Artificer

PrimaryCunning HP15

Gizmos and gadgets.

Gain a talent related to tinkering or crafting, and gain expertise in it.

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

You direct a cannon with the Control Companion technique.

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 always know just the right fix, granting you the mending charm. It is always prepared and doesn’t count against your spell slots. Then, choose 2 cantrips from the arcane spell list. Whenever you take the Level Up downtime activity, you can swap one of those two cantrips for another of your choice from the arcane spell list.

Your inventiveness knows no bounds, letting you prepare non-rare charms for any of the cantrips you know. You have a number of spell slots equal to +SPELL plus 1. As part of your daily preparations, you can change all of your prepared spell slots—when you take the Prepare downtime activity, you can change two of your prepared spell slots.

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.

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).