the weapon with the feature of a different weapon you have
Improved Armour Mod: You gain the following options for armour mods, each counts as if it were two options and can only be chosen once:
- Gain resistance to physical or magic damage
- Grants immunity to all status conditions
- Replace the feature of the armour with the feature of a different armour you have
Expert Smith: Your enhancement now last until your next long rest.
You can replicate two items at once during rests, or work towards the same item twice when you take the rest action provided by your Replication feature.
Mastery Feature
Permanent Mods: Spend an additional 3 hope when using your Weapon Mod or Armour Mod features to make the changes permanent. That weapon/armour can never be enhanced again unless you first spend 3 hope to remove the enhancements.
While the iron is hot: Once during a rest, if you take the rest action provided by your Replication feature, you can take an additional Short Rest action during this rest.
Background Questions
Answer any of the following, or create your own.
- • What inspired your love for creation?
- • Who taught you your craft?
- • What is your greatest invention so far? And how do you plan to surpass it?
Connections
Ask one of the following, or improvise.
- • What have I promised to replace for you if you lose it?
- • What do I keep making for you that you keep breaking?
- • What deal have we made that mustn't be exposed?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.