Artificer

They make stuff.

Inventions

Your powers are known as "Inventions".

Inventions Known

Powering Inventions

You have an attribute called "Steam", which represents the amount of power available for all of your devices. Most devices use Steam continuously, "slotting" a portion of your total during prepartion.

Preparing or re-preparing your inventions requires a short rest.

By default, each device requires 1 Steam per rank.

Assault

Tier 0

Tier 1

Tier 2

Tier 3

Control

Tier 1

Tier 2

Tier 3

Debilitation

Tier 1

Tier 2

Tier 3

Defense

Tier 1

Tier 2

Tier 3

Enhancement

Tier 1

Tier 2

Tier 3

Mobility

Tier 1

Tier 2

Tier 3

Shaping

Tier 1

Tier 2

Tier 3

Summoning

Tier 1

Tier 2

Tier 3

Utility

Tier 1

Tier 2

Tier 3

Paths

Path Description
Armor Jockey You wear a massive suit of powered armor; your inventions are integrated into it.
Ethernaut You use a spooky power source called Ethergon to enable metaphysical devices
Gunslinger Specialist in the Artificer's signature weapon: firearms.
Golem Lord You are served by an automaton, which you enhance with your inventions.
Magitech You blend magic with Artifice. (Heresy!)

Design Notes

Three School Approach

Maybe consider a three-school approach instead of slots. Works pretty well for the casters, right?

Ideas:

They have a few permanent items (such as guns) and a whole bunch of powered inventions (comparable to spells), many of which modify the permanenent items.

Example:

Resources

If not the above, how about tapping the ideas to improve resources?

Instead of Energy, we'll use Phlogiston and Energists.

As a rule of thumb, an invention that acts like a spell will consume Phlogiston, and an invention that acts like a permanent magic item will require a slotted Energist.

Power Reorg

Change Log

Artificer x.0 (Jul 22 2020)

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