Magewright
About this class
Spend 3 Hope: Choose yourself or an ally within Close range and restore the use of one of their abilities that has already been used and would normally become available again after a rest. Once you’ve restored a specific ability this way, you can’t restore that ability again until you take a long rest.
Included subclasses
Domains
Codex
Arcana
Starting stats
Hope feature
Class features
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Gadgeteer
During a short rest, create one Gadget that replicates the effects of any domain card with a level equal to or lower than your Proficiency. You may only use it once. If it requires a Spellcast Roll, use Knowledge. You can only have one Gadget at a time; creating another causes the previous one to cease functioning.
Class items
- A broken gadget you've never been able to get working or a orb that constantly glows, whether you want it to or not.
Character questions
Background prompts
- What was the first device you ever built that actually worked, and who did you make it for?
- What invention of yours failed catastrophically, and what did that failure teach you?
- What impossible device have you always dreamed of creating, and what knowledge or material are you still missing to build it?
Connection prompts
- Which party member helped you test one of your earliest inventions, and what went unexpectedly wrong?
- Which party member owns something you built or repaired for them, and why is it especially important to them?
- Which party member has an idea for an invention they desperately want you to build, and why haven't you made it yet?
Subclass cards
Printable via header menu
Gungineer
Foundation
SPELLCAST TRAIT: Knowledge
Custom Firearm: You wield a custom Knowledge | Far | d10+3 magic | One-Handed firearm. After attacking, roll a d6; on a 1, mark a Stress to reload.
Choose its form:
Pistol: When you roll a 1 to reload, you immediately reload and can fire again.
Rifle: Very Far, Two-Handed. Advantage against targets at Very Far; disadvantage against targets within Close.
Shotgun: Close, Two-Handed. When you attack a target, you may also make an attack roll against each target within Melee range of them.
Gungineer
Specialization
Advanced Modification: Choose one firearm upgrade.
Scope: Before making an attack, you may mark a Stress to gain advantage on the attack roll.
Repeater: You may make two attacks instead of one, but both attack rolls are made with disadvantage.
Armor Piercing: When your attack succeeds and your Duality Dice results are within 1 of each other, treat the attack as a critical success.
Gungineer
Mastery
Final Modification: Choose one Firearm upgrade:
Full Auto: You can choose to make one attack roll against all targets in a cone in front of you within your weapon's range. Resolve the attack against each target. Afterward, you must reload before firing again.
Homing Enchantment: When you miss with an attack, you may spend a Hope to make the attack succeed instead.
Heavy Ordnance: Whenever you damage an adversary with an attack, they also mark a Stress.
Armorer
Foundation
SPELLCAST TRAIT: Knowledge
Custom Armor: During a long rest, choose one modification for the armor you equip:
Skirmish: +2 Evasion, −2 Armor Score and damage thresholds.
Well-Rounded: +1 Evasion, +2 Armor Score and damage thresholds.
Bulwark: −1 Evasion, +4 Armor Score, +6 damage thresholds.
Armorer
Specialization
Integrated Systems:
Choose one upgrade.
Displacement Field: When an attack against you succeeds, spend a Hope and roll a d4. On a 4, it misses instead.
Targeting System: When you make an attack roll, spend a Hope to add a d4 to the result.
Recalibration Matrix: Once per short rest, spend a Hope to restore 1d4 Hit Points, Stress, or Armor Slots.
Armorer
Mastery
Final Form: Choose one upgrade:
Servo Overdrive: Mark a Stress to activate until the end of the scene. Whenever a melee attack causes an adversary to mark a Hit Point, they mark an additional Hit Point.
Homing Missile Pack: Mark a Stress to fire missiles equal to your Proficiency at adversaries within Far range. Each automatically deals d12+3 magic damage. Divide them as you choose; combine missiles against the same target before comparing to their damage thresholds. Reload during a short rest.
Predictive Analysis: Before committing to an action, mark a Stress and make the action roll. After seeing the result, either take that action using the result or take a different action instead.
Magewright
Spend 3 Hope: Choose yourself or an ally within Close range and restore the use of one of their abilities that has already been used and would normally become available again after a rest. Once you’ve restored a specific ability this way, you can’t restore that ability again until you take a long rest.
Domains
Codex + Arcana
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A broken gadget you've never been able to get working or a orb that constantly glows, whether you want it to or not.
Magewright’s Hope Feature
Quick Fix : Spend 3 hope to restore a spent ability
Class Features
Gadgeteer
During a short rest, create one Gadget that replicates the effects of any domain card with a level equal to or lower than your Proficiency. You may only use it once. If it requires a Spellcast Roll, use Knowledge. You can only have one Gadget at a time; creating another causes the previous one to cease functioning.
Magewright Subclasses
Choose either the Gungineer or Armorer subclass.
Gungineer
Create and upgrade a powerful firearm
Spellcast Trait
Knowledge
Foundation Features
Custom Firearm: You wield a custom Knowledge | Far | d10+3 magic | One-Handed firearm. After attacking, roll a d6; on a 1, mark a Stress to reload.
Choose its form:
Pistol: When you roll a 1 to reload, you immediately reload and can fire again.
Rifle: Very Far, Two-Handed. Advantage against targets at Very Far; disadvantage against targets within Close.
Shotgun: Close, Two-Handed. When you attack a target, you may also make an attack roll against each target within Melee range of them.
Specialization Feature
Advanced Modification: Choose one firearm upgrade.
Scope: Before making an attack, you may mark a Stress to gain advantage on the attack roll.
Repeater: You may make two attacks instead of one, but both attack rolls are made with disadvantage.
Armor Piercing: When your attack succeeds and your Duality Dice results are within 1 of each other, treat the attack as a critical success.
Mastery Feature
Final Modification: Choose one Firearm upgrade:
Full Auto: You can choose to make one attack roll against all targets in a cone in front of you within your weapon's range. Resolve the attack against each target. Afterward, you must reload before firing again.
Homing Enchantment: When you miss with an attack, you may spend a Hope to make the attack succeed instead.
Heavy Ordnance: Whenever you damage an adversary with an attack, they also mark a Stress.
Armorer
A custom suit of armor, to protect the world
Spellcast Trait
Knowledge
Foundation Features
Custom Armor: During a long rest, choose one modification for the armor you equip:
Skirmish: +2 Evasion, −2 Armor Score and damage thresholds.
Well-Rounded: +1 Evasion, +2 Armor Score and damage thresholds.
Bulwark: −1 Evasion, +4 Armor Score, +6 damage thresholds.
Specialization Feature
Integrated Systems:
Choose one upgrade.Displacement Field: When an attack against you succeeds, spend a Hope and roll a d4. On a 4, it misses instead.
Targeting System: When you make an attack roll, spend a Hope to add a d4 to the result.
Recalibration Matrix: Once per short rest, spend a Hope to restore 1d4 Hit Points, Stress, or Armor Slots.
Mastery Feature
Final Form: Choose one upgrade:
Servo Overdrive: Mark a Stress to activate until the end of the scene. Whenever a melee attack causes an adversary to mark a Hit Point, they mark an additional Hit Point.
Homing Missile Pack: Mark a Stress to fire missiles equal to your Proficiency at adversaries within Far range. Each automatically deals d12+3 magic damage. Divide them as you choose; combine missiles against the same target before comparing to their damage thresholds. Reload during a short rest.
Predictive Analysis: Before committing to an action, mark a Stress and make the action roll. After seeing the result, either take that action using the result or take a different action instead.
Background Questions
Answer any of the following, or create your own.
- • What was the first device you ever built that actually worked, and who did you make it for?
- • What invention of yours failed catastrophically, and what did that failure teach you?
- • What impossible device have you always dreamed of creating, and what knowledge or material are you still missing to build it?
Connections
Ask one of the following, or improvise.
- • Which party member helped you test one of your earliest inventions, and what went unexpectedly wrong?
- • Which party member owns something you built or repaired for them, and why is it especially important to them?
- • Which party member has an idea for an invention they desperately want you to build, and why haven't you made it yet?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.