Artificer
Back in the Old Country, technologists made wonders aplenty: nearly sapient machines, guns that could blast apart giants, flying devices that reached the clouds. The fall of the older great nations stole these wonders from the survivors. Luckily, you found, stole, or invented your own takes on those innovations and can now produce devices of similar capability.
Artificers imbue ordinary objects with magic to create wondrous items with amazing abilities. To do this, they create power sources, which might be large battery packs, steam engines, or even plants that radiate weird energy. Artificers tap into the energy from their power sources to assemble what they need, when they need it.
Level 3 Artificer
Attributes: Increase two attributes by 1 each.
Health: +4
Traditions: One, Spells: Two expert
Invent Wonder (Magical): You can perform a ritual to use a tool kit and 2 sets of spare parts to invent something that produces a magical effect. When you finish, expend 1 charge from your power source to create an invention that retains potency until after you rest or it runs out of charges, if it has charges, at which point it breaks and the spare parts are destroyed. The invention is a Size 1/4 object with any appearance you decide. The Sage determines the invention’s effect randomly by rolling dice and finding the result on the Oddities tables found in Secrets of the Weird Wizard. Once you create an invention that produces a particular effect, you can recreate that same invention each time you use this talent.
Power Source: You have a special device that generates energy. The power source has a number of charges equal to half your level. You can expend charges from the power source to use talents granted by this path. If you lose your power source, you can assemble a new one with a full supply of charges after you rest, though you can benefit from just one power source at a time. You replenish your supply of charges generated by the power source after you rest.
Level 4 Artificer
Health: +4
Spells: One expert
Self-Destructing Inventions (Magical): You can use an action to throw one invention you created with your Invent Wonder talent to a space within 10 yards, where it explodes in a Size 5 space centered on the spot where it landed. Each creature and object in the space takes 4d6 damage. A creature can make a luck roll. On a success, it takes half the damage. The explosion destroys the invention.
Level 6 Artificer
Health: +4
Spells: One expert
Magical Item (Magical): You can perform a ritual using a tool kit to either imbue magic into an object you can reach or to construct a magical item.
If you imbue an object with magic, expend 1 charge from your power source to transform the target into a superior version of itself until after you rest. At level 9, the effect is permanent.
If you construct a magical item, you can expend 2 charges to create an uncommon trinket (see Chapter 3). The magical item retains potency and functionality until after you rest.
Level 9 Artificer
Health: +4
Spells: One master
Power Source Blast: You can use an action to release a blast of energy from your Power Source. Target one creature or object within 5 yards and make an Intellect roll against the target’s Agility. On a success, expend any number of charges from your Power Source. For each charge expended, the target takes 4d6 damage. On a critical success, the target takes an extra 4d6 damage.
Superior Inventions: When you use your Invent Wonder talent to construct an invention, you can expend an additional 2 sets of spare parts to grant the invention an additional random trait or a trait you have previously invented.