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Pyrotechnic • Battlesmith • Tinkerer

Subclasses Designed by Recker smash

About these subclasses

Three subclasses for the Artificer class

Designed for class

Artificer
Homebrew class
Artificer

Subclass details

Pyrotechnic

Spell trait: Knowledge

Play the pyrotechnic if you want to create devices that go boom.

Foundation
Tier 1

Explosive Training: You have advantage on reaction rolls to avoid the explosions and area of effects and take no damage on a success that would normally result in half damage.

Explosive Mod: You can spend a hope to modify one of your devices and magic weapons, to allow them to also affect all creatures within melee range of their target, but reduce the damage dice size by one. Creatures within melee range of the the target must make a reaction roll against a difficulty of 10 + your tier of play. On a fail they take full damage rolled and are affected by any other affects the device/weapon inflicts, on a success they take half damage only.

Specialization
Tier 2

Secondary Combustion: Whenever you deal damage to multiple creatures at once, increase the damage by the number of creatures hit.

Rocket Jump: Whenever you are within the radius of an explosion, you can mark a stress to have yourself launched a Close range away from the explosion, regardless of whether or not you take damage.

Mastery
Tier 3

Bigger Boom: When using a device or weapon that causes an explosion, you can mark a Stress to increase the radius by one range bound. If this increases the range to Far or Very Far, mark another stress.

Battlesmith

Spell trait: Strength

Play the Battlesmith if you want to drastically improve your allies equipment

Foundation
Tier 1

Weapon Mod: You can spend a hope to enhance a weapon until your next rest, pick a number of options from the following list equal to your tier of play:

  • Grant a +2 to damage rolls
  • Grant a +1 to attack rolls
  • Increase the attack range by one range bound

Armour Mod: You can spend a hope to enhance a set of armour until your next rest, pick a number of options from the following list equal to your tier of play:

  • Increase damage threasholds by 2
  • Increase armour score by 1
  • Increase evasion bonus by +1
Specialization
Tier 2

Improved Weapon Mod: You gain the following options for weapon mods, each counts as if it were two options and can only be chosen once:

  • Increase the dice size by one 
  • Increase the number of damage dice rolled by +1 
  • Replace the feature of the weapon with the feature of a different weapon you have

Improved Armour Mod: You gain the following options for armour mods, each counts as if it were two options and can only be chosen once:

  • Gain resistance to physical or magic damage 
  • Grants immunity to all status conditions
  • Replace the feature of the armour with the feature of a different armour you have

Expert Smith: Your enhancement now last until your next long rest.

You can replicate two items at once during rests, or work towards the same item twice when you take the rest action provided by your Replication feature.

Mastery
Tier 3

Permanent Mods: Spend an additional 3 hope when using your Weapon Mod or Armour Mod features to make the changes permanent. That weapon/armour can never be enhanced again unless you first spend 3 hope to remove the enhancements.

While the iron is hot: Once during a rest, if you take the rest action provided by your Replication feature, you can take an additional Short Rest action during this rest.

Tinkerer

Spell trait: Finesse
Foundation
Tier 1

Plentiful Craft: When you take the rest actions provided by your Replication feature, if you choose to make a consumable you create 1d4 additional copies of it.

If it is a long rest, create 2d4 additional copies instead.

Potent Craft: Consumables you craft or replicate gain a +1 bonus to all their dice rolls and +2 to difficulty, if they have one.

Specialization
Tier 2

Slow Creation: Whenever you craft a device that would require you to mark any number of stress, or spend any number of hope. You can instead craft the device slowly over time. The device is created immediately after a number of action rolls, by allies and adversaries, equal to double the amount of hope/stress they would have been used has been rolled. Rolls with Hope count as double.

Mastery
Tier 3

Always Working: You can take a short rest action after every two scenes without being in a rest.

Printable cards

Foundation / Specialization / Mastery
Artificer

Pyrotechnic

Foundation

SPELLCAST TRAIT: Knowledge

Explosive Training: You have advantage on reaction rolls to avoid the explosions and area of effects and take no damage on a success that would normally result in half damage.

Explosive Mod: You can spend a hope to modify one of your devices and magic weapons, to allow them to also affect all creatures within melee range of their target, but reduce the damage dice size by one. Creatures within melee range of the the target must make a reaction roll against a difficulty of 10 + your tier of play. On a fail they take full damage rolled and are affected by any other affects the device/weapon inflicts, on a success they take half damage only.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Pyrotechnic

Specialization

Secondary Combustion: Whenever you deal damage to multiple creatures at once, increase the damage by the number of creatures hit.

Rocket Jump: Whenever you are within the radius of an explosion, you can mark a stress to have yourself launched a Close range away from the explosion, regardless of whether or not you take damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Pyrotechnic

Mastery

Bigger Boom: When using a device or weapon that causes an explosion, you can mark a Stress to increase the radius by one range bound. If this increases the range to Far or Very Far, mark another stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Battlesmith

Foundation

SPELLCAST TRAIT: Strength

Weapon Mod: You can spend a hope to enhance a weapon until your next rest, pick a number of options from the following list equal to your tier of play:

  • Grant a +2 to damage rolls
  • Grant a +1 to attack rolls
  • Increase the attack range by one range bound

Armour Mod: You can spend a hope to enhance a set of armour until your next rest, pick a number of options from the following list equal to your tier of play:

  • Increase damage threasholds by 2
  • Increase armour score by 1
  • Increase evasion bonus by +1
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Battlesmith

Specialization

Improved Weapon Mod: You gain the following options for weapon mods, each counts as if it were two options and can only be chosen once:

  • Increase the dice size by one 
  • Increase the number of damage dice rolled by +1 
  • Replace the feature of the weapon with the feature of a different weapon you have

Improved Armour Mod: You gain the following options for armour mods, each counts as if it were two options and can only be chosen once:

  • Gain resistance to physical or magic damage 
  • Grants immunity to all status conditions
  • Replace the feature of the armour with the feature of a different armour you have

Expert Smith: Your enhancement now last until your next long rest.

You can replicate two items at once during rests, or work towards the same item twice when you take the rest action provided by your Replication feature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Battlesmith

Mastery

Permanent Mods: Spend an additional 3 hope when using your Weapon Mod or Armour Mod features to make the changes permanent. That weapon/armour can never be enhanced again unless you first spend 3 hope to remove the enhancements.

While the iron is hot: Once during a rest, if you take the rest action provided by your Replication feature, you can take an additional Short Rest action during this rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Tinkerer

Foundation

SPELLCAST TRAIT: Finesse

Plentiful Craft: When you take the rest actions provided by your Replication feature, if you choose to make a consumable you create 1d4 additional copies of it.

If it is a long rest, create 2d4 additional copies instead.

Potent Craft: Consumables you craft or replicate gain a +1 bonus to all their dice rolls and +2 to difficulty, if they have one.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Tinkerer

Specialization

Slow Creation: Whenever you craft a device that would require you to mark any number of stress, or spend any number of hope. You can instead craft the device slowly over time. The device is created immediately after a number of action rolls, by allies and adversaries, equal to double the amount of hope/stress they would have been used has been rolled. Rolls with Hope count as double.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Artificer

Tinkerer

Mastery

Always Working: You can take a short rest action after every two scenes without being in a rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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