Fabricator
About this class
Fabricators value their brains as much as their hands. From a fabricator’s mind great wonders are dreamed up, and from their hands those wonders can enter the world. Some dedicate themselves to a particular type of invention or a specialized trade, becoming blacksmiths, armorers, alchemists, or toymakers. Other fabricators become invested in a great many topics, taking on new hobbies and skills learned from those around them, or focusing on inventions to grant them powers not normally available to them. Regardless, all fabricators use their knowledge and their magic to weave wonder and craftsmanship together.
Domains
Codex
Starting stats
Hope feature
Class features
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Quick Fix
Add a set of tools to your inventory. You can use these tools to repair small items. For larger jobs, make a Knowledge Roll (14).
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Enchanted Designs
You know how to create and enchant objects to be used by you and your allies. You start knowing 2 schematics that replicate the effects of Common Loot (ignoring recipes). During a long rest, you can fabricate or enchant a number of items equal to your Spellcast Trait, describing what you have created and how it replicates the loot’s effect. You must have a relevant mundane item or material in your inventory to create an enchanted design, and each item can only hold one enchantment. The items stay enchanted until you die or disenchant them. If you enchant an item when you are already at max, you must disenchant another item. You learn an additional schematic upon level up, unlocking schematics that replicate rarer loot when you reach the following tiers:
• Tier 1: Common
• Tier 2: Uncommon
• Tier 3: Rare
• Tier 4: Legendary
Class items
- A set of tools or
- Your first ever invention
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Weaponsmith
Foundation
SPELLCAST TRAIT: Knowledge
Signature Invention: You have a signature invention that grants a benefit when it’s equipped based on the type of equipment. Choose one:
Arcane Armor (starting armor): You gain an extra armor slot and add your Spellcast Trait to your Severe Damage Threshold.
Arcane Artillery (starting weapon with range of Far/Very Far): Knowledge becomes that weapon’s trait. Add your Spellcast trait to damage rolls made with it.
Arcane Arms (starting weapon with range of Melee/Very Close): Knowledge becomes that weapon’s trait. Add your Spellcast trait to damage rolls made with it.
Weaponsmith
Specialization
Improved Invention: Your Signature Invention becomes stronger. When you take this specialization, choose 1 domain card from the following domains based on which Signature Invention you’ve created. The chosen domain card can be no higher than half your level (rounded up).
Arcane Armor: Valor Domain
Arcane Artillery: Arcana Domain
Arcane Arms: Blade Domain
You can only use the chosen domain card while your Signature Invention is equipped. You may swap the chosen domain card when you reach Tier 4 (at level 8).
Weaponsmith
Mastery
Advanced Invention: You have perfected the design of your Signature Invention. Once per rest, gain the benefit below:
Advanced Arcane Amor: If you are hit with an attack and mark an armor slot you can deal the same amount of damage dealt to you back to the attacker.
Advanced Arcane Artillery: If you succeed on an attack roll with this weapon mark 2 stress to automatically roll max damage on the damage roll.
Advanced Arcane Arms: Mark any number of stress to use the same attack roll against a number of targets within your weapon’s range equal to the number of Stress marked. All targets hit take full damage.
Alchemist
Foundation
SPELLCAST TRAIT: Knowledge
Alchemical Apprentice: Take the Potions Sheet and learn 2 recipes from Tier 1, adding 1 of each to your inventory. You learn two additional recipes of your tier or lower every time your tier increases. During a Long Rest, brew a number of potions from your recipe list equal to your Spellcast Trait.
The potions you brew come with a risk of Potion Sickness. Any creature that drinks more than one of your brewed potions during a session must roll a d6. On a 4 or less the drinker feels ill and must mark a Stress.
Alchemist
Specialization
Quick Brew: During a short rest you can spend 2 Hope to brew a potion from your recipe list.
Better Ingredients: Tier 1 potions you’ve chosen have their effects increased by +1 (e.g., gain 1 extra hope, ad +2, or roll 1d4+1).
Alchemist
Mastery
Well-Stocked: Roll a d8 to decide one random potion from your recipe list that appears in your inventory at the start of a session.
Perfected Recipe: Your craft with potions has reached mastery level. Drinkers of your potions no longer have to worry about getting Potion Sickness from the potions you’ve brewed.
Fabricator
Fabricators value their brains as much as their hands. From a fabricator’s mind great wonders are dreamed up, and from their hands those wonders can enter the world. Some dedicate themselves to a particular type of invention or a specialized trade, becoming blacksmiths, armorers, alchemists, or toymakers. Other fabricators become invested in a great many topics, taking on new hobbies and skills learned from those around them, or focusing on inventions to grant them powers not normally available to them. Regardless, all fabricators use their knowledge and their magic to weave wonder and craftsmanship together.
Domains
Codex + Craft
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A set of tools or
- • Your first ever invention
Fabricator’s Hope Feature
Mana Recharge : Spend 3 Hope to disenchant one of your enchanted designs within Close range. Whoever is holding the item can then clear 2 stress.
Class Features
Quick Fix
Add a set of tools to your inventory. You can use these tools to repair small items. For larger jobs, make a Knowledge Roll (14).
Enchanted Designs
You know how to create and enchant objects to be used by you and your allies. You start knowing 2 schematics that replicate the effects of Common Loot (ignoring recipes). During a long rest, you can fabricate or enchant a number of items equal to your Spellcast Trait, describing what you have created and how it replicates the loot’s effect. You must have a relevant mundane item or material in your inventory to create an enchanted design, and each item can only hold one enchantment. The items stay enchanted until you die or disenchant them. If you enchant an item when you are already at max, you must disenchant another item. You learn an additional schematic upon level up, unlocking schematics that replicate rarer loot when you reach the following tiers: • Tier 1: Common • Tier 2: Uncommon • Tier 3: Rare • Tier 4: Legendary
Fabricator Subclasses
Choose either the Weaponsmith or Alchemist subclass.
Weaponsmith
Play the Weaponsmith if you want a signature weapon or armor that you enhance with arcane power.
Spellcast Trait
Knowledge
Foundation Features
Signature Invention: You have a signature invention that grants a benefit when it’s equipped based on the type of equipment. Choose one:
Arcane Armor (starting armor): You gain an extra armor slot and add your Spellcast Trait to your Severe Damage Threshold.
Arcane Artillery (starting weapon with range of Far/Very Far): Knowledge becomes that weapon’s trait. Add your Spellcast trait to damage rolls made with it.
Arcane Arms (starting weapon with range of Melee/Very Close): Knowledge becomes that weapon’s trait. Add your Spellcast trait to damage rolls made with it.
Specialization Feature
Improved Invention: Your Signature Invention becomes stronger. When you take this specialization, choose 1 domain card from the following domains based on which Signature Invention you’ve created. The chosen domain card can be no higher than half your level (rounded up).
Arcane Armor: Valor Domain
Arcane Artillery: Arcana Domain
Arcane Arms: Blade Domain
You can only use the chosen domain card while your Signature Invention is equipped. You may swap the chosen domain card when you reach Tier 4 (at level 8).
Mastery Feature
Advanced Invention: You have perfected the design of your Signature Invention. Once per rest, gain the benefit below:
Advanced Arcane Amor: If you are hit with an attack and mark an armor slot you can deal the same amount of damage dealt to you back to the attacker.
Advanced Arcane Artillery: If you succeed on an attack roll with this weapon mark 2 stress to automatically roll max damage on the damage roll.
Advanced Arcane Arms: Mark any number of stress to use the same attack roll against a number of targets within your weapon’s range equal to the number of Stress marked. All targets hit take full damage.
Alchemist
Play the Alchemist if you want to use potions to bolster allies and mess with enemies.
Spellcast Trait
Knowledge
Foundation Features
Alchemical Apprentice: Take the Potions Sheet and learn 2 recipes from Tier 1, adding 1 of each to your inventory. You learn two additional recipes of your tier or lower every time your tier increases. During a Long Rest, brew a number of potions from your recipe list equal to your Spellcast Trait.
The potions you brew come with a risk of Potion Sickness. Any creature that drinks more than one of your brewed potions during a session must roll a d6. On a 4 or less the drinker feels ill and must mark a Stress.
Specialization Feature
Quick Brew: During a short rest you can spend 2 Hope to brew a potion from your recipe list.
Better Ingredients: Tier 1 potions you’ve chosen have their effects increased by +1 (e.g., gain 1 extra hope, ad +2, or roll 1d4+1).
Mastery Feature
Well-Stocked: Roll a d8 to decide one random potion from your recipe list that appears in your inventory at the start of a session.
Perfected Recipe: Your craft with potions has reached mastery level. Drinkers of your potions no longer have to worry about getting Potion Sickness from the potions you’ve brewed.
Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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