Artificer
About this class
An Artificer is a prodigy of magical craftsmaship. Whether by tinkering mechanical marvels or carving Codex runes in their gear, the artificer turns the mundane into magic. An artificer’s greatest strength is their ability to always have the right tool for the job to lead their team to victory.
Domains
Codex
Blade
Starting stats
Hope feature
Class features
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Tool for the job
At the start of each session, place a d6 in front of you on number 1, called the Ingenuity Die. During the session, when an ally is rolling an Action Roll, describe how you can use your gear and tools to aid them and tick your Ingenuity Die up by 1. Your ally gains a +2 to their roll. You can't use this feature again if the Ingenuity Die once its highest value.
Many subclasses include an additional way to use up your uses of the Ingenuity Die. At level 5, the d6 increases to a d8.
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Damage Control
When an ally within Close Range fails a roll with Fear, you can tick your Ingenuity Die up by 1 and turn it into a Failure with Hope.
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Uncommon Sense
You have advantage on rolls to determine the origin and function of unknown magical and mechanical objects.
Class items
- A set of tools from your training
- A memento from your mentor
Character questions
Background prompts
- What sparked your interest in your craft for the first time?
- Who first taught you your craft?
- What accident did you cause during your training?
Connection prompts
- What meaningful personal item did I repair for you?
- Why do you look at my creations with suspicion?
- What flash of inspiration did you give me and how did it happen?
Subclass cards
Printable via header menu
Power Knight
Foundation
SPELLCAST TRAIT: Knowledge
Empowered Strikes: When you roll an Attack Roll, tick your Ingenuity Die up by 2 and add a +2 to the result. If you hit, increase your weapon's damage by 1 for this attack.
If you miss, the Ingenuity Die resets to the value before your move.
Power Knight
Specialization
Kinetic Redirection: Whenever you take damage in combat, you can mark a stress to put a number of tokens on this card equal to the number of hit points you mark. When you hit an enemy, you can spend any number of tokens to deal extra damage equal to the number of tokens spent. The number of tokens on this card resets to 0 on a long rest.
Power Knight
Mastery
Breath of the Forge: Spend 3 Hope and choose up to 5 enemies within Close range. Each target takes 6d4 points of mag damage. Hordes count as 2 adversaries but take double damage from this attack.
Saboteur
Foundation
SPELLCAST TRAIT: Finesse
Bag of Tricks: When you or an ally within Close range fails on a reaction roll triggered by an adversary, you can tick your Ingenuity Die up by 2 and add +4 to the roll. If the roll is a success, the character rolling can immediately move away up to Close range.
Saboteur
Specialization
Booby Trap: When an adversary moves within Melee or Very Close range from you, you can mark to 2 Hope to restrain them (they have the restrained condition). You decide whether the adversary is trapped at Melee/Very Close/Close range.
Saboteur
Mastery
Ultimate Sabotage: Whenever the GM spends Fear to activate an adversary OR to activate a Fear ability of an adversary within Far range, you can spend 1 Hope to force the GM to spend an additional fear.
The Runecarver
Foundation
SPELLCAST TRAIT: Finesse
Infuser: As a long rest move, you tinker with a number of items (weapons, armor, shields etc.) equal to your Tier plus 1.
Every item gains one of the Adaptations listed below until you take this move again.
Rune of Endurance: The item now grants an additional armor slot.
Rune of Reach: The item increase the range of all melee attacks from Melee to Very Close.
The Runecarver
Specialization
Journeyman Infuser: You learn new Magical Adaptations to enhance your allies.
Rune of Camouflage: The wielder gains a +1 to their Evasion. This benefit doesn't stack if used multiple times.
Rune of Arcane Conduction: All phy damage dealt by the wielder of the item is converted to mag damage. Weapon attacks of the wielder deal an additional 3 points of mag damage.
The Runecarver
Mastery
Master Infuser: You learn new Magical Adaptations to enhance your allies.
Rune of Celerity: The wielder can move to adversaries in Far range instead of Close range without an Agility roll.
Rune of Martial Versatility: (Weapons only) You change the trait used in the attack roll to one of your choice and the weapon loses the spellcasting trait requirement if it has one.
Artificer
An Artificer is a prodigy of magical craftsmaship. Whether by tinkering mechanical marvels or carving Codex runes in their gear, the artificer turns the mundane into magic. An artificer’s greatest strength is their ability to always have the right tool for the job to lead their team to victory.
Domains
Codex + Blade
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A set of tools from your training
- • A memento from your mentor
Artificer’s Hope Feature
Field repair : Spend 3 Hope to let two allies in Close range clear one Armor Slot.
Class Features
Tool for the job
At the start of each session, place a d6 in front of you on number 1, called the Ingenuity Die. During the session, when an ally is rolling an Action Roll, describe how you can use your gear and tools to aid them and tick your Ingenuity Die up by 1. Your ally gains a +2 to their roll. You can't use this feature again if the Ingenuity Die once its highest value. Many subclasses include an additional way to use up your uses of the Ingenuity Die. At level 5, the d6 increases to a d8.
Damage Control
When an ally within Close Range fails a roll with Fear, you can tick your Ingenuity Die up by 1 and turn it into a Failure with Hope.
Uncommon Sense
You have advantage on rolls to determine the origin and function of unknown magical and mechanical objects.
Artificer Subclasses
Choose either the Power Knight or Saboteur subclass.
Power Knight
A magically powered Frontliner
Spellcast Trait
Knowledge
Foundation Features
Empowered Strikes: When you roll an Attack Roll, tick your Ingenuity Die up by 2 and add a +2 to the result. If you hit, increase your weapon's damage by 1 for this attack.
If you miss, the Ingenuity Die resets to the value before your move.
Specialization Feature
Kinetic Redirection: Whenever you take damage in combat, you can mark a stress to put a number of tokens on this card equal to the number of hit points you mark. When you hit an enemy, you can spend any number of tokens to deal extra damage equal to the number of tokens spent. The number of tokens on this card resets to 0 on a long rest.
Mastery Feature
Breath of the Forge: Spend 3 Hope and choose up to 5 enemies within Close range. Each target takes 6d4 points of mag damage. Hordes count as 2 adversaries but take double damage from this attack.
Saboteur
Play the saboteur to counter your enemies' every move.
Spellcast Trait
Finesse
Foundation Features
Bag of Tricks: When you or an ally within Close range fails on a reaction roll triggered by an adversary, you can tick your Ingenuity Die up by 2 and add +4 to the roll. If the roll is a success, the character rolling can immediately move away up to Close range.
Specialization Feature
Booby Trap: When an adversary moves within Melee or Very Close range from you, you can mark to 2 Hope to restrain them (they have the restrained condition). You decide whether the adversary is trapped at Melee/Very Close/Close range.
Mastery Feature
Ultimate Sabotage: Whenever the GM spends Fear to activate an adversary OR to activate a Fear ability of an adversary within Far range, you can spend 1 Hope to force the GM to spend an additional fear.
Background Questions
Answer any of the following, or create your own.
- • What sparked your interest in your craft for the first time?
- • Who first taught you your craft?
- • What accident did you cause during your training?
Connections
Ask one of the following, or improvise.
- • What meaningful personal item did I repair for you?
- • Why do you look at my creations with suspicion?
- • What flash of inspiration did you give me and how did it happen?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.