Artificer

Primary
Cunning
Hit Points
15
Talent
Related to tinkering or crafting, with expertise in it
Class Question
Did an invention or repair of mine get us out of a bind?

Artificers treat magic as an applied science waiting for physical form. While scholars debate theory, an artificer routes arcane energy through clockwork gears and conductive wire. They approach problems with grease on their sleeves and tools in hand, convinced that any obstacle yields to a solid blueprint and honest craftsmanship.

Their work is tactile and inventive. They house spells within physical conduits and modular assemblies, activating enchantments through levers and spring-loaded releases. From deployable field machinery that anchors a defensive perimeter to quick repairs that keep broken gear functioning, an artificer bridges the divide between engineering and sorcery. When an expedition stalls, they reach into their kit and assemble a solution on the spot.

Core Feats

Arcane CannonCore Feat

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. You’re also proficient with blacksmith’s tools.

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 use your +CUNNING, and it makes no ability checks of its own. It adds no ability to its damage thresholds.

You direct a cannon with the Control Companion technique.

Casting mending on a cannon restores 3 HP to it.

Magical InfusionsCore Feat Spellcasting Feat

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).

Advanced Feats

Runecrafter

You’re an expert at carving runes to enhance weapons, armor, and items.

As part of your daily preparations, you can fashion a number of common runes equal to your Prowess and set each into an eligible item belonging to you or a willing ally. An item can hold one of these runes even if it has no open rune slots. Runes last until you do this again.

When you craft a rune as a Work on a Project, reduce its countdown by 2 (minimum 1).