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Artificer • Inventor • Pilot

Designed for class

Homebrew class
Automatist

Artificer

Spellcast Trait: Knowledge

Replicate the power of the arcane through mechanical means.

Foundation

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.

Specialization

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.

Mastery

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.

Inventor

Spellcast Trait: Knowledge

Push the limits of what is possible with the intricacies of the mechanical.

Foundation

Cutting Edge: When you succeed on an attack or spell roll with Hope, you can double the damage roll.

Novel Idea: You come up with an unprecedented thought. Once per session, you can use a Blueprint you do not currently have prepared.

Specialization

Spark of Genius: When you fail on a roll with Hope, you can make a Reaction Roll (14) to spend that gained Hope to instead add advantage to the failed roll to possibly turn it into a success.

Of My Own Design: Once per long rest after you deploy a Blueprint, you make your next action roll using a d20 as your Hope Die.

Mastery

Mad Genius: When you critically succeed on a Knowledge roll, you become Mad. While Mad, you gain advantage on a number of subsequent action rolls equal to your Knowledge using a d8 as your advantage die. Additionally, when you succeed on a roll with Hope, you stay Mad for an extended duration. Failing a roll or succeeding with Fear causes you to clear this condition.

Higher Thinking: You can prepare an additional Blueprint when you take the Work on a Project long rest downtime move. Additionally, once per long rest, you can double your Knowledge on an action roll.

Pilot

Spellcast Trait: Agility

Take command of a mighty, mechanical warrior.

Foundation

Applied Theory: On any rolls using Knowledge, you can use your Agility instead. Your Ingenious Determination grants its +1 bonus to Agility rolls if they originally called for Knowledge.

Armored Mech: Your Blueprints function as parts of an Armored Mech. You choose this mech’s appearance, and it shares your thresholds and number of Hit Points. Gain a +2 bonus to your evasion and 1 extra armor slot. This mech follows your command, and you can choose to pilot it from within or remotely within Very Far range. When you would mark a Hit Point, the mech marks one as well and vice versa.

Specialization

Mental Sync: Your mind has become linked to your mech. When you are separated, you can see and hear through your mech within Very Far range of it. Mark a Stress to see and hear in this way if your mech is beyond Very Far range.

Fortified Mech: Your mech has become stronger and more resilient. Gain a +4 bonus to your evasion, 2 extra armor slots, and add your Agility to your thresholds.

Mastery

Sync-Break: After you make a death move, your mental bond causes your mech to go Mad. While Mad, your mech lashes out and targets the adversary that caused you to go down. Your mech can only make up to 1d4 attack or spellcast rolls before it stops going Mad.

Insurpassable Mech: Your mech has been improved to be the best it can possibly be. Gain a +6 bonus to your evasion, a number of armor slots equal to your Proficiency, and add both your Knowledge and Agility to your thresholds and any weapon or attack rolls you make.

Printable cards

Foundation / Specialization / Mastery
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Automatist

Artificer

Foundation

SPELLCAST TRAIT: Knowledge

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Hazard domain icon
Automatist

Artificer

Specialization

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Hazard domain icon
Automatist

Artificer

Mastery

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Hazard domain icon
Automatist

Inventor

Foundation

SPELLCAST TRAIT: Knowledge

Cutting Edge: When you succeed on an attack or spell roll with Hope, you can double the damage roll.

Novel Idea: You come up with an unprecedented thought. Once per session, you can use a Blueprint you do not currently have prepared.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Hazard domain icon
Automatist

Inventor

Specialization

Spark of Genius: When you fail on a roll with Hope, you can make a Reaction Roll (14) to spend that gained Hope to instead add advantage to the failed roll to possibly turn it into a success.

Of My Own Design: Once per long rest after you deploy a Blueprint, you make your next action roll using a d20 as your Hope Die.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Hazard domain icon
Automatist

Inventor

Mastery

Mad Genius: When you critically succeed on a Knowledge roll, you become Mad. While Mad, you gain advantage on a number of subsequent action rolls equal to your Knowledge using a d8 as your advantage die. Additionally, when you succeed on a roll with Hope, you stay Mad for an extended duration. Failing a roll or succeeding with Fear causes you to clear this condition.

Higher Thinking: You can prepare an additional Blueprint when you take the Work on a Project long rest downtime move. Additionally, once per long rest, you can double your Knowledge on an action roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Hazard domain icon
Automatist

Pilot

Foundation

SPELLCAST TRAIT: Agility

Applied Theory: On any rolls using Knowledge, you can use your Agility instead. Your Ingenious Determination grants its +1 bonus to Agility rolls if they originally called for Knowledge.

Armored Mech: Your Blueprints function as parts of an Armored Mech. You choose this mech’s appearance, and it shares your thresholds and number of Hit Points. Gain a +2 bonus to your evasion and 1 extra armor slot. This mech follows your command, and you can choose to pilot it from within or remotely within Very Far range. When you would mark a Hit Point, the mech marks one as well and vice versa.

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Card Backing
Codex domain icon Hazard domain icon
Automatist

Pilot

Specialization

Mental Sync: Your mind has become linked to your mech. When you are separated, you can see and hear through your mech within Very Far range of it. Mark a Stress to see and hear in this way if your mech is beyond Very Far range.

Fortified Mech: Your mech has become stronger and more resilient. Gain a +4 bonus to your evasion, 2 extra armor slots, and add your Agility to your thresholds.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Hazard domain icon
Automatist

Pilot

Mastery

Sync-Break: After you make a death move, your mental bond causes your mech to go Mad. While Mad, your mech lashes out and targets the adversary that caused you to go down. Your mech can only make up to 1d4 attack or spellcast rolls before it stops going Mad.

Insurpassable Mech: Your mech has been improved to be the best it can possibly be. Gain a +6 bonus to your evasion, a number of armor slots equal to your Proficiency, and add both your Knowledge and Agility to your thresholds and any weapon or attack rolls you make.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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