Artificer
Spellcast Trait: KnowledgeReplicate the power of the arcane through mechanical means.
Artifice of Magic: You do not actually wield any magic of your own, instead you replicate magic through your technological know-how. You are not affected by actions or abilities that specifically target magical creatures and spellcasters, including any anti-magical effects.
Charming Trinket:
Make a Spellcast Roll (13). On a success, mark a Stress to create a small trinket that possesses a magical charm. The trinket can be any mundane mechanical device. Each trinket can only possess one charm and you set its trigger. Choose one of the following effects for its charm.
Repeat a short message no longer than two sentences.
Release a noticeable scent.
Create a small visual effect.
Sound an alarm that can be heard from Far range.
Imitate Magic: Once per session, spend 3 Hope to technologically imitate a spell you’ve seen an ally use before, even if it is from a domain you do not have access to.
Enchantment: Make a Spellcast roll (16). Once per long rest on a success, spend a Hope to enchant a mundane object with a spell that you know. This enchantment lasts until you choose to activate the spell, or the object or enchantment has been broken. You can only have one enchantment on an object at a time, and you cannot enchant an object in this way until the first enchantment has been used up.
Experimental Artifice: Experimental Artifice: Once per long rest, spend 3 Hope to try and replicate a spell or other magical effect of your level or lower that you have heard of or imagined but haven’t observed. When you do so, make a Spellcast roll. Your roll determines one of the following outcomes:
On a success with Hope, you replicate it flawlessly.
On a success with Fear, you manage to replicate the spell but the GM can change one aspect of the spell’s effects.
On a failure with Hope, nothing happens.
On a failure with Fear, your replication goes awry. Mark 2 Stress and become temporarily Mad. When you are Mad, you make all Knowledge rolls with disadvantage until you spend a Hope to clear this effect.
Manufacture Magic: Once per session, when you take the Work on a Project downtime move, spend 3 Hope to create a magical object (armor, consumable, items, etc.) of your choice. You can only have one magical object created in this way at a time, and the previous object breaks down when you create a new one. Work with the GM to see if the object is one you can feasibly create given the current situation.