Artificer
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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.
Included subclasses
Domains
Codex
Bone
Starting stats
Hope feature
Class features
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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).
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Fail Spectacularly
When you or an ally that you can see rolls with Fear, tick your ingenuity die up by 1.
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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
Connection prompts
Subclass cards
Printable via header menu
Technician
Foundation
SPELLCAST TRAIT: Knowledge
Automaton Ally: Tick your ingenuity die down by 2 to summon an automaton no larger than you. Your automaton can have any shape or appearance and can move and perform any action that does not require an action roll and is within close range. When an automaton is summoned, choose a frame and a protocol that you have access to. You may only have one automaton active at a time, but if it is lost or destroyed, you may summon another one the same way. Whenever you take the Work on a Project move, you may instead choose to summon your automaton.
Basic Prototype: You have access to tier 1 frames and protocols.
Technician
Specialization
Creative Reuse: You may destroy your automaton to tick your ingenuity die up by 2.
Complex Robotics: You have access to tier 2 frames and protocols.
Technician
Mastery
Logic Gate: You may choose two protocols whenever you create your automaton instead of one.
Advanced Automaton: You have access to tier 3 frames and protocols.
Battlesmith
Foundation
SPELLCAST TRAIT: Finesse
Expert Craftsman: Whenever you take the Work on a Project move, you may give a piece of equipment an item feature equal to your tier so long as it does not already have a feature. Otherwise you may use the move to remove the feature. You may modify a number of equipment equal to your tier.
Field Repair: Tick your ingenuity die down by 1 to clear an armor slot from you or an ally.
Battlesmith
Specialization
Arms Race: Instead of adding an item feature of your tier you may add any number of item features that add up to your tier (At tier 3 => one tier 1 feature + one tier 2 feature)
Integrated Spells: Instead of giving equipment item features, you may instead imbue it with one of your grimoires. Choose a grimoire domain card. While this equipment is modified, anyone may use that card as if they had access to it, even if it winds up in your vault.
Battlesmith
Mastery
Perfected Gear: Equipment that you have modified gains the following benefits:
Add your level to the Thresholds of modified Armor
Gain an additional armor slot for modified armor
Add the maximum result of your modified weapon’s damage die to the damage roll.
Artificer
**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
Codex + Bone
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A collection of strange bottles
- • an unusual pen
Artificer’s 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.
Artificer Subclasses
Choose either the Technician or Battlesmith subclass.
Technician
Play the Technician to summon an automaton to your aid.
Spellcast Trait
Knowledge
Foundation Features
Automaton Ally: Tick your ingenuity die down by 2 to summon an automaton no larger than you. Your automaton can have any shape or appearance and can move and perform any action that does not require an action roll and is within close range. When an automaton is summoned, choose a frame and a protocol that you have access to. You may only have one automaton active at a time, but if it is lost or destroyed, you may summon another one the same way. Whenever you take the Work on a Project move, you may instead choose to summon your automaton.
Basic Prototype: You have access to tier 1 frames and protocols.
Specialization Feature
Creative Reuse: You may destroy your automaton to tick your ingenuity die up by 2.
Complex Robotics: You have access to tier 2 frames and protocols.
Mastery Feature
Logic Gate: You may choose two protocols whenever you create your automaton instead of one.
Advanced Automaton: You have access to tier 3 frames and protocols.
Battlesmith
Play the Battlesmith to create powerful weapons and armor.
Spellcast Trait
Finesse
Foundation Features
Expert Craftsman: Whenever you take the Work on a Project move, you may give a piece of equipment an item feature equal to your tier so long as it does not already have a feature. Otherwise you may use the move to remove the feature. You may modify a number of equipment equal to your tier.
Field Repair: Tick your ingenuity die down by 1 to clear an armor slot from you or an ally.
Specialization Feature
Arms Race: Instead of adding an item feature of your tier you may add any number of item features that add up to your tier (At tier 3 => one tier 1 feature + one tier 2 feature)
Integrated Spells: Instead of giving equipment item features, you may instead imbue it with one of your grimoires. Choose a grimoire domain card. While this equipment is modified, anyone may use that card as if they had access to it, even if it winds up in your vault.
Mastery Feature
Perfected Gear: Equipment that you have modified gains the following benefits:
Add your level to the Thresholds of modified Armor
Gain an additional armor slot for modified armor
Add the maximum result of your modified weapon’s damage die to the damage roll.
Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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