Artificer

PrimaryCunning HP15

Gizmos and gadgets.

Core Feats

Arcane Cannon

You build your own arcane cannons—compact engines you can assemble in the middle of a fight and direct as you go. You’re proficient with light and medium armor and with shields.

Use the Assemble Cannon technique to build a cannon in an unoccupied space within 30 feet. You can have a number of cannons active at once equal to your Prowess. A cannon remains for 1 minute, until it is more than 120 feet from you, or until it is reduced to 0 HP, whichever comes first. A cannon acts only when you direct it: its attack rolls and saving throw DCs use your +CUNNING, and it makes no ability checks or saving throws of its own.

Spend 1 AP to direct a cannon: it can move up to its speed and either Strike with its arcane bolt or use one of its moves. Each cannon can only be directed once per turn.

Casting mending on a cannon restores 3 HP to it.

Magical Infusions

You’ve studied how to imbue everyday objects with magic, building gizmos and gadgets that carry the power of the arcane. Your spellcasting ability is +CUNNING, and you cast from the arcane spell list.

You know two cantrips. As part of your daily preparations, prepare a number of non-rare charms equal to your Prowess.

Unlike other spellcasters, you don’t conjure your magic directly. Instead, every cantrip you know and every charm you prepare is a trinket you build and imbue with magic—you choose what these trinkets look like. You activate them to cast your spells, combining them to create magical effects. To facilitate this, you’ve built a unique holster—a bandolier, a gauntlet, a toolbelt—that lets you use the trinkets you need as part of the action to cast a spell. Your trinkets serve as your focus.

When you take the Prepare downtime activity, you can replace up to two of your prepared charms with other non-rare charms.

You always have the mending charm prepared, and it doesn’t count against the number of charms you prepare.

A number of times equal to twice your Prowess, you can spend 1 AP to conjure a piece of adventuring gear worth 4 gold or less; it vanishes when you finish a long rest. Recover all spent uses as part of your daily preparations.

Gain a talent related to tinkering or crafting, and gain expertise in it. When you craft adventuring gear as a Work on a Project, reduce its countdown by 2 (minimum 1).