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Artifice

Classes Designed by Sp8cestation Crew • Art by michael broussard

About this class

Artificers blend arcane theory, mechanical ingenuity, and field improvisation. Whether crafting autonomous gadgets or stepping into rune-etched powered armor, they turn preparation into overwhelming advantage.

Domains

Core domain
Bone
Core domain
Codex
Homebrew domain
Arcanotech

Starting stats

Evasion
10
Hit points
6

Hope feature

Field Repair
Spend 1 Hope to restore 1 armor, for yourself or an ally within close range as you deploy reactive shielding, nanite paste, or arcane reinforcement.

Class features

  • Arcane Tinkering

    You can create small arcane devices during downtime or with access to proper materials.
    You maintain a number of Prepared Gadgets equal to your Proficiency (with a maximum of 4)
    A Prepared Gadget:
    Is small and handheld (unless a feature says otherwise)
    Activates with an action
    Produces a defined magical effect
    Becomes inert after use unless otherwise stated
    Examples:
    Flash charge (brief blinding burst)
    Magnetic tether (pull small object or creature toward anchor point)
    Shock emitter (deal minor lightning damage)
    Deployable barrier plate (momentary +1 Armor)
    You define your gadgets narratively within reasonable bounds of Codex and Bone magic.

Class items

Character questions

Background prompts

Connection prompts

Discussion

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