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’re proficient with tinkerer’s tools and two other tools of your choice.
You always know just the right fix, granting you the mending charm. It is always readied. Then, choose 3 domains from the arcane spell list, at least one of which must be Pyromancy, Electromancy, or Geomancy. Whenever you take the Level Up downtime activity, you can swap one of those three domains for another of your choice from the arcane spell list, provided you still know at least one of those three.
Your inventiveness knows no bounds, letting you ready non-rare charms for any of the domains you know. You have a charm pool equal to +SPELL. As part of your daily preparations, you can change all of your readied charms—when you take the Prepare downtime activity, you can change two of your readied charms.
Unlike other spellcasters, you don’t conjure your magic directly. Instead, every domain you know and every charm you ready 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.
A number of times equal to +SPELL plus your Prowess, you can spend 1 AP to conjure a piece of adventuring gear worth 4 gold or less; it vanishes when you reset your spent uses, which you can do as part of your daily preparations.
When you craft adventuring gear as a Work on a Project, reduce its countdown by 2 (minimum 1).