Artificer
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
Codex
Starting stats
Hope feature
Class features
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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
- What gives you the courage to push the limits of creation?
Connection prompts
Subclass cards
Printable via header menu
School of the Soulmech
Foundation
SPELLCAST TRAIT: Finesse
Soulmech Core: As a downtime action, you construct a Soulmech, a transforming mechanical companion with a magitech core. See Description for Soulmech rules. As an action choose a shape changing protocols:
Aegis: Adopt a defensive shape. Allies within Very Close range reduce the severity by one threshold, Soulmech marks a stress when this happens.
Dominion: Adopt a threatening shape. Adversaries in a Very Close range of your Soulmech have disadvantage on attack rolls.
Tinkerer's Touch: Spend 1 Hope to use Imbued Craft on your Soulmech. When used on your Soulmech, restore 1d4+1 HP or Stress, divided as you choose.
School of the Soulmech
Specialization
Advanced Protocols: You know the following protocols:
Militant: Adopt an aggressive shape. Your Soulmech attacks your target for an extra 1d12 on a successful hit.
Suppressor: Adopt an inhibiting shape. Adversaries must succeed on a Reaction Roll (12) or be temporarily Restrained when in Very Close range.
Directive Command: On your spotlight, issue the Soulmech a free command.
Block: Close range radius around the Soulmech is difficult terrain for adversaries.
Guard: Allies within Close range of the Soulmech have +2 Evasion.
Pursue: Soulmech follows a creature within Close range, they are revealed.
School of the Soulmech
Mastery
Mythic Protocol: You may have two protocols active at the same time, creating a hybrid configuration that combines both effects. Your Soulmech may mark 1 Stress to heal itself 1d6. You also know the following protocols:
Draconic: The Soulmech gains flying movement and immunity to fire damage.
Gigantic: The Soulmech grows two sizes larger, able to move Far range away with immunity to difficult terrain.
Collective Spellcasting: You may use Codex and Innovation domain cards as if you were occupying the Soulmech’s space. In addition, you may now maintain two Soulmechs at the same time.
Each Soulmech has Health 8 and Stress 4.
Each Soulmech operates independently and may have a different active protocol.
School of Gastronomy
Foundation
SPELLCAST TRAIT: Knowledge
Meal Prep: During downtime, you prepare a number of enchanted meals equal to 1d4 + your Knowledge. A meal is a consumable item that clears 1 Stress, 1 HP and gives advantage on your next roll.
Culinary Infusion: When you use Imbued Craft on a meal, choose one culinary imbue below instead until the end of the scene.
Overclocked Spice: You can move up to Far range.
Gritty Reduction: Reduce severity of all damage by one threshold.
Synaptic Glaze: Gain advantage on all Knowledge rolls.
Sour Powder Coating: Successful attacks cause targets to be temporarily Vulnerable.
School of Gastronomy
Specialization
Purifying Palate: Spend 1 Hope to instantly purify any food or drink, removing poisons, disease, curses, or harmful magical effects. In addition, any ingredients you harvest, prepare, or process are always considered purified and safe.
Creature-Course Cuisine: When you defeat a creature during a session, you may prepare a creature-specific meal based on that creature’s type the next time you Meal Prep. Use the Recipes listed in Description section. Their effects last until end of scene.
School of Gastronomy
Mastery
Grand Banquet: Once per session, during downtime, you may prepare a Grand Banquet. Choose up to 1d6 + your Knowledge creatures who partake in the meal. Each chosen creature:
Fully restores Health
Fully clears Stress
Removes all conditions
Master Chef: New Recipes listed in Description section. You can now mix any two recipes together into one meal.
Artificer
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
Codex + Innovation
Starting Evasion
12
Starting Hit Points
5
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.
Artificer’s 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.
Artificer Subclasses
Choose either the School of the Soulmech or School of Gastronomy subclass.
School of the Soulmech
Play the School of the Soulmech if you want to control space and protect allies through a transforming mechanical companion that enhances your tactics.
Spellcast Trait
Finesse
Foundation Features
Soulmech Core: As a downtime action, you construct a Soulmech, a transforming mechanical companion with a magitech core. See Description for Soulmech rules. As an action choose a shape changing protocols:
Aegis: Adopt a defensive shape. Allies within Very Close range reduce the severity by one threshold, Soulmech marks a stress when this happens.
Dominion: Adopt a threatening shape. Adversaries in a Very Close range of your Soulmech have disadvantage on attack rolls.
Tinkerer's Touch: Spend 1 Hope to use Imbued Craft on your Soulmech. When used on your Soulmech, restore 1d4+1 HP or Stress, divided as you choose.
Specialization Feature
Advanced Protocols: You know the following protocols:
Militant: Adopt an aggressive shape. Your Soulmech attacks your target for an extra 1d12 on a successful hit.
Suppressor: Adopt an inhibiting shape. Adversaries must succeed on a Reaction Roll (12) or be temporarily Restrained when in Very Close range.
Directive Command: On your spotlight, issue the Soulmech a free command.
Block: Close range radius around the Soulmech is difficult terrain for adversaries.
Guard: Allies within Close range of the Soulmech have +2 Evasion.
Pursue: Soulmech follows a creature within Close range, they are revealed.
Mastery Feature
Mythic Protocol: You may have two protocols active at the same time, creating a hybrid configuration that combines both effects. Your Soulmech may mark 1 Stress to heal itself 1d6. You also know the following protocols:
Draconic: The Soulmech gains flying movement and immunity to fire damage.
Gigantic: The Soulmech grows two sizes larger, able to move Far range away with immunity to difficult terrain.
Collective Spellcasting: You may use Codex and Innovation domain cards as if you were occupying the Soulmech’s space. In addition, you may now maintain two Soulmechs at the same time.
Each Soulmech has Health 8 and Stress 4.
Each Soulmech operates independently and may have a different active protocol.
School of Gastronomy
Play the School of Gastronomy if you want to prepare powerful meals and consumables that reshape encounters through planning, timing, and clever use of magical
Spellcast Trait
Knowledge
Foundation Features
Meal Prep: During downtime, you prepare a number of enchanted meals equal to 1d4 + your Knowledge. A meal is a consumable item that clears 1 Stress, 1 HP and gives advantage on your next roll.
Culinary Infusion: When you use Imbued Craft on a meal, choose one culinary imbue below instead until the end of the scene.
Overclocked Spice: You can move up to Far range.
Gritty Reduction: Reduce severity of all damage by one threshold.
Synaptic Glaze: Gain advantage on all Knowledge rolls.
Sour Powder Coating: Successful attacks cause targets to be temporarily Vulnerable.
Specialization Feature
Purifying Palate: Spend 1 Hope to instantly purify any food or drink, removing poisons, disease, curses, or harmful magical effects. In addition, any ingredients you harvest, prepare, or process are always considered purified and safe.
Creature-Course Cuisine: When you defeat a creature during a session, you may prepare a creature-specific meal based on that creature’s type the next time you Meal Prep. Use the Recipes listed in Description section. Their effects last until end of scene.
Mastery Feature
Grand Banquet: Once per session, during downtime, you may prepare a Grand Banquet. Choose up to 1d6 + your Knowledge creatures who partake in the meal. Each chosen creature:
Fully restores Health
Fully clears Stress
Removes all conditions
Master Chef: New Recipes listed in Description section. You can now mix any two recipes together into one meal.
Background Questions
Answer any of the following, or create your own.
- • What gives you the courage to push the limits of creation?
Connections
Ask one of the following, or improvise.
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Discussion
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