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Artificer

Classes Designed by RomoSeba • Art by Svetlin Velinov

About this class

As an artificer, you turn knowledge into practical solutions – using craft, calculation, and invention to change what is possible.

Domains

Core domain
Codex
Core domain
Bone

Starting stats

Evasion
11
Hit points
5

Hope feature

Breakthrough
Spend 3 Hope after an ally within Close range fails a roll. Roll a d12 and add it to the result. If it becomes a success, gain 1 Spark.

Class features

  • Spark Of Invention

    Start each session with 3 Spark. When you make an action roll using Knowledge or Finesse and roll with Fear, gain 1 Spark.

  • Ingenious Assistance

    When you Help an Ally, you can spend Spark instead of Hope.
    Spend 1 Spark for a d8 advantage die, 2 Spark for a d10, or 3 Spark for a d12.

Class items

  • A pouch of strange components
  • An unfinished prototype

Character questions

Background prompts

  1. What did you build that worked perfectly - and why do you wish it had not?
  2. Who taught you your craft, and which lesson of theirs have you deliberately ignored?
  3. What impossible creation are you certain you could build if you found the missing piece?

Connection prompts

  1. You once trusted one of my inventions when nobody else would. What happened?
  2. I keep asking to modify something important you own. Why have you not let me?
  3. Something I built reminds you of someone from your past. What is it, and who does it remind you of?

Discussion

Be thoughtful and kind.

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