Automatist
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
Codex
Starting stats
Hope feature
Class features
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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.
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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.
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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.
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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 3Revealer
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
- There was a problem you couldn't solve, what was it and how did it haunt you?
- Where did you pick up all the mechanical skills you have now?
- What was the first thing you ever made that you were proud of?
Connection prompts
- Why are you wary of my machines?
- I was once inspired by something you did, what was it?
- You once asked me to fix something for you, why was it so important to you?
Subclass cards
Printable via header menu
Artificer
Foundation
SPELLCAST TRAIT: Knowledge
Artifice of Magic: You do not actually wield any magic of your own, instead you replicate magic through your technological know-how. You are not affected by actions or abilities that specifically target magical creatures and spellcasters, including any anti-magical effects.
Charming Trinket:
Make a Spellcast Roll (13). On a success, mark a Stress to create a small trinket that possesses a magical charm. The trinket can be any mundane mechanical device. Each trinket can only possess one charm and you set its trigger. Choose one of the following effects for its charm.
Repeat a short message no longer than two sentences.
Release a noticeable scent.
Create a small visual effect.
Sound an alarm that can be heard from Far range.
Artificer
Specialization
Imitate Magic: Once per session, spend 3 Hope to technologically imitate a spell you’ve seen an ally use before, even if it is from a domain you do not have access to.
Enchantment: Make a Spellcast roll (16). Once per long rest on a success, spend a Hope to enchant a mundane object with a spell that you know. This enchantment lasts until you choose to activate the spell, or the object or enchantment has been broken. You can only have one enchantment on an object at a time, and you cannot enchant an object in this way until the first enchantment has been used up.
Artificer
Mastery
Experimental Artifice: Experimental Artifice: Once per long rest, spend 3 Hope to try and replicate a spell or other magical effect of your level or lower that you have heard of or imagined but haven’t observed. When you do so, make a Spellcast roll. Your roll determines one of the following outcomes:
On a success with Hope, you replicate it flawlessly.
On a success with Fear, you manage to replicate the spell but the GM can change one aspect of the spell’s effects.
On a failure with Hope, nothing happens.
On a failure with Fear, your replication goes awry. Mark 2 Stress and become temporarily Mad. When you are Mad, you make all Knowledge rolls with disadvantage until you spend a Hope to clear this effect.
Manufacture Magic: Once per session, when you take the Work on a Project downtime move, spend 3 Hope to create a magical object (armor, consumable, items, etc.) of your choice. You can only have one magical object created in this way at a time, and the previous object breaks down when you create a new one. Work with the GM to see if the object is one you can feasibly create given the current situation.
Inventor
Foundation
SPELLCAST TRAIT: Knowledge
Cutting Edge: When you succeed on an attack or spell roll with Hope, you can double the damage roll.
Novel Idea: You come up with an unprecedented thought. Once per session, you can use a Blueprint you do not currently have prepared.
Inventor
Specialization
Spark of Genius: When you fail on a roll with Hope, you can make a Reaction Roll (14) to spend that gained Hope to instead add advantage to the failed roll to possibly turn it into a success.
Of My Own Design: Once per long rest after you deploy a Blueprint, you make your next action roll using a d20 as your Hope Die.
Inventor
Mastery
Mad Genius: When you critically succeed on a Knowledge roll, you become Mad. While Mad, you gain advantage on a number of subsequent action rolls equal to your Knowledge using a d8 as your advantage die. Additionally, when you succeed on a roll with Hope, you stay Mad for an extended duration. Failing a roll or succeeding with Fear causes you to clear this condition.
Higher Thinking: You can prepare an additional Blueprint when you take the Work on a Project long rest downtime move. Additionally, once per long rest, you can double your Knowledge on an action roll.
Pilot
Foundation
SPELLCAST TRAIT: Agility
Applied Theory: On any rolls using Knowledge, you can use your Agility instead. Your Ingenious Determination grants its +1 bonus to Agility rolls if they originally called for Knowledge.
Armored Mech: Your Blueprints function as parts of an Armored Mech. You choose this mech’s appearance, and it shares your thresholds and number of Hit Points. Gain a +2 bonus to your evasion and 1 extra armor slot. This mech follows your command, and you can choose to pilot it from within or remotely within Very Far range. When you would mark a Hit Point, the mech marks one as well and vice versa.
Pilot
Specialization
Mental Sync: Your mind has become linked to your mech. When you are separated, you can see and hear through your mech within Very Far range of it. Mark a Stress to see and hear in this way if your mech is beyond Very Far range.
Fortified Mech: Your mech has become stronger and more resilient. Gain a +4 bonus to your evasion, 2 extra armor slots, and add your Agility to your thresholds.
Pilot
Mastery
Sync-Break: After you make a death move, your mental bond causes your mech to go Mad. While Mad, your mech lashes out and targets the adversary that caused you to go down. Your mech can only make up to 1d4 attack or spellcast rolls before it stops going Mad.
Insurpassable Mech: Your mech has been improved to be the best it can possibly be. Gain a +6 bonus to your evasion, a number of armor slots equal to your Proficiency, and add both your Knowledge and Agility to your thresholds and any weapon or attack rolls you make.
Automatist
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
Codex + Hazard
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A draft of schematics
- • A small, mechanical toy
Automatist’s 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.
Automatist Subclasses
Choose either the Artificer or Inventor subclass.
Artificer
Replicate the power of the arcane through mechanical means.
Spellcast Trait
Knowledge
Foundation Features
Artifice of Magic: You do not actually wield any magic of your own, instead you replicate magic through your technological know-how. You are not affected by actions or abilities that specifically target magical creatures and spellcasters, including any anti-magical effects.
Charming Trinket:
Make a Spellcast Roll (13). On a success, mark a Stress to create a small trinket that possesses a magical charm. The trinket can be any mundane mechanical device. Each trinket can only possess one charm and you set its trigger. Choose one of the following effects for its charm.
Repeat a short message no longer than two sentences.
Release a noticeable scent.
Create a small visual effect.
Sound an alarm that can be heard from Far range.
Specialization Feature
Imitate Magic: Once per session, spend 3 Hope to technologically imitate a spell you’ve seen an ally use before, even if it is from a domain you do not have access to.
Enchantment: Make a Spellcast roll (16). Once per long rest on a success, spend a Hope to enchant a mundane object with a spell that you know. This enchantment lasts until you choose to activate the spell, or the object or enchantment has been broken. You can only have one enchantment on an object at a time, and you cannot enchant an object in this way until the first enchantment has been used up.
Mastery Feature
Experimental Artifice: Experimental Artifice: Once per long rest, spend 3 Hope to try and replicate a spell or other magical effect of your level or lower that you have heard of or imagined but haven’t observed. When you do so, make a Spellcast roll. Your roll determines one of the following outcomes:
On a success with Hope, you replicate it flawlessly.
On a success with Fear, you manage to replicate the spell but the GM can change one aspect of the spell’s effects.
On a failure with Hope, nothing happens.
On a failure with Fear, your replication goes awry. Mark 2 Stress and become temporarily Mad. When you are Mad, you make all Knowledge rolls with disadvantage until you spend a Hope to clear this effect.
Manufacture Magic: Once per session, when you take the Work on a Project downtime move, spend 3 Hope to create a magical object (armor, consumable, items, etc.) of your choice. You can only have one magical object created in this way at a time, and the previous object breaks down when you create a new one. Work with the GM to see if the object is one you can feasibly create given the current situation.
Inventor
Push the limits of what is possible with the intricacies of the mechanical.
Spellcast Trait
Knowledge
Foundation Features
Cutting Edge: When you succeed on an attack or spell roll with Hope, you can double the damage roll.
Novel Idea: You come up with an unprecedented thought. Once per session, you can use a Blueprint you do not currently have prepared.
Specialization Feature
Spark of Genius: When you fail on a roll with Hope, you can make a Reaction Roll (14) to spend that gained Hope to instead add advantage to the failed roll to possibly turn it into a success.
Of My Own Design: Once per long rest after you deploy a Blueprint, you make your next action roll using a d20 as your Hope Die.
Mastery Feature
Mad Genius: When you critically succeed on a Knowledge roll, you become Mad. While Mad, you gain advantage on a number of subsequent action rolls equal to your Knowledge using a d8 as your advantage die. Additionally, when you succeed on a roll with Hope, you stay Mad for an extended duration. Failing a roll or succeeding with Fear causes you to clear this condition.
Higher Thinking: You can prepare an additional Blueprint when you take the Work on a Project long rest downtime move. Additionally, once per long rest, you can double your Knowledge on an action roll.
Background Questions
Answer any of the following, or create your own.
- • There was a problem you couldn't solve, what was it and how did it haunt you?
- • Where did you pick up all the mechanical skills you have now?
- • What was the first thing you ever made that you were proud of?
Connections
Ask one of the following, or improvise.
- • Why are you wary of my machines?
- • I was once inspired by something you did, what was it?
- • 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.