MagiTech
Domain overview
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Enhanced Armor |
Infusion: Gain 1 Armor Slot and 1 Evasion.
Infusion: Gain 1 Armor Slot and 1 Evasion. Increase Bonus by 1 each Teir. |
0 |
| 1 | Ability | Enhanced Caster |
Infusion: Gain +1 to Spellcast rolls and damage, the Bonus increases by 1 at each Tier.
Infusion: Gain +1 to Spellcast rolls and damage, the Bonus increases by 1 at each Tier. |
0 |
| 1 | Ability | Enhanced Weapon |
Infusion: Gain +1 to attack and damage, the Bonus increases by 1 at each Tier.
Infusion: Gain +1 to attack and damage, the Bonus increases by 1 at each Tier. |
0 |
| 1 | Spell | Healing Word |
Spend 1 Hope and a creature of your choice that you can see within range regains hit points equal to Proficiency +1.
Spend 1 Hope and a creature of your choice that you can see within range regains hit points equal to Proficiency +1. |
0 |
| 1 | Spell | Medning |
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. When used on Clanks or Constructs regain HP or Clear Stress based on your Proficiency. |
0 |
| 1 | Spell | Sheild |
Spend 1 Hope and an invisible barrier of magical force appear and protects you.
Spend 1 Hope and an invisible barrier of magical force appear and protects you. Until the start of your next Spotlight, you have a +5 bonus to Evasion, including against the triggering attack. |
0 |
| 2 | Ability | Ring of Brilliance |
Infusion: +1 to chosen ability score.
Infusion: +1 to chosen ability score. Increase by +1 by each Tier. |
0 |
| 2 | Ability | Shatter |
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within Close range.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within Close range. Each creature in a Very Close radius sphere centered on that point must make a Finesse Reaction roll. A creature takes 3d8 damage on a failed roll, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this Reaction roll. |
1 |
| 2 | Spell | Lightning Lure |
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. |
0 |
| 3 | Ability | Helm of Guidance |
Infusion: Add Advantage to any roll dealing with any Abilities outside of Combat.
Infusion: Add Advantage to any roll dealing with any Abilities outside of Combat. This can be used 3 times per session. |
0 |
| 3 | Ability | Sending Stones |
Sending stones come in pairs, with each stone carved to match the other so the pairing is easily recognized.
Sending stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, communicate with 25 words or less. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone. The target can respond with 25 words or less. This can be used 3 times per session and recharges after Long rest. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
1 |
| 4 | Ability | Static Weapon |
Infusion: This weapon grants a +1 bonus to attack and damage rolls made with it.
Infusion: This weapon grants a +1 bonus to attack and damage rolls made with it. The weapon has 4 charges. Whenever the wielder successfully hits a target with it, they can expend one of the charges to force the target to make a Finesse (15) Reaction roll. On a fail, temporarily Stun the target and forces them to mark a Stress. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition by spending Fear or using their Spotlight to remove the condition. The item regains 1d4 charges daily at dawn. |
1 |
| 4 | Spell | Smite |
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 damage to the target, which becomes visible if it is invisible, and the target sheds dim light and can’t become invisible until the spell ends. |
1 |
| 5 | Ability | Bending Luck |
Twice per session can change roll with Fear to a Roll with Hope.
Twice per session can change roll with Fear to a Roll with Hope. At Tier 4 this can be used four per session. |
1 |
| 5 | Ability | Flash of Genius |
You gain the ability to come up with solutions under pressure.
You gain the ability to come up with solutions under pressure. When you or another creature you can see within Close range of you makes an Ability check or a Reaction roll, you can use your reaction to add your Knowledge to the roll. You can use this feature a number of times equal to your Knowledge (minimum of once). You regain all expended uses when you finish a long rest. |
2 |
| 6 | Ability | Repulsion Shield |
Infusion: When wielding this shield add +1 Armor slot and when struck by Melee attack can use your Reaction to spend on of Shields charges to deal 1 HP and 1 Stress damage and push them back to Very Close Range.
Infusion: When wielding this shield add +1 Armor slot and when struck by Melee attack can use your Reaction to spend on of Shields charges to deal 1 HP and 1 Stress damage and push them back to Very Close Range. Maximum 3 charges and recharges at Long Rest. |
0 |
| 6 | Ability | Restraining Ammunition |
Infusion: On a successful attack within Far Range deal 1d8 + Proficiency damage and target is Restrained.
Infusion: On a successful attack within Far Range deal 1d8 + Proficiency damage and target is Restrained. Spend 1 Hope and add one additional target. 3 times per Session. |
1 |
| 7 | Ability | Potion of Rejuvenation |
Once per session create one potion that provides benefits of a Short Rest.
Once per session create one potion that provides benefits of a Short Rest. At Tier 3 create 2 potions and at Tier 4 create 3 potions. |
0 |
| 8 | Ability | Token of Sorcery |
Infusion: Once per Session to recover 1 Hope or restore 1 HP or 1 Stress.
Infusion: Once per Session to recover 1 Hope or restore 1 HP or 1 Stress. At Tier 3 this can be used twice per session and at Tier 4 three times. |
0 |
| 9 | Ability | Ring of Power |
Infusion: Spend 1 Hope to force GM reroll one roll, change a roll Failure with Fear to Success with Hope or change a hit to a Critical Hit.
Infusion: Spend 1 Hope to force GM reroll one roll, change a roll Failure with Fear to Success with Hope or change a hit to a Critical Hit. This can be done 3 times per session. |
0 |
| 10 | Ability | Soul of Artificer |
You develop a mystical connection to your magic items, which you can draw on for protection: • You gain a +1 bonus to all Reaction rolls per magic item you have Enhanced.
You develop a mystical connection to your magic items, which you can draw on for protection:
|
1 |
Domain cards

1
Enhanced Armor
Infusion: Gain 1 Armor Slot and 1 Evasion. Increase Bonus by 1 each Teir.

1
Enhanced Caster
Infusion: Gain +1 to Spellcast rolls and damage, the Bonus increases by 1 at each Tier.

1
Enhanced Weapon
Infusion: Gain +1 to attack and damage, the Bonus increases by 1 at each Tier.

1
Healing Word
Spend 1 Hope and a creature of your choice that you can see within range regains hit points equal to Proficiency +1.

1
Medning
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. When used on Clanks or Constructs regain HP or Clear Stress based on your Proficiency.

1
Sheild
Spend 1 Hope and an invisible barrier of magical force appear and protects you. Until the start of your next Spotlight, you have a +5 bonus to Evasion, including against the triggering attack.

2
Ring of Brilliance
Infusion: +1 to chosen ability score. Increase by +1 by each Tier.

2
Shatter
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within Close range. Each creature in a Very Close radius sphere centered on that point must make a Finesse Reaction roll. A creature takes 3d8 damage on a failed roll, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this Reaction roll.

2
Lightning Lure
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

3
Helm of Guidance
Infusion: Add Advantage to any roll dealing with any Abilities outside of Combat. This can be used 3 times per session.

3
Sending Stones
Sending stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, communicate with 25 words or less. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone. The target can respond with 25 words or less. This can be used 3 times per session and recharges after Long rest. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

4
Static Weapon
Infusion: This weapon grants a +1 bonus to attack and damage rolls made with it. The weapon has 4 charges. Whenever the wielder successfully hits a target with it, they can expend one of the charges to force the target to make a Finesse (15) Reaction roll. On a fail, temporarily Stun the target and forces them to mark a Stress. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition by spending Fear or using their Spotlight to remove the condition. The item regains 1d4 charges daily at dawn.

4
Smite
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 damage to the target, which becomes visible if it is invisible, and the target sheds dim light and can’t become invisible until the spell ends.

5
Bending Luck
Twice per session can change roll with Fear to a Roll with Hope. At Tier 4 this can be used four per session.

5
Flash of Genius
You gain the ability to come up with solutions under pressure. When you or another creature you can see within Close range of you makes an Ability check or a Reaction roll, you can use your reaction to add your Knowledge to the roll. You can use this feature a number of times equal to your Knowledge (minimum of once). You regain all expended uses when you finish a long rest.

6
Repulsion Shield
Infusion: When wielding this shield add +1 Armor slot and when struck by Melee attack can use your Reaction to spend on of Shields charges to deal 1 HP and 1 Stress damage and push them back to Very Close Range. Maximum 3 charges and recharges at Long Rest.

6
Restraining Ammunition
Infusion: On a successful attack within Far Range deal 1d8 + Proficiency damage and target is Restrained. Spend 1 Hope and add one additional target. 3 times per Session.

7
Potion of Rejuvenation
Once per session create one potion that provides benefits of a Short Rest. At Tier 3 create 2 potions and at Tier 4 create 3 potions.

8
Token of Sorcery
Infusion: Once per Session to recover 1 Hope or restore 1 HP or 1 Stress. At Tier 3 this can be used twice per session and at Tier 4 three times.

9
Ring of Power
Infusion: Spend 1 Hope to force GM reroll one roll, change a roll Failure with Fear to Success with Hope or change a hit to a Critical Hit. This can be done 3 times per session.

10
Soul of Artificer
You develop a mystical connection to your magic items, which you can draw on for protection:
- You gain a +1 bonus to all Reaction rolls per magic item you have Enhanced.
- If you’re reduced to 0 hit points, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
- You can do this 3 times per Session
Soul of Artificer
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Soul of Artificer Subclasses
No subclasses available.
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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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