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Tinkerer

Classes Designed by BeingFromBeyond • Art by BeingFromBeyond

About this class

heavy, heavy strategy and crunch (mechanical complexity), built for those who have read the manual several times and know every domain card and mechanic

Domains

Core domain
Codex
Homebrew domain
Wonder

Starting stats

Evasion
14
Hit points
3

Hope feature

Makeshift Masterpeice
Spend 3 hope to infuse an object you are holding, using the rules of infuse in the class feature, including spending the cost on top of the three hops

Class features

  • Infuse

    As a downtime move, you may spend the cost of a spell (before or after taking the effects of other downtime moves) and infuse it with said spell, any person holding the object can spend the infusion and use the spell as if they were the caster, except they use your spellcasting statistics

Class items

  • A small mechanical pet
  • A clockwork trinket

Character questions

Background prompts

  1. Who inspired your arcane infusing?
  2. What are you commonly assumed to be (e.x. a strange wizard) that you are not?
  3. Why aren't you couped up at home?

Connection prompts

  1. What spell have I infused into an object of yours that brought a spark of wonder to your eye?
  2. What confuses you about my craft?
  3. What eclectic thing did you give me as a sign of our friendship?

Discussion

Be thoughtful and kind.

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