Tinkerer
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
Included subclasses
Domains
Codex
Starting stats
Hope feature
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
- Who inspired your arcane infusing?
- What are you commonly assumed to be (e.x. a strange wizard) that you are not?
- Why aren't you couped up at home?
Connection prompts
- What spell have I infused into an object of yours that brought a spark of wonder to your eye?
- What confuses you about my craft?
- What eclectic thing did you give me as a sign of our friendship?
Subclass cards
Printable via header menu
Infuser
Foundation
SPELLCAST TRAIT: Knowledge
Spell Compression: You can have a maximum amout of infusions in one object of your level
Infuser
Specialization
Spell Duplication: you may mark a stress and spend half the costs of a spell you have infused to an object you are touching and infuse it into another object you are touching
Infuser
Mastery
Spell Burst: You can spend any amount of infusions when you cast a spell to gain one of the following effects per infusion (the infusions can activate the same effect multiple times, you choose which effect they activate)
Add your tier to a spell attack roll
Add your tier to your spell DC for this spell
Add 1/2 (two infusions spent per extra die) of an extra die to your damage roll
Tinkerer
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
Codex + Wonder
Starting Evasion
14
Starting Hit Points
3
Class Items
- • A small mechanical pet
- • A clockwork trinket
Tinkerer’s 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
Tinkerer Subclasses
Choose either the Infuser subclass.
Infuser
Spellcast Trait
Knowledge
Foundation Features
Spell Compression: You can have a maximum amout of infusions in one object of your level
Specialization Feature
Spell Duplication: you may mark a stress and spend half the costs of a spell you have infused to an object you are touching and infuse it into another object you are touching
Mastery Feature
Spell Burst: You can spend any amount of infusions when you cast a spell to gain one of the following effects per infusion (the infusions can activate the same effect multiple times, you choose which effect they activate)
Add your tier to a spell attack roll
Add your tier to your spell DC for this spell
Add 1/2 (two infusions spent per extra die) of an extra die to your damage roll
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Background Questions
Answer any of the following, or create your own.
- • Who inspired your arcane infusing?
- • What are you commonly assumed to be (e.x. a strange wizard) that you are not?
- • Why aren't you couped up at home?
Connections
Ask one of the following, or improvise.
- • What spell have I infused into an object of yours that brought a spark of wonder to your eye?
- • What confuses you about my craft?
- • 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.