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About this class

The automatist is a practitioner of complex technology. They can turn mundane metal into magical gadgets and constructs that can rival the power of any mage or martial, Automatists hone their craft through experimentation, practice and precision.

Domains

Core domain
Codex
Homebrew domain

Starting stats

Evasion
11
Hit points
6

Hope feature

Ingenious Determination
Spend 3 Hope to deploy a Blueprint without marking a Stress. When you do so, gain a +1 to Knowledge rolls.

Class features

  • Tinker's Workshop

    You can procure any mundane, mechanical object- such as a number of gears or screws, a small clock, or a music box. Objects procured in this way cannot exceed the value of what you can afford or be larger than you.

  • Scientifically Minded

    You gain advantage on rolls to identify, study and or understand the purpose, origin, and function of a mechanical or magical object. You also gain this advantage when trying to parse the meaning of some sort of technical scripture such as a textbook or spell tome.

  • Blueprints

    Mark a Stress to deploy a mechanical construct you have prepared the Blueprint for in a spot within Very Close range. Each Blueprint can be used a number of times per long rest equal to your Proficiency. You can select a set of 3 Blueprints as part of a Work on a Project long rest downtime move.

    At level 5, you can select up to 5 Blueprints.

  • Blueprints List

    TIER 1

    Detector
    Make a Spellcast Roll. On a success, reveal the general location and direction of a creature or object within Very Far Range.

    Simple Turret
    Make a Spellcast Roll. On a success, adversaries within Close range take d6+2 physical damage equal to your Proficiency.

    Low Beams
    Illuminate an area up to Close range in front of you until the scene ends or this construct would take any amount of damage.

    Airizer
    Creates a space of Very Close range filled with clean, fresh air. This construct lasts until your next long rest or it would take any amount of damage.

    TIER 2

    Tracer
    Make a Spellcast Roll. On a success with Hope, you determine each creature that has passed through an area of up to Close range within the past 24 hours. On a success with Fear, you only determine the total number of creatures.

    Improved Turret
    Make a Spellcast Roll. On a success, adversaries within Close range take d8+3 physical damage equal to your Proficiency.

    Launcher
    When a creature or object occupies the same space as this construct, they are launched upwards and forwards to Close range. When you deploy this Blueprint, select the direction it launches in. It breaks down after launching a number of creatures equal to your Proficiency.

    High Beams
    Illuminate an area up to Very Far range in front of you until the scene ends or this construct would take any amount of damage.

    Restrictor
    Make a Spellcast Roll. On a success, you catch an adversary of your choice in a net and they become temporarily Restrained.
    TIER 3

    Revealer
    Make a Spellcast Roll. On a success, all illusions are dropped and no creature can tell a lie, though they are not compelled to speak. This effect lasts until you take a rest, or this construct would take Severe damage using your thresholds.

    Greater Turret
    Make a Spellcast Roll. On a success, adversaries within Far range take d10+4 physical damage using your Proficiency.

    Levitator
    Allows a creature to freely in the air up to Far range. That creature must make a Reaction Roll (16) to maintain this effect whenever they are spotlighted.

    Vitalizing Beacon
    Make a Spellcast Roll (16). On a success, you set up a beacon that radiates a healing aura. You and your allies within Very Close range of this construct can heal 1d4+1 Hit Points.

    Immobilizer
    Make a Spellcast Roll. On a success, you catch all adversaries within Very Close range in a beam of energy and they become temporarily Restrained.

    Refabricator
    Make a Spellcast Roll (16). On a success, you set up a machine that mends any broken object within Very Close range. You and your allies within Very Close range of this construct can clear 1d4+2 Armor Slots.

    TIER 4

    Locator
    Make a Spellcast Roll. On a success, you discover the exact location, position and direction of a specific target or number of targets, regardless of where they are relative to you.

    Legendary Turret
    Make a Spellcast Roll. On a success, adversaries within Very Far range take 3d12+5 physical damage, with a number of additional d12 equal to our Proficiency.

    Tractor Beam
    Make a Spellcast Roll. On a success, you envelop all adversaries within an area of Close range that you can see and they become temporarily Restrained. While they are Restrained in this way, you can move these adversaries to any point within Far range that you can see.

    Rejuvenating Beacon
    Make a Spellcast Roll (18). On a success, set down a beacon that basks you and your allies within Close range in a rejuvenating light. Heal 1d4+3 Hit Points and clear an equal number of Stress.

    Displacer
    Make a Spellcast Roll (18). On a success, you spend two uses of this Blueprint and swap the locations of any two creatures you can see within Far range.

Class items

  • A draft of schematics
  • A small, mechanical toy

Character questions

Background prompts

  1. There was a problem you couldn't solve, what was it and how did it haunt you?
  2. Where did you pick up all the mechanical skills you have now?
  3. What was the first thing you ever made that you were proud of?

Connection prompts

  1. Why are you wary of my machines?
  2. I was once inspired by something you did, what was it?
  3. You once asked me to fix something for you, why was it so important to you?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.