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Artificer

About this class

**UNFINISHED AND STILL BEING PLAYTESTED**

Artificers are students of the arcane who focus on the practical side of magic. These magical practitioners work to create long lasting solutions that can be utilized by people of all the realms, and value magic as a tool by which society can grow. Not all artificers have magical propensity themselves but still make use of the materials granted to them in order to weave spells to their whim. Artificers at their core are a unique type of artisan, focused on finding ways to integrate magic into mundane objects to streamline arcane efficiency. Artificers are the problem solvers of the party, useful for covering the party’s back when things go wrong.

Domains

Core domain
Codex
Core domain
Bone

Starting stats

Evasion
10
Hit points
6

Hope feature

Jury Rig
Spend 3 Hope to replace yours or an ally's Hope die with a d20 on their next roll.

Class features

  • Arcane Study

    During your Long Rest, when you take the Work on a Project move, you may instead tick your ingenuity die up by 2 (maximum of 6).

  • Fail Spectacularly

    When you or an ally that you can see rolls with Fear, tick your ingenuity die up by 1.

  • Reinvent the Wheel

    When you gain this feature, set your ingenuity die (d6) at 6. When you or an ally would make an action roll, you may tick the dice down by 1 to add your Spellcast trait to the roll. While your die is at 1, you cannot use this feature.

Class items

  • A collection of strange bottles
  • an unusual pen

Character questions

Background prompts

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Connection prompts

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Discussion

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