Artificer
About this class
Artificers are people who use their magical abilities to invent technologies to help people. Their innate magic helps them realize, and bring to life, different creations. They also use their magic to improve what they have made already. They are dedicated people, eager to see the people at large advance, and with their magic, and toil, they will see it through.
Domains
Arcana
Starting stats
Hope feature
Class features
-
Inventions
You can maintain a number of Inventions equal to your Tier level. You start with an Invention of your choice, and can spend a Downtime activity to swap what inventions you are maintaining. On a Short Rest, you may swap out half your Tier’s Inventions. On a Long Rest, you may swap out all your Inventions. During either a Short, or Long, rest, you may also spend a Downtime activity to Amplify your Inventions, which last until your next rest. Anyone can use your Inventions. You may find a list of Inventions below, or you can work with your GM to make one.
List of Inventions: https://docs.google.com/document/d/19Xm2uojTp6VobX2Jx8ItGJSIoYnFOFDBHqtq0uc6W3U/edit?tab=t.0
Class items
- Blueprints for something big you're working on
- A piece of jewelry you forged
Character questions
Background prompts
- Who taught you how to craft with these materials?
- Have you ever suffered an injury while working on something?
- What big problem do you hope to solve with your technological prowess someday in the future?
Connection prompts
- What have you asked me to make that I still can’t figure out how to?
- I sometimes mutter while I work. What have I said during production that concerns you?
- You’ve threatened to force me into taking a break from work in order to get out of my own head. What would we do on said break?
Subclass cards
Printable via header menu
Tinkerer
Foundation
SPELLCAST TRAIT: Knowledge
Gadgets: At the beginning of a session, place a number of d6s on this card equal to your Spellcast modifier. These are your Gadget Dice. Whenever someone within Very Close range rolls with Fear you may spend one of your Gadget Dice to bring out a gadget to assist, and add the result to their Hope die. You may use a Downtime activity to replenish your Gadget Dice up to your Spellcast modifier. At the end of each Session, clear all unspent Gadget Dice
Tinkerer
Specialization
Fast Tinkerer: If you use a Downtime activity to replenish your Gadget Dice, you may take an extra Downtime activity.
Gadget Upgrade: When you use a Gadget Die, you may mark a Stress in order to roll a second d6, and discard the lower of the two.
Tinkerer
Mastery
Back to the Drawingboard: When you use a Gadget Die, and it doesn’t turn the result into a Hope roll, you don’t spend the Gadget Die.
Battlesmith
Foundation
SPELLCAST TRAIT: Strength
Fierce FIghter: Add your Tier to damage rolls.
Weapon Upgrades: You may give your weapon an additional Feature from the following list:
- Reliable
- Quick
- Powerful
You may change the Feature at the beginning of a session, as a Downtime activity during a rest, or by spending a Hope to do so.
Battlesmith
Specialization
Higher Upgrades: You may now give your weapon one of the Features from this list:
- Brutal
- Deadly
- Protective
Battlesmith
Mastery
Multi-Fascited: Your weapon can now benefit from two extra Features.
Masterful Upgrades: You may now give your weapon one of the Features from this list:
- Devastating
- Lucky
- Lifestealing
Armor Master
Foundation
SPELLCAST TRAIT: Strength
Well-Suited: Gain a permanent increase to your Armor Score by +1.
Sentinel: Whenever you mark an Armor Slot, you gain advantage on your next attack roll.
Armor Master
Specialization
Well-Protected: Gain a permanent increase to your Armor Score by +1.
Armor Manipulator: Ignore the Heavy, Very Heavy, and Difficult Features on Armor you wear.
Armor Master
Mastery
Well-Kept: Gain a permanent increase to your Armor Score by +1.
Immovable Object: Add your Armor Score to your Damage Thresholds.
Artificer
Artificers are people who use their magical abilities to invent technologies to help people. Their innate magic helps them realize, and bring to life, different creations. They also use their magic to improve what they have made already. They are dedicated people, eager to see the people at large advance, and with their magic, and toil, they will see it through.
Domains
Arcana + Iron
Starting Evasion
9
Starting Hit Points
7
Class Items
- • Blueprints for something big you're working on
- • A piece of jewelry you forged
Artificer’s Hope Feature
Magical Amplification : Spend 3 Hope to Amplify one of your Inventions immediately.
Class Features
Inventions
You can maintain a number of Inventions equal to your Tier level. You start with an Invention of your choice, and can spend a Downtime activity to swap what inventions you are maintaining. On a Short Rest, you may swap out half your Tier’s Inventions. On a Long Rest, you may swap out all your Inventions. During either a Short, or Long, rest, you may also spend a Downtime activity to Amplify your Inventions, which last until your next rest. Anyone can use your Inventions. You may find a list of Inventions below, or you can work with your GM to make one. List of Inventions: https://docs.google.com/document/d/19Xm2uojTp6VobX2Jx8ItGJSIoYnFOFDBHqtq0uc6W3U/edit?tab=t.0
Artificer Subclasses
Choose either the Tinkerer or Battlesmith subclass.
Tinkerer
Play as the Tinkerer to assist your allies through your mystical Gadgets.
Spellcast Trait
Knowledge
Foundation Features
Gadgets: At the beginning of a session, place a number of d6s on this card equal to your Spellcast modifier. These are your Gadget Dice. Whenever someone within Very Close range rolls with Fear you may spend one of your Gadget Dice to bring out a gadget to assist, and add the result to their Hope die. You may use a Downtime activity to replenish your Gadget Dice up to your Spellcast modifier. At the end of each Session, clear all unspent Gadget Dice
Specialization Feature
Fast Tinkerer: If you use a Downtime activity to replenish your Gadget Dice, you may take an extra Downtime activity.
Gadget Upgrade: When you use a Gadget Die, you may mark a Stress in order to roll a second d6, and discard the lower of the two.
Mastery Feature
Back to the Drawingboard: When you use a Gadget Die, and it doesn’t turn the result into a Hope roll, you don’t spend the Gadget Die.
Battlesmith
Play as the Battlesmith to improve your weapon's capabilities.
Spellcast Trait
Strength
Foundation Features
Fierce FIghter: Add your Tier to damage rolls.
Weapon Upgrades: You may give your weapon an additional Feature from the following list:
- Reliable
- Quick
- Powerful
You may change the Feature at the beginning of a session, as a Downtime activity during a rest, or by spending a Hope to do so.
Specialization Feature
Higher Upgrades: You may now give your weapon one of the Features from this list:
- Brutal
- Deadly
- Protective
Mastery Feature
Multi-Fascited: Your weapon can now benefit from two extra Features.
Masterful Upgrades: You may now give your weapon one of the Features from this list:
- Devastating
- Lucky
- Lifestealing
Background Questions
Answer any of the following, or create your own.
- • Who taught you how to craft with these materials?
- • Have you ever suffered an injury while working on something?
- • What big problem do you hope to solve with your technological prowess someday in the future?
Connections
Ask one of the following, or improvise.
- • What have you asked me to make that I still can’t figure out how to?
- • I sometimes mutter while I work. What have I said during production that concerns you?
- • You’ve threatened to force me into taking a break from work in order to get out of my own head. What would we do on said break?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.