Artificer
About this class
Artificers are mechanical masterminds, using magic and engineering to create devices no other can match.
Artificers are a potent and flexible support class: your party will always emerge from a rest in tip-top shape. If you don’t need all those extra downtime moves, put that energy toward your projects!
Tip: For one shots that won’t likely benefit from rests, consider compensating for Always Busy by starting the Artificer with 2 extra Hope, as though they Prepared with an ally.
Domains
Codex
Starting stats
Hope feature
Class features
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Know-how
When you inspect something mechanical or magical, you gain a surface-level understanding of how it works and what it can do.
-
Always Busy
Each time you rest, perform a short rest downtime move as a bonus. Additionally, Work on a Project is available to you as a short rest downtime move.
Class items
- A small and harmless automota or an index of allied inventors
Character questions
Background prompts
- What are you trying to engineer that always seems to fail?
- What resource do you use entirely too much of?
- What common belief do you think is total hogwash?
Connection prompts
- Why do you also stay up at night?
- What powerful figure did we both refuse to work for?
- What esoteric topic do we each get to talk about?
Subclass cards
Printable via header menu
Engineer of Chaos
Foundation
SPELLCAST TRAIT: Finesse
On the Fritz: Once per rest, after you mark HP from an adversary's attack, you can accidentally set off an experimental effect. Roll 1d4 and 1d6 and the matching effect from the Accident Table occurs. Any ongoing effects caused by the Accident Table dissipate once danger has passed, or if you activate the Accident Table again.
Engineer of Chaos
Specialization
Everyone Stand Back: Once per rest, rather than rolling duality dice for an action roll, you can flip a coin. On a heads, treat the result as a critical success. On a tails, treat the result as a failure with Fear and either gain 2 Hope or clear 2 Stress.
Try Anything: Your advantage and disadvantage dice are d8s. This includes the advantage die you roll when you Help An Ally.
Engineer of Chaos
Mastery
Energy Roulette: Describe a fickle source of energy you can share with your allies. Once per long rest, randomly choose one target, picking between yourself and all of your allies. That target refreshes the exhaustion limit of one of their domain cards.
Miracles Happen: When you would make a death move, you can instead take a Scar, regain 2d4 Hit Points, and immediately roll on the Accident table.
Engineer of Perfection
Foundation
SPELLCAST TRAIT: Finesse
Double Time: When attacking with a weapon, you can mark a Stress to target an additional adversary in range. If your weapon is Close range or farther, choose the additional target in a line between you and the original target.
Expertise: You can choose to apply Experiences after seeing a roll's result, rather than applying them before rolling.
Engineer of Perfection
Specialization
Tailor Made: When you take this specialization, all allies except yourself choose one box on their tier 3 level-up sheet and mark it, receiving that benefit. Describe the work you've put in to make this all possible.
When a new player character joins your party, they receive this same benefit.
Engineer of Perfection
Mastery
Quick Change: Mark 3 Stress to swap any number of Domain Cards between your loadout and your vault. You can also do this for an ally within Melee range.
Best in the Business: Gain a permanent +1 bonus to your Experiences.
Artificer
Artificers are mechanical masterminds, using magic and engineering to create devices no other can match.
Artificers are a potent and flexible support class: your party will always emerge from a rest in tip-top shape. If you don’t need all those extra downtime moves, put that energy toward your projects!
Tip: For one shots that won’t likely benefit from rests, consider compensating for Always Busy by starting the Artificer with 2 extra Hope, as though they Prepared with an ally.
Domains
Codex + Carbon
Starting Evasion
10
Starting Hit Points
5
Class Items
- • A small and harmless automota or an index of allied inventors
Artificer’s Hope Feature
Quick Fix : Spend 3 Hope to clear 1 armor slot for 2 different targets within Close range.
Class Features
Know-how
When you inspect something mechanical or magical, you gain a surface-level understanding of how it works and what it can do.
Always Busy
Each time you rest, perform a short rest downtime move as a bonus. Additionally, Work on a Project is available to you as a short rest downtime move.
Artificer Subclasses
Choose either the Engineer of Chaos or Engineer of Perfection subclass.
Engineer of Chaos
Play the Engineer of Chaos to treat life as one big, bold experiment.
Spellcast Trait
Finesse
Foundation Features
On the Fritz: Once per rest, after you mark HP from an adversary's attack, you can accidentally set off an experimental effect. Roll 1d4 and 1d6 and the matching effect from the Accident Table occurs. Any ongoing effects caused by the Accident Table dissipate once danger has passed, or if you activate the Accident Table again.
Specialization Feature
Everyone Stand Back: Once per rest, rather than rolling duality dice for an action roll, you can flip a coin. On a heads, treat the result as a critical success. On a tails, treat the result as a failure with Fear and either gain 2 Hope or clear 2 Stress.
Try Anything: Your advantage and disadvantage dice are d8s. This includes the advantage die you roll when you Help An Ally.
Mastery Feature
Energy Roulette: Describe a fickle source of energy you can share with your allies. Once per long rest, randomly choose one target, picking between yourself and all of your allies. That target refreshes the exhaustion limit of one of their domain cards.
Miracles Happen: When you would make a death move, you can instead take a Scar, regain 2d4 Hit Points, and immediately roll on the Accident table.
Engineer of Perfection
Play the Engineer of Perfection to hone your skills to a flawless point.
Spellcast Trait
Finesse
Foundation Features
Double Time: When attacking with a weapon, you can mark a Stress to target an additional adversary in range. If your weapon is Close range or farther, choose the additional target in a line between you and the original target.
Expertise: You can choose to apply Experiences after seeing a roll's result, rather than applying them before rolling.
Specialization Feature
Tailor Made: When you take this specialization, all allies except yourself choose one box on their tier 3 level-up sheet and mark it, receiving that benefit. Describe the work you've put in to make this all possible.
When a new player character joins your party, they receive this same benefit.
Mastery Feature
Quick Change: Mark 3 Stress to swap any number of Domain Cards between your loadout and your vault. You can also do this for an ally within Melee range.
Best in the Business: Gain a permanent +1 bonus to your Experiences.
Background Questions
Answer any of the following, or create your own.
- • What are you trying to engineer that always seems to fail?
- • What resource do you use entirely too much of?
- • What common belief do you think is total hogwash?
Connections
Ask one of the following, or improvise.
- • Why do you also stay up at night?
- • What powerful figure did we both refuse to work for?
- • What esoteric topic do we each get to talk about?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.