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Artificer

Classes Designed by Dagger Dog Dad • Art by keyvei_art

About this class

Artificers are thinkers before fighters. You solve problems by building answers, with precision spell and scientific knowledge. Whether commanding a crafted companion or turning meals into miracles, you rely on preparation, precision, and invention under pressure. When plans fail, you do not panic, you iterate.

Domains

Core domain
Codex
Homebrew domain

Starting stats

Evasion
12
Hit points
5

Hope feature

Inspired Clarity
Spend 3 Hope when you or an ally within Close range fails a roll. Choose one: - Add your Spellcast Trait to the result, or - Reroll the lowest die and keep the new result.

Class features

  • Imbued Craft

    During downtime, you can repair a damaged inanimate object, restoring it to working condition if possible, or imbue mundane objects with an arcane-mechanical modification.
    - A creature may benefit from only one imbued object at a time.
    - You can imbue 1d4 + your Spellcast trait per downtime.
    You know the following imbues:

    - Gyro-Stabilizer: The item hums and subtly rebalances itself. Once per scene, ignore 1 Stress if you would mark it.

    - Overclocked Actuator: Coils, vents, or sigils flare as the item surges with power. Once per scene, gain advantage on a roll using a Gadget, weapon, or item.

    - Aether Reservoir: The item stores excess arcane charge, faintly glowing when primed. Once per day, after you spend a Hope, allies in Close range gain 1 Hope.

    - Courier Wings: The item sprouts small mechanical wings or propulsion runes. Once per scene, a consumable may be used on a creature within Far range, ignoring its normal range limits.

Class items

  • A reinforced case containing evolving designs, notes, spices, and experimental concepts.
  • A compact set of trade tools, materials, and arcane components for inventive work.

Character questions

Background prompts

  1. What gives you the courage to push the limits of creation?

Connection prompts

Discussion

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