Artificer
About this class
An artificer is a student of all things mechanical and anything having enough springs and gears to tinker with. They are often tacticians, builders or even demolition experts should the obsessive compulsion to tinker strike them.
Domains
Codex
Midnight
Starting stats
Hope feature
Class features
-
The Art of Tinkering
You always have enough parts to make a mechanically basic gadget.
Describe how you use your tinkering to create a gadget that will help with a non combat roll or an allies non combat roll and grant them a use of an experience without spending a hope. The gadget becomes unusable after this and will require a short rest to dismantle the gadget back into its parts. Crafting a gadget takes a short while.At level 5 you have enough parts to create 3 gadgets at a time.
Class items
- A book of basic repair skills
Character questions
Background prompts
- What inspired you to tinker?
- What is your greatest creation?
- What masterpiece do you strive to build one day?
Connection prompts
- How have my inventions helped/hindered you?
- What is always a topic of discussion/argument between us?
- What failed gadget brought us together as allies/friends
Subclass cards
Printable via header menu
Obsessive Inventor
Foundation
SPELLCAST TRAIT: Knowledge
You can create an additional gadget with one of the following abilities. . Smoke Bomb: You can create an additional gadget with one of the following abilities.
Smoke Bomb: Place or throw a gadget up to close range to create a smokescreen that gives all allies within very close range to you hidden.
Stun charge: Place or throw up to a close range within a target or group of targets. The targets are stunned for one activation or turn.
Obsessive Inventor
Specialization
Crafters Eye: You can get two uses out of a single gadget before it needs to be remade.
Crafters Ingenuity: Mark a stress and use an experience without spending hope.
Obsessive Inventor
Mastery
Tinkering Perfected: You can use your gadgets freely, without limitation on number of uses.
Additionally, you can repurpose existing tools or weapons to change their function or range for 10 minutes.
Armoursmith
Foundation
SPELLCAST TRAIT: Knowledge
Armourers Appraisal: Using your armour crafting ability, you touch your allies armour and enhance it, granting an extra temporary armour slot that is removed once used or till next long rest.
Armoursmith
Specialization
Armourers Touch: Spend a hope: As an interact action within combat, touch an allies armour to restore 1 armour slot.
Spend 2 hope: You can can repair two sets of armour to their max slots during a short rest.
Armoursmith
Mastery
Masterforged Weapon: Your mastery over metal reaches its pinnacle.
You are capable of forging tier 3 weaponry with the added benefit over the course of a week. Only one weapon can exist with this benefit at a time.
Masterforged: Add your trait bonus to your damage an additional time. On critical hits you gain 1 hope in addition.
Artificer
An artificer is a student of all things mechanical and anything having enough springs and gears to tinker with. They are often tacticians, builders or even demolition experts should the obsessive compulsion to tinker strike them.
Domains
Codex + Midnight
Starting Evasion
10
Starting Hit Points
5
Class Items
- • A book of basic repair skills
Artificer’s Hope Feature
Kicking things off with a bang! : Spend 3 hope: Throw your gadget up to a far range near an enemy or group of enemies creating a dazzling flash. Adversaries affected by this ability are vulnerable until they are struck once. The gadget will have to be retrieved manually.
Class Features
The Art of Tinkering
You always have enough parts to make a mechanically basic gadget. Describe how you use your tinkering to create a gadget that will help with a non combat roll or an allies non combat roll and grant them a use of an experience without spending a hope. The gadget becomes unusable after this and will require a short rest to dismantle the gadget back into its parts. Crafting a gadget takes a short while. At level 5 you have enough parts to create 3 gadgets at a time.
Artificer Subclasses
Choose either the Obsessive Inventor or Armoursmith subclass.
Obsessive Inventor
Your desire to improve and hone your designs is bordering on the crazed and unnerving.
Spellcast Trait
Knowledge
Foundation Features
You can create an additional gadget with one of the following abilities. . Smoke Bomb: You can create an additional gadget with one of the following abilities.
Smoke Bomb: Place or throw a gadget up to close range to create a smokescreen that gives all allies within very close range to you hidden.
Stun charge: Place or throw up to a close range within a target or group of targets. The targets are stunned for one activation or turn.
Specialization Feature
Crafters Eye: You can get two uses out of a single gadget before it needs to be remade.
Crafters Ingenuity: Mark a stress and use an experience without spending hope.
Mastery Feature
Tinkering Perfected: You can use your gadgets freely, without limitation on number of uses.
Additionally, you can repurpose existing tools or weapons to change their function or range for 10 minutes.
Armoursmith
You craft and repair armour of all shapes and sizes. Your knowledge of protection is resolute, much like the pieces you craft.
Spellcast Trait
Knowledge
Foundation Features
Armourers Appraisal: Using your armour crafting ability, you touch your allies armour and enhance it, granting an extra temporary armour slot that is removed once used or till next long rest.
Specialization Feature
Armourers Touch: Spend a hope: As an interact action within combat, touch an allies armour to restore 1 armour slot.
Spend 2 hope: You can can repair two sets of armour to their max slots during a short rest.
Mastery Feature
Masterforged Weapon: Your mastery over metal reaches its pinnacle.
You are capable of forging tier 3 weaponry with the added benefit over the course of a week. Only one weapon can exist with this benefit at a time.
Masterforged: Add your trait bonus to your damage an additional time. On critical hits you gain 1 hope in addition.
Background Questions
Answer any of the following, or create your own.
- • What inspired you to tinker?
- • What is your greatest creation?
- • What masterpiece do you strive to build one day?
Connections
Ask one of the following, or improvise.
- • How have my inventions helped/hindered you?
- • What is always a topic of discussion/argument between us?
- • What failed gadget brought us together as allies/friends
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.