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Artificer

Magical and mundane technologies of previous ages scatter the empire. Forgotten and forbidden creations lie, locked in vaults or discarded as trash by the ignorant. For every hidden, forgotten marvel, there’s a seeker of practical magical creation burrowing away in a lab or workshop attempting to create the wonders of the current age. These seekers of ancient wonder and creators of modern marvel are known as Artificers.

Artificers study, as an arcane technical craft, the physical and the magical as they relate to and interact with each other. Their use of magic primarily centers on the manifestation of magic upon and through objects and symbols. Their pursuit of arcane knowledge shares much in common with that of wizards, but artificers delve deeper into the underlying structures of magic’s geometry, the letters of its language.

Overview

Play style: Artificers are an adaptable and versatile class. You can build towards support via healing potions with the elixirist talent, or the Golem Crafter adventurer feat that makes the golem a healing assistant. They can be more capable in melee as a War Crafter, be more effective at blowing up enemies as a Grenadier, or cast spells via a ranged weapon as an Arbalester or Gunsmith. Enchanter artificers create magical items, Golem Crafters maintain a companion Golem, and Arcanists dabble in the magic of wizards.
Ability Scores: Your primarily used attribute is Intelligence, which most of your spells use for attack and damage. Your physical attacks, and some spells also rely on Dexterity.
Backgrounds: Arcane archaeologist, clockwork toymaker, under-tavern apothecary, battle scarred machinist, magic school lecturer of runes, armorsmith of the Elven Court.
Icons: Icons representative of dwarfs as traditionally depicted in fantasy fiction would likely value artificers as knowledge keepers of the treasures which they consider to be rightfully theirs. Arcane and Knowledge focused icons will likely have them employed in research and study. The more nefarious icons will often like nothing more than a diabolical machine to assist in their machinations. The older servants of undead focused icons may resent new fangled clock machines clanking around ancient tombs, and the wilder and guardian of nature icons may seek to actively stem the spread of arcane technology.

Gear

Artificers like having equipment. They generally make equipment. Artificers begin with armor, a melee weapon, a crossbow, equipment to make potions and other kit required to match your class talent selections and backgrounds.
1st level artificers start with at least one healing potion. Depending on your talent selections, there could be several more potions.

Spells

Artificers learn spells like other casters in 13th Age. That doesn’t mean that, as characters, they learn or even manifest magic in the same way as other casters, or even other artificers. Whilst your character will be assumed to have the required knowledge and materials to cast their known spells, you should be able to create whatever fiction makes the resulting spell effects happen. You can have your own head canon as it were.
Every time you take a full heal-up, you can swap around your spells. But if you want to keep the ones you’ve chosen and regard the acquisition of new spells as part of your quest for knowledge, that’s fine too

Artificer Armor

Artificer armor is usually light and well crafted, designed to give protection from enemies blows and minor alchemical mishaps, while still allowing for the kind of fine and controlled movements required to work in a workshop or laboratory.

Armour Type Base AC Atk Penalty
None 10
Light 12
Heavy 14 –2
Shield +1 -2

Artificer Weapons

Artificers are very aware that weapons are tools, and tools are something that can be tinkered with. A dagger may also serve as a ritual implement, or in the preparation of food. A spear may be telescopic with the added specialization of stopping you becoming food. A crossbow can be a practical study of discovery in warfare, and in some worlds, artificers have moved on to the invention of firearms.

One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 mace, shortsword 1d8 spear
Heavy or Martial 1d8 longsword, flail (-2 atk) 1d10 (–2 atk) greatsword, polearm
Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 (-1atk) shortbow
Heavy or Martial 1d8 (–1 atk) heavy crossbow 1d8 (–3 atk) longbow

Level Progression

Artificer Level Total Hit Points Recovery Dice Total Feats At-Will Spells of Your Level Spells of Your Level Ability Score Bonuses* Damage Bonus From Ability Score
Level 1 (6 + CON mod) x 3 1d6 + CON mod 1 adventurer 2 3 ability modifier
Level 2 (6 + CON mod) x 4 (2d6 + CON mod 2 adventurer 2 3 ability modifier
Level 3 (6 + CON mod) x 5 3d6 + CON mod 3 adventurer 2 4 ability modifier
Level 4 (6 + CON mod) x 6 4d6 + CON mod 4 adventurer 2 4 +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 5d6 + (CON Mod x 2) 4 adventurer 1 champion 2 5 2 x ability modifier
Level 6 (6 + CON mod) x 10 6d6 + (CON Mod x 2) 4 adventurer 2 champion 2 5 2 x ability modifier
Level 7 (6 + CON mod) x 12 7d6 + (CON Mod x 2) 4 adventurer 3 champion 2 6 +1 to 4 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 8d6 + (CON Mod x 4) + 10 4 adventurer 3 champion 1 epic 2 6 4 x ability modifier
Level 9 (6 + CON mod) x 20 9d6 + (CON Mod x 4) + 20 4 adventurer 3 champion 2 epic 2 7 4 x ability modifier
Level 10 (6 + CON mod) x 24 10d6 + (CON Mod x 4) + 30 4 adventurer 3 champion 3 epic 2 7 +1 to 5 abilities 4 x ability modifier

Note: Although not listed on the table, this class gets three talents. You do not gain more at higher levels.
* Unlike the other columns, the Ability Score Bonuses column doesn’t show your total bonuses at that level. At 4th level, choose three ability scores and
add +1 to them. At 7th level, choose four ability scores to gain +1, and at 10th level, choose five ability scores to gain another +1.

Stats

Key Ability Scores Intelligence, Dexterity
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level

Artificer Basic Attacks

The artificer basic melee attack and artificer basic ranged attack are the weapon attacks you might use when you’re not casting a spell. Like most attacks, they require a standard action. You do have spells that use weapon attacks (see Weapon Spells below), the Arbalester talent has an option that makes it more likely you’ll make some basic ranged attacks, and both Arbalester and War Crafter talents improve your basic attack miss damage.
No-trigger attacks: When your artificer gets an opportunity attack or is granted a bonus attack action, that’s usually called out as a no-trigger attack. No-trigger attacks are exactly like your basic attacks but they can’t trigger or make use of your own powers. You’re most likely to have to use no-trigger attack rules when you’ve been confused, hindered or are otherwise unable to use your spells.

Artificer Basic Melee Attack

Melee attack; At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss:

Artificer Basic Ranged Attack

Ranged attack; At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss:

Class Features

Artificers have the following class features: Artifice, Access to Wizard Cantrip and Utility spells, Magical Replenishment, Ritual Magic and, optionally, Runic glyphs.

Cantrip and Utility spell access

Artificers have access to the Wizard Cantrips class feature (HH p.180), and utility spells (HH p.186). You can flavour these as your artificer having crafted or inscribed an object with whatever produces the effect, whether it be a mask of disguise, a belt or plume of feather falling, etc.

Grenades

Some artificer spells are grenade spells. Grenades are alchemical bombs thrown by hand.
Adventurer Feat: Use Intelligence instead of Dexterity as your attack modifier with grenades.
Champion feat: Target far away enemies with grenades at -2 to-hit.

Design note: Why are grenades listed with the spells? For the boring reason that it’s to keep consistency of resourcing in the rules. If you want to explain the fiction of spell slots for your own character, consider if anything the artificer does is spellcasting in the sense of other classes? You might have spent time prepping your flamethrower (Immolating Jet), cramming vicious and unstable combat golems into a short term extra dimensional carrier (Combat Constructs) and attuning a yellow jasper gem to a golden feather marked with the air rune (Glyph of Air). And some people might not want grenades. It sounds silly, but I’m not arguing with someone with a flamethrower, a bag of face-eating puppets and lightning in their pocket.

Ritual Magic

Artificers can cast their spells as rituals - possibly elaborate one-use machines (See HH p.198).

Glyphs and Runes

There are additional rules and spells available to players who’d like to use glyphs or runes as part of their artificer powers, although this does add some complexity and further choices, so is not recommended for beginner artificer players. See the additional content section below for further details.

Summoning Spells

Artificer summons are superior summons (like the Demonologist, Druid and Necromancer’s).

Weapon Spells

Some artificer spells are weapon spells. The Weapon damage increases like that of a basic attack. Some can be made with a ranged weapon, some can be made with a melee weapon and some can be made with either. With those spells, you use the attack modifier of the weapon if it is magical.

Artificer Bonus Powers

Artificers can choose between 3 class features that focus on Brewing, Artifice and Gadgeteering. For each artificer talent that you have, you gain 1 point towards one class feature ability of your choice. These abilities also add some complexity, so you may prefer to put all your points into a single ability.
If you do want to make these choices thematic, Artifice talents are Golem Crafter, Homunculus and War Crafter. Brewing talents are Alchemist, Grenadier and elixirist. Gadgeteering talents are Arbalester, Arcanist, Gunsmith and the optional Runesmith talent (see additional content on page xx). The Enchanter talent can count as any.
Adventurer feat: You gain all benefits listed as adventurer feats for Artifice, Brewing and Gadgeteering.
Champion feat: You gain all benefits listed as champion feats for Artifice, Brewing and Gadgeteering.

Artifice

Servitor Golems
Once per arc, for each artifice talent you have, you can create a minor servitor golem.
Give each one a background with a +2 bonus. The golem can use a skill set that would usually take kin a few days to learn. (5th: +3, and the golem can perform semi-skilled work that takes a few weeks for kin to learn; 8th: +4, and the golem can perform skilled tasks that a kin could learn in a few years, such as trades, but not at the level of a professional worker such as an architect or doctor.). They can follow commands and make skill checks during non-combat scenes. As long as you can command them while doing so, add your Intelligence modifier to the skill check, otherwise just your level and the background. A fail forward for a failed skill check of a servitor golem left to perform a task without your supervision could (and probably should) lead to disastrous (or hilarious) unintended consequences. These basic constructs remain functional until your next full rest and are not designed for combat, but they can sacrifice themselves to try and assist in combat.
For each artifice talent you have, you can have a servitor golem be destroyed to either force an enemy to reroll an attack against you (except the attack reroll will target your PD instead); OR you can reroll a failed saving throw.
Adventurer feat: You can grant each reroll to a nearby ally instead.
Champion Feat: The target of each reroll gains temp HP equal to your level x2.

Brewing

Once per arc, for each brewing talent you have, you can create an oil or potion of your tier. This item keeps its potency until your next full heal-up. Healing potions created this way use your intelligence modifier (x2 at Champion, x4 at Epic) instead of a dice roll to determine the additional hit points healed on top of a recovery.
While you can always create healing potions using this feature, you may choose to create others instead. Roll a d12 to see what else you can gather ingredients for. You can make potions of the roll value or below on this table.
It can be seen that access to the Book of Loot can expand your available options considerably.

D12 Result
1 Polymorphic (Loot Harder p69)
2 Rejuvenation (Book of Loot p62)
3 Salvation (Book of Loot p62)
4 Trollblood (Book of Loot p62)
5 Oil of Quelling (Book of Loot p62)
6 Tongue swapping (Loot Harder p69)
7 Energy resistance (GM Guide p170)
8 Elemental oil (Book of Loot p62)
9 Oil of torment (Book of Loot p62)
10 Fortification (Book of Loot p62)
11 Heroism (Book of Loot p62)
Natural 12 Choose any. For your first 12 you can choose to roll again twice, but you have to take the 2 random results (any subsequent 12's just give a pick any option)

Adventurer feat: Add +2 to each roll and you can combine two healing potions of your tier to make one of the next tier up.
Champion Feat: Once per arc, for each Brewing talent you have, end an ongoing effect on yourself when you use a potion.

Gadgeteering

You gain access to Wizard cantrips (see core book page xx). Casting these spells as ‘gadgets’ that cause the effect is strongly encouraged. For each gadgeteering talent you have, you can cast one cantrip each battle. If you’re out of battle, that’s about one or two cantrips every five minutes for each gadgeteering talent.
For each gadgeteering talent you have, once per arc, you can grant yourself a +2 bonus to an attack roll prior to rolling it.
For each gadgeteering talent you have, you can create one random item from the following gadgeteering tables.
You can create consumable items as per the Loot Harder book with the following differences:

Bigger-on-inside bag
Adventurer: Either 8 purses, 4 satchels, 2 backpacks or 1 trunk
Champion: Either double the numbers or follows you around
Epic: Can fly when following you.

Stretch-rope
Adventurer: 30 ft rope
Champion: 60ft rope or 2 30ft ropes
Epic: 2 60ft ropes or 4 30ft ropes

These items can remain enchanted after a full rest (or until used as per their normal use), but this will count as a use of the gadgeteering reward each arc. So a Straw Man that lasted a full-heal up could be kept for the next arc, but would count as if you'd rolled for it that arc, and if you want to give your party bigger-on-the-inside bags, that's a use used up until you no longer need them (or you buy some from a vendor)
Note: This is more random than the Brewing reward, you don't get to select any item below the number rolled.

D100 Adventurer tier Result
01-06 Wakebread
07-12 Illuminated Chalk
13-18 Glowstone Lantern
19-24 Viscid Paste
25-30 Bigger-on-inside Bag
31-36 Magic-in-a-bottle
37-42 Antientropic Powder
43-48 Enchanted Pearl Dust
49-54 Lubricious Catholicon
55-60 Stretch-rope
61-65 Weird Healing Salve
66-70 Dancing Shoes
71-74 Strawman
75-78 Ring of Burning Daylight
79-82 Quick-change Outfit
83-86 Featherlight Skirt
87-90 Trauma Doll
91-93 Gilljowl Lozenge
94-96 Clay of Flesh Renewed
97-98 Power-stone
99-100 Wizwood Wand
D100 Champion and epic Tier Result
01-06 Wakebread
07-12 Illuminated Chalk
13-18 Glowstone Lantern
19-24 Viscid Paste
25-30 Bigger-on-inside Bag
31-36 Magic-in-a-bottle
37-42 Antientropic Powder
43-48 Enchanted Pearl Dust
49-53 Lubricious Catholicon
54-57 Stretch-rope
58-61 Weird Healing Salve
62-65 Dancing Shoes
66-68 Strawman
69-71 Ring of Burning Daylight
72-74 Quick-change Outfit
75-77 Featherlight Skirt
78-80 Trauma Doll
81-83 Gilljowl Lozenge
84-86 Clay of Flesh Renewed
87-89 Wizwood Wand
90-92 Power-stone
93-94 Mask of Face-swapping
95-96 Dust of Eternal Slumber
97-98 Lightning Quagmire
99-100 Tangle-rope

Adventurer feat: When rolling for the gadgeteering item tables, also roll 1d12 for each gadgeteering talent you have, you can use them up to either add to or subtract those dice from a result (you can use multiple of them on the same result). You can make this choice after making all your rolls for this arc.
Champion Feat: The attack you apply the attack roll bonus to also causes additional damage equal to your level x 2.

Class Feats

The following class feats are all available at adventurer tier:

Cantrip Mastery

This functions as per the wizard feat of the same name (HH p.184).

Improvisational Genius

Adventurer Feat: Once per arc, you are able to overcome challenges and trials by improvising something the GM would not normally allow from items and resources around you. The GM should assign a DC check against your appropriate background and intelligence modifier.
Additionally, as a free action once per arc, you can reroll a failed saving throw with a bonus equal to your intelligence modifier.
Champion Feat (replaces adv): As above, and you can allow an ally to reroll a failed save instead.
Epic Feat (replaces champion): As above, and save rerolls are once per battle.

Magical Replenishment

Adventurer feat: Once per arc during a quick rest, you can grant an ally a bonus to a recharge roll equal to your Intelligence modifier.
Champion Feat (Requires Adv): This bonus can be applied retroactively after the roll and you can also apply it to your own recharge rolls.
Epic Feat (Replaces Adv): As per Adventurer feat, and this can be used twice per arc.

Rote Learning

These feats provide benefits to artificer at-will spells, and reflect your dedication to studying the building blocks of magic.
Adventurer Feat: The first time you miss with an at-will spell in each battle, you can choose to deal half damage instead of the usual miss effect.
Champion Feat: Once per Arc, target an additional enemy with an at-will spell.
Epic Feat (Replaces Adv): As per Adventurer feat, and half damage can also be on a natural 1. You also gain +2 to your crit range with at-will spells.

Talents

Alchemist

Brewing talent
You are concerned with the creation and alteration of materials with regards their elemental composition.
This talent isn’t about making potions, that talent is called elixirist further on. This one refers to alchemy as the study and practice of the transmutation of matter and the recombination of the elements. And acid, lots of acid.

Elemental Mastery
At the beginning of each arc choose a damage type from the following list: Acid, cold, fire, lightning, poison or thunder. Once per arc you can either change the damage type of one of your spells to the chosen type, or add that damage type to a spell with no damage type.
5th level: You can change or add spell elemental damage type via Element Mastery once per battle.

You gain an additional icon relationship with one of the elements (Earth, Air, Fire, Water and possibly others depending on your GM’s world). How the element assists you in advancing the story is something to discuss with your GM. 13th Age Glorantha has some examples of similar interactions via its Runes system.

You gain the Alchemical Burns at-will spell. This is an additional spell and does not count towards your usual limit of 2 at-will spells.

Alchemical Burns
Close-quarters spell; At-will
Target: 1 nearby enemy
Attack: Intelligence + Level vs. PD.
Hit: 5 (1d8) acid damage, 4 ongoing acid damage, and the target is vulnerable to the next attack made against it.
Miss: Acid damage equal to your level.
Special: Once per battle you can target 2 enemies with this spell.
2nd 6 (1d10) damage; 5 ongoing damage.
3rd 7 (2d6) damage; 6 ongoing damage.
4th 9 (2d8) damage; 8 ongoing damage.
5th 11 (2d10) damage; 10 ongoing damage.
6th 13 (2d12) damage; 12 ongoing damage.
7th 17 (3d10) damage; 15 ongoing damage.
8th 20 damage; 20 ongoing damage.
9th 25 damage; 25 ongoing damage.
10th 30 damage; 30 ongoing damage.
Adventurer Feat: Gain damage resistance 16+ to acid and poison.The first time you take ongoing damage in each battle, reduce the amount by your level x 2.
Champion Feat: The ongoing damage from Alchemical Burns becomes hard save (16+) ends.
Once per arc as a free action, you can empower yourself or a nearby ally to deal the chosen damage type with their melee attacks for the rest of the battle.
Epic Feat: Once per battle, when an enemy attacks you with an attack that causes a damage type of acid, cold, fire, lightning, poison or thunder, use an interrupt action to make that enemy reroll the attack. If the attack misses, you can cast an at-will spell targeting that enemy as a free action.
Zenith Feat: Your ability damage bonus is now x 5 with spells causing acid, cold, fire, lightning, poison or thunder damage.

Arbalester

Gadgeteering talent
This is a gadgeteering talent. You have a very fancy and oversized crossbow. You can use heavy crossbows without penalty. You gain the Rapid Reload (HH p.211) feat for free. Your ranged weapon attacks (basic ranged weapon attacks and ranged weapon spells) deal your level in damage on a miss. You can use ranged weapons as implements to cast Artificer spells.
Once per battle, when an enemy moves to engage you, you can make a ranged no-trigger attack against them as an interrupt action. This doesn't trigger any opportunity attacks.
Adventurer Feat: If a ranged spell has a range of nearby, you can target far-away enemies at a -2 penalty
Champion Feat: Once per arc you can cause triple damage instead of double when you crit using a ranged attack.
Epic Feat: Your crit range with ranged weapon attacks increases by 1.
Zenith Feat: Once per battle, when you hit with a ranged weapon attack and the target has 160 HP or less left after taking damage, you weaken the target (save ends)

Arcanist

Gadgeteering talent
You are well versed in the arcane. Learn 1 Wizard spell at your casting level.
You also gain a per arc use of the Wizard’s Counter-Magic spell, as per the Wizard High Arcana class talent. This doesn’t count against your per arc spell allocation.
Adventurer Feat: Your crit range with wizard spells learned via Arcanist increases by 1.
Champion Feat: Learn 2 further wizard spells you can choose to memorize.
Epic feat: You gain an additional icon relationship with the Mageflame (or other arcane related icon of your campaign world).

Elixirist

Brewing talent
You can craft 4 potions of your tier per arc. This is in addition to those created by your artifice class feature. These are not permanent and become ineffective by the start of your next full heal-up. As per Artifice, healing potions created this way also differ from standard potions in that the bonus hit points are not rolled and are instead equal to your Intelligence or Dexterity modifier, whichever is higher (x2 at Champion; x4 at Epic).
You gain a bonus to the Artifice potion availability roll equal to your Intelligence modifier
Bonus spell: You gain the Infusion spell in addition to the spells you choose and memorize
each arc.
In addition, Elixir of Admixture is a 3rd level spell for you.

Infusion
Close-quarters spell; 1/battle; Interrupt action OR quick action to cast
Target: One nearby ally (with an interrupt action); or yourself (with a quick action)
Trigger (for targeted ally): One of your allies starts its turn
Effect: The target receives the effect of one potion you’re carrying, which is used up in the process.
5th–10th You can use this spell twice per battle
Adventurer Feat: When you apply a potion via Infusion, the target also gains temporary hit points equal to your Intelligence modifier (x2 at champion; x4 at epic)
Champion Feat: Once per arc you can poison an enemy you’ve hit. Roll your recovery dice and apply the result to it as poison damage. This doesn’t cost a recovery.
Epic Feat: You can create 2 additional epic tier potions each day, and gain an additional daily use of the Elixir of Admixture spell.
Zenith Feat: Once per arc, Infusion can target a number of allies up to your intelligence modifier.

Enchanter

This counts as any type of talent (you choose)
You can enchant magic items. You can enchant 1 adventurer tier item each arc (5th: 1 Adv, 1 Champion; 8th: 1 Adv, 1 Champion, 1 Epic). The enchantment lasts until your next full heal-up. The GM has final say on what enchantments are available to you. The items on the list below will hopefully meet GM approval for first level selection.
Other books, such as the Book of Loot and Loot Harder have many more items.
You can use one of your per-arc uses of this talent to instead make 1 lot (a group of between 3 and 7) projectiles of magical ammunition of your tier (see GG p.179). Again your GM will advise you what ammunition you can make and how many.

Armour, Robe, Shirt, Tunic Heedlessness
Iron Will
Stone Flesh
Belt, Swordbelt, Kilt, Skirt, Girdle, Sash Potion Belt Rally Sash Weapon Belt Boots, Shoes, Sandals, Slippers Boots of Surefeet Boots of Ferocious Charge Sandals of the Slippery Eel
Cloak, Mantle, Cape Evasion Recovery Stalwart Gloves, Gauntlets
Archer's Gauntlets
Gauntlets of Clobbering
Gloves of mind Rot
Helmet, Crown, Diadem, Circlet Helm of Fortunate Dodging Helm of the Undaunted Hero
Shield Bolstering
Protection Termination
Wand Wand of the Mage’s Invisible Aegis Weapon of Liberation
of Vengeance Steady

GM advice: Don’t allow players to create items that could negatively impact the story. If you have a villain in mind that flies, and you want them to keep that, don’t let the artificer make wing-clipper arrows (13TW, p234).
Adventurer Feat: You can enchant single use magic items with cantrips for use by others. They can use the cantrip up as if casting the spell. The item holds the spell ready for use until your next full heal-up, at which point it fades or breaks if unused. You can do the same for Utility spells that you’ve memorized. You can create a number of these one shot items up to your intelligence modifier plus tier.
Champion Feat: You can enchant an additional item each arc, but this one is one tier below your own.
Epic Feat: You can make your own body a vessel of enchantment. Choose a Chalice, Goblet, Grail item from the Book of Loot. You gain the item’s power as a power of your own. This does not count towards your attunement limit. Also, a nearby willing ally can pay the recovery cost of using this power instead of you. You can change this choice of item after each full heal-up.
Zenith Feat: You gain an additional epic tier enchantment and can add it to an already enchanted item of the same type. The default bonus does not increase.

Golem Crafter

Artifice talent
You have a golem construct under your command. The story details of the materials and rituals required in its creation are up to you. They won’t make a difference to the other game mechanics of this talent.
The golem joins you in battle and has its own hit points and defenses as per the table below.
The Golem can learn an artificer at-will spell at your level. This means you can have an additional at-will spell. As long as your golem is above zero hp, you can command the golem to cast that spell. Doing so costs you the same action as casting the spell yourself. If the spell’s first attack roll hits, it causes additional damage equal to your level x 2.
You gain access to Golem Crafter spells (listed after general class spells). Once per battle, you can cast a limited-use non-Golem Crafter spell using your golem as the point of origin.
Your golem counts as an ally for you and other party members, and can be healed like an ally. If it gets a healing effect that requires the use of a recovery, it uses one of your recoveries. When your golem is reduced to 0 HP or is otherwise destroyed, you can rebuild them to full operational functionality during your next quick rest.
Actions: Your golem gains a move action on your turn. It can use this to move or make a disengage check at any point during your turn. Your golem can intercept enemies, but this uses your interrupt action for the turn.

Level AC PD MD HP Damage bonus
1 18 16 12 8 2
2 19 17 13 12 4
3 20 18 14 16 6
4 22 20 16 20 8
5 23 21 17 28 10
6 24 22 18 38 12
7 26 24 20 52 14
8 27 25 21 76 16
9 28 26 22 94 18
10 29 27 23 122 20
11 30 28 24 148 22

Adventurer feat: When your golem is reduced to zero hit points, you can make an at-will attack as an interrupt action against the enemy that hit them. This attack causes half damage.
Adventurer Feat: Once per arc, an ally adjacent to the golem can use a recovery to heal as a quick action. This recovery heals additional hit points equal to your Intelligence modifier (5th: Int x2; 8th: Int x 4).
Adventurer Feat: Your golem uses the defenses of the next level on the table.
Adventurer Feat: Your golem has a +4 bonus to disengage checks.
Adventurer Feat: Your servitor golems are more skilled, and are as skilled as those of the next tier up. Your epic tier golems can now have backgrounds reflecting the skills of a professional worker.
Champion Feat: As a standard action, you can change your golem’s size between normal and large. You can use it as a mount while it is large sized. You gain Charge and can use it while mounted on your golem:
Charge
Close-quarters power; 1/battle; Quick and move action to use.
Special: You must be mounted on your golem and not engaged. This power also uses up the golem’s move action this turn.
Effect: Move into engagement with a nearby enemy and cast an at-will melee weapon spell against it. Roll an additional d20 for the first attack you roll and use the higher result.

Champion Feat: The first time your golem hits an enemy in each battle, it causes additional damage equal to your level x2 (this is cumulative with the golem at-will spell damage bonus).
Champion Feat: Your golem becomes permanently under the effects of the Charged Coil spell (You don't need to be a War Crafter to use this feat, but you still can't learn the spell itself unless you're a War Crafter).
Champion Feat: Your golems hit points and at-will spell damage bonus are at your level + 1 on the table.

Grenadier

Brewing talent
Gain all feats from the grenades class feature and grenade spells for free.
Each arc you can enchant 1 extra grenade per tier of your level for use either by yourself or your allies. This becomes a one-use magic item that holds its enchantment until your next full heal-up, and is in addition to the number from spells you have memorized. These grenades can be made from any of your per-encounter grenade spells.
If used by an ally, the attack roll is based on their Dexterity, and the damage modifier is from your Intelligence.
Champion Feat: Your per arc extra grenade can be a per arc or recharge grenade.
Epic Feat: The targets of your grenades no longer have to be in a group.

Gunsmith (Arrowsmith)

Gadgeteering talent
You make ranged weapon attacks with guns of your own manufacture. In terms of 13th Age game mechanics, your guns function like crossbows. You gain the Rapid Reload (HH p.211) feat for free. Gunsmith gives you access to the Exit Wound feature, and also some additional gunsmith spells.
If guns aren't part of your campaign world, this talent works equally well rethemed as making ammunition deadlier.

Exit Wound
You can use this feature once per battle, plus an additional number of times per arc equal to your Dexterity modifier.
As a free action, once per turn, before you make a ranged weapon attack (or an attack from a spell using your ranged weapon), you can declare that you’re using an Exit Wound attack. Add exit wound damage bonus (shown below) if you hit. If the attack misses, you do not expend the use of Exit Wound.

Exit Wound Damage
1st 3 damage
2nd 4 damage
3rd 5 damage
4th 6 damage
5th 8 damage
6th 10 damage
7th 12 damage
8th 16 damage
9th 20 damage
10th 25 damage

Adventurer Feat: Once per arc, you can spend a recovery to gain 3 additional uses of Exit Wound that arc.
Champion Feat: When the target of your exit wound is left with 35 hit points or less (8th level: 80 hit points or less), it is also weakened (save ends).
Epic Feat: Your exit wound damage increases by 3 x the escalation die when you expend a use of Exit Wound.

Design note: This talent combines well with the Arbalester talent, as that talent gives you access to heavy crossbow damage along with its own feats affecting ranged attacks.

Homunculus

Artifice talent
You gain access to the Familiar or Pet shared talent (HH p. 197). Your familiar is a homunculus (a small alchemical, magical or mechanical creature).
You can choose Acidic for one of its abilities.
Acidic: Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing acid damage per tier to the damage roll.
You and the wizard have much in common with regards your familiars, and you have the same abilities of Close your eyes and let your familiar aim, and The end is not the end, except The end is not the end spell will be an artificer one. You also gain access to the same feats as the wizard’s familiar talent.

War Crafter

Artifice talent
Your armor is a work of exquisite craftsmanship and artifice. You also gain access to some additional weapon spells called armament spells (listed after the main spell list).

Special: Unlike most class talents, you choose whether this talent takes up one artificer class talent slots or two artificer talent class slots.

For 1 talent point
You can learn up to one Warcrafter armament spell per tier. Choose 1 benefit: Your base AC in light armor is 13. So long as you are not staggered, you can use ranged spells while engaged with enemies without taking opportunity attacks. Your base hit points are 7 + CON mod instead of 6 + CON mod. Adventurer Feat: You increase your Warcrafter weapon spell limit by 2.
Adventurer Feat: Gain another benefit you do not already possess (this feat can be taken twice)
Adventurer Feat: You can use a shield without penalty
Adventurer Feat: You can use heavy/martial weapons without penalty and your melee weapon attacks (basic melee weapon attacks and melee weapon spells) deal damage equal to your level on a miss.
Adventurer feat: Your melee attacks use your Intelligence as their attack and damage ability score while you are not staggered. When you are staggered, your melee attacks revert to using your Dexterity or Strength, as normal.
Champion Feat: Increase your recovery die size to d8s.
Epic Feat: Each arc, choose a per battle War Crafter attack spell you have memorized. You can now cast that spell twice per battle.
For 2 talent points:
Your base AC in light armor is 13.
Your focus on armor and weaponry has reduced your time to study, and you have one fewer artificer spell slot (not at-will) available. Your access to Warcrafter armament spells is not limited.
As you’ve spent 2 talent points, this counts twice for talent rewards. Choose 3 additional benefits: So long as you are not staggered, you can use ranged spells while engaged with enemies without taking opportunity attacks. Your base hit points are 7 + CON mod instead of 6 + CON mod You can wear heavy armor without penalty. You gain resist melee damage 12+ while not staggered. You can use heavy/martial weapons without penalty and your melee weapon attacks (basic melee weapon attacks and melee weapon spells) deal damage equal to your level on a miss. You can use a shield without penalty Your melee attacks use your Intelligence as their attack and damage ability score while you are not staggered. When you are staggered, your melee attacks revert to using your Dexterity and/or Strength, as normal.
Adventurer Feat: Gain another benefit you do not already possess (this feat can be taken up to five times)
Adventurer Feat: Increase your recovery die size to d8s
Adventurer Feat: On your next turn after you become staggered, use your Intelligence as your attack and damage ability score with melee attacks instead of your Dexterity or Strength. If one of those attacks hits, gain temporary hit points equal to your level.
Champion Feat: Increase your recovery die size again
Epic Feat: Each arc, choose a per battle War Crafter attack spell you have memorized. You can now cast that spell twice per battle.

1st Level spells

At-will spells are listed first.

Armoring Strike

You’re for the chop and block.”
Melee or ranged weapon spell; At-will
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON damage + Intelligence force damage, and either you or a nearby ally gain a +1 bonus to AC against the next attack that targets AC before your next turn.
Natural 16+: The AC bonus is +2 instead
Miss: Force damage equal to your level
5th–7th Also apply the bonus to PD.
8th–10th Also apply the bonus to MD.
Adventurer Feat: Twice per arc, if you critically hit with this spell, and an enemy hits despite the defense bonus, you can force the enemy to reroll the attack.
Champion Feat (replaces adv): As per adv feat, but it triggers on an 16+ and rerolls can be once per battle.

Disrupt Armour

Attack this one.”
Ranged spell; At-will
Target: One nearby or far-away enemy
Attack: Intelligence + Level vs. PD
Hit: 8 (3d4) force damage and your next ally to attack the target's AC gains a +2 bonus to their attack roll.
Natural even miss: Thunder damage equal to your level
2nd 10 (4d4) damage
3rd 13 (2d12) damage
4th 17 (3d10) damage
5th 20 (3d12) damage
6th 26 (4d12) damage
7th 33 (6d10) damage
8th 40 damage
9th 50 damage
10th 64 damage
Adventurer Feat: Your ally’s attack roll can be against PD
Champion Feat: Ally attack bonus increases to +3

Flaming Weapon

Slash and burn.”
Melee spell; At-will
Target: One engaged enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage. Deal 3 (1d4) fire damage to all other enemies engaged with you.
Miss: Damage equal to your level.
2nd 4 (1d6) to other engaged enemies.
3rd 5 (1d8) to other engaged enemies.
4th 7 (2d6) to other engaged enemies.
5th 9 (2d8) to other engaged enemies.
6th 11 (3d6) to other engaged enemies.
7th 14 (3d8) to other engaged enemies.
8th 17 (3d10) to other engaged enemies.
9th 20 to other engaged enemies.
10th 25 to other engaged enemies.
Miss: Damage equal to your level.
Adventurer Feat You gain a +2 bonus to attacks against mooks with this spell.
Champion Feat Once per battle, make the fire damage you inflict ongoing

Poisonous Strike

“Your hatred is toxic, but I have actual poison.”

Melee or ranged weapon spell; At-will
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon damage + Intelligence poison damage
Natural 16+: Also deal 2 ongoing poison damage
Miss: Damage equal to your level
2nd 3 ongoing poison damage
3rd 4 ongoing poison damage
4th 5 ongoing poison damage
5th 7 ongoing poison damage
6th 9 ongoing poison damage
7th 11 ongoing poison damage
8th 14 ongoing poison damage
9th 17 ongoing poison damage
10th 20 ongoing poison damage
Adventurer Feat The ongoing damage applies once on an even miss.
Champion Feat The ongoing damage is hard save ends (16+)

Artefactual Weapon

You can fold magic as a smith folds steel”
Melee or Ranged weapon spell; 1/Arc
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage
Miss: Damage equal to your level x3
Effect: During your next turn, you can cast an artificer at-will spell of your choice as a quick action, even if you don’t normally know that spell.
Adventurer Feat: If you know the at-will spell, you gain a +2 attack bonus with that casting. 5th–10th Any artificer weapon spell you cast during your next turn gains a +2 attack bonus.

Blast Grenade.

Eye of gnoll, tongue of devil bat. Bits of enemies everywhere.”
Ranged spell; 1/Battle
Target: Up to 4 nearby enemies in a group
Attack: Dexterity + Level vs. PD
Hit: 9 (2d8) damage.
2nd 11 (2d10) damage.
3rd 14 (3d8) damage.
4th 18 (4d8) damage.
5th 22 (4d10) damage.
6th 28 (5d10) damage.
7th 36 (8d8) damage.
8th 45 damage.
9th 55 damage.
10th 70 damage.
Adventurer Feat: Once per arc target up to 6 enemies when the escalation die is 2+.

Ironbound Heart

The sensation of cold bands enclosing your heart may sound like inimical magic, but it’s really rather lovely once they’re in”.
Close-quarters spell; 1/battle; Quick action to cast
Target: You or a nearby ally
Effect: Until the end of the battle the target gains a +1 bonus to saving throws and at the end of each of their turns gains 3 temporary hit points
Special: They can end the effect as a free action to reroll a failed saving throw (include the save bonus from this spell).
2nd 4 temporary hit points
3rd 5 temporary hit points
4th 6 temporary hit points; The ongoing save bonus is +2
5th You can now choose 2 targets
6th 8 temporary hit points
7th 10 temporary hit points
8th 12 temporary hit points
9th 15 temporary hit points
10th 20 temporary hit points
Champion Feat: The save reroll to end the effect gains a bonus equal to your Intelligence modifier instead of the one from this spell

Magical Discordance

It’s rumored that quickly ‘scripting’ together the building blocks of magic is where wizardry came from.
Close-quarters spell; Cyclic (cast once per battle OR at-will when the escalation die is even)
Target: 1d3 nearby enemies
Attack: Intelligence + Level vs. PD
Hit: 10 (4d4) force damage, and if the target has less hit points remaining than you they suffer a random effect (roll a d6):
1-2: Target is dazed until the end of your next turn.
3-4: Target is hindered until the end of your next turn.
5-6: Target is stuck until the end of your next turn.
2nd 13 (2d12) damage.
3rd 17 (3d10) damage.
4th 20 (3d12) damage.
5th 26 (4d12) damage.
6th 32 (7d8) damage.
7th 39 (7d10) damage.
8th 55 damage.
9th 65 damage.
10th 80 damage.
Adventurer Feat: Thunder damage equal to your level on an even miss.
Champion Feat: Roll twice for the random effect and apply both of them. If you roll the same effect, the effect becomes save ends.
Epic Feat: Target an additional enemy.

Noxious substance

Sure it’s annoying to start with, but then they become so busy melting that they stop complaining about it.”
Close-quarters spell; Recharge 11+
Effect: Choose a damage type when casting this spell (acid, cold, fire, force, thunder, lightning or poison).
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: 15 (6d4) damage of the chosen type, and the target is vulnerable to the next 2 attacks of the chosen damage type.
Miss: If the target has less hp than you, it is shocked until the end of its next turn.
2nd 18 (4d8) damage.
3rd 22 (4d10) damage.
4th 27 (6d8) damage.
5th You can now target 2 enemies with this spell.
6th 33 (6d10) damage.
7th 44 (8d10) damage.
8th 55 damage.
9th 70 damage.
10th 90 damage.
Zenith Feat: Once per arc you can cast this spell as a quick action.

Reconstruct Internals

“Trust me, I looked at a diagram once. Maybe twice.”
Close-quarters spell; Recharge 11+
Target: 1 nearby ally OR 1 nearby enemy
Effect: Allied targets can heal using a recovery and roll a save to end a temporary effect. Construct allies gain a bonus to the save equal to your intelligence modifier.
Against enemy targets make the following attack:

Attack: Intelligence + Level vs. PD
Hit: 18 (4d8) damage, and if the target is a construct, an enemy of type blocker, or otherwise heavily armored (GM’s call), it is dazed until the end of your next turn.
Natural even hit: You can choose to deal half damage and make the target weakened until the end of its next turn.
Natural odd hit: You can choose to deal half damage to the enemy and grant a nearby ally the same amount as temporary hit points.
Miss: Grant a nearby ally temporary hit points equal to your intelligence modifier (x2 Champion; x4 Epic).
2nd 22 (4d10) damage.
3rd 26 (8d6) damage.
4th 36 (8d8) damage.
5th 46 (7d12) damage.
6th 59 (9d12) damage.
7th 72 (13d10) damage.
8th 90 damage.
9th 115 damage.
10th 145 damage.
Epic Feat: Once per arc target both an ally and an enemy when casting this spell.

Runic Rebuke

“I surround them in a swirl of runes that fly from my lips. They spell out their doom!”
Ranged spell; 1/battle when the escalation die is 1+; Quick action to cast
Target: One nearby enemy with 34 hp or fewer.
Attack: Intelligence + Level vs. MD.
Hit: Force damage equal to your level, and apply a status effect from the following list:
Target is confused until end of its next turn.
Target is dazed (save ends).
Target is hindered (save ends).
Target is stuck (save ends).
Target is vulnerable (save ends).
Miss: Force damage equal to your level.
Special: Each status effect can only be chosen once per arc. If you are a Runesmith (see optional content page xx) you can cast this spell as an interrupt action when an enemy takes a move or standard action.
2nd Target with 40 hp or fewer.
3rd Target with 52 hp or fewer.
4th Target with 68 hp or fewer.
5th Target with 80 hp or fewer.
6th Target with 104 hp or fewer.
7th Target with 136 hp or fewer.
8th Target with 160 hp or fewer.
9th Target with 208 hp or fewer.
10th Target with 272 hp or fewer.
11th Target with 320 hp or fewer.
Adventurer Feat: Increase the hp threshold to that of the next level.
Champion Feat: The target takes the force damage again each time they fail their save.

Sabotage Equipment

“If they charge with their breastplate between their legs, I may just laugh.”
Ranged spell; 1/Battle
Target: One nearby or far-away enemy with 70 hp or fewer.
Attack: Intelligence + Level vs. PD
Hit: 7 (2d6) ongoing damage, and the target is dazed until the end of your next turn.
Miss: The target is vulnerable to the next attack against it.
2nd 9 (2d8) ongoing damage; 90 hp or fewer.
3rd 11 (3d6) ongoing damage; 110 hp or fewer.
4th 14 (4d6) ongoing damage; 140 hp or fewer.
5th 18 (4d8) ongoing damage; 180 hp or fewer.
6th 22 (4d10) ongoing damage; 220 hp or fewer.
7th 28 (5d10) ongoing damage; 280 hp or fewer.
8th 35 ongoing damage; 360 hp or fewer.
9th 45 ongoing damage; 440 hp or fewer.
10th 55 ongoing damage; 560 hp or fewer.
Adventurer Feat: Your crit range with Sabotage Equipment increases by 1 (usually 19+), and the target is also vulnerable to the next attack against it on a hit as well.
Champion Feat: The ongoing damage becomes hard save (16+) ends.
Epic Feat: You can cast Sabotage Equipment a second time when the escalation die is 4+.

Steelskin

“It first attracts particles of iron to protect you, then the containment field…That’s odd, eyes glazing over isn’t an effect of the spell.”
Close-quarters spell; recharge 11+ after battle; Quick action to cast
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains a +1 bonus to AC except against attacks that deal lightning damage.
3rd–4th The bonus also applies to PD, except against attacks that deal lightning damage.
5th–6th The bonus increases by +1 when the target is not staggered.
7th–8th The bonus also applies to MD.
9th–10th You can now choose two targets.
Adventurer Feat: The first time each battle that an attack causes damage, except lightning damage, to the target, reduce the damage by 8 (5th: reduce damage by 16 ;8th: reduce damage by 32).
Champion Feat: The 5th level staggered limitation doesn’t apply and opportunity attacks against the target suffer an attack penalty equal to your Intelligence modifier.

Summon Combat Constructs

Today’s flavor of golem is metal crabs with spinning saw blades.”
Ranged spell; 1/Arc
Effect: You summon a mob of 1d3 + 1 animated constructs to fight for you. Each summoned construct fights for you until the end of the battle or until they drop to 0 hp, whichever comes first.
As you cast the spell at higher levels, the constructs improve as per the table below.

Level Attack Damage AC PD MD HP
1st +5 4 18 16 12 6
2nd +6 5 19 17 13 7
3rd +7 6 20 18 14 9
4th +8 7 21 19 15 11
5th +9 10 22 20 16 15
6th +10 12 23 21 17 20
7th +11 15 24 22 18 25
8th +12 20 25 23 19 30
9th +13 25 26 24 20 35
10th +14 30 27 25 21 45
11th +15 40 28 26 22 55

Assign 1 random ability:

  1. Improve attack 1 step on the table
  2. Improve HP 1 step on the table
  3. Improve damage 1 step on the table
  4. Improve defenses 1 step on the table
  5. Gain a ranged attack with same values as melee usable on nearby enemies
  6. Half damage on an even miss

Adventurer Feat: Choose the ability instead of rolling. In addition, while the spell is not yet cast in battle, you can forgo the +1 on the number summoned to instead gain a use of a mook construct outside combat in order to advance the story.
Champion Feat: Choose 2 abilities
Epic Feat: Choose 3 abilities and the number of summoned constructs is 1d4+1
Zenith Feat (replaces champion and epic): Gain all abilities and the number of summoned constructs is 1d4+2.

Volatile Grenade

Take care when preparing this one.
Ranged spell; 1/Arc
Targets: 1d4+1 nearby enemies in a group
Attack: Dexterity + Level vs. PD
Hit: 8 (3d4) fire or poison damage (choose when memorizing the spell) and ongoing damage of the same type equal to half that amount.
2nd 10 (4d4) damage.
3rd 13 (2d12) damage.
4th 17 (3d10) damage.
5th 20 (3d12) damage.
6th 26 (4d12) damage.
7th 33 (6d10) damage.
8th 40 damage.
9th 50 damage.
10th 65 damage.

3rd level spells

At-will spells listed first.

Lightning Rod

Where sorcerers go wild with lightning, we like to make it more reliable.”
Ranged spell; At-will
Target: One nearby or far-away enemy
Attack: Intelligence + Level vs. PD
Hit: 11 (2d10) lightning damage.
Natural even hit: Also deal half damage to a different nearby enemy.
Natural even miss: Half damage.
4th 14 (4d6) damage.
5th 17 (3d10) damage.
6th 22 (4d10) damage.
7th 27 (6d8) damage.
8th 35 damage.
9th 45 damage.
10th 55 damage.
Adventurer Feat: Natural 18+: Target is dazed until the end of your next turn.
You can choose to make this effect Weakened (easy save ends), but if you do you lose access to Lightning Rod until your next quick rest.
Champion Feat: This becomes a Close Quarters spell. Damage from this spell can be cold or force.

Sonic Disruptor

Nearby objects may oscillate.
Close-quarters spell; At-will
Target: Up to 2 nearby enemies in a group
Attack: Intelligence + Level vs. PD
Hit: 11 (2d10) thunder damage, and if you are engaged with the target, you can choose to deal half damage instead to pop free from them.
4th 14 (4d6) damage.
5th 18 (4d8) damage.
6th 23 (5d8) damage.
7th 28 (8d6) damage.
8th 35 damage.
9th 45 damage.
10th 55 damage.
Champion Feat: You can target an additional engaged enemy. You can also cast this spell as a quick action once per encounter on engaged enemies, but only if you choose the half damage option for all targets.
Epic Feat: You can target the Mental Defence of engaged enemies.

Elemental grenade

Variety is the spice of death.
Ranged spell; Recharge 16+
Targets: 1d4+1 nearby enemies in a group
Attack: Dexterity + Level vs. PD
Hit: 17 (3d10) damage of a type you choose when casting (acid, cold, fire, lightning, poison or thunder).
4th 22 (4d10) damage.
5th 27 (6d8) damage.
6th 35 (10d6) damage.
7th 42 (12d6) damage.
8th 55 damage.
9th 70 damage.
10th 85 damage.
Natural even miss: Half damage.

Adventurer Feat: The grenade will automatically apply a damage type from the list to each affected target that it is most vulnerable to (if any) - it will thus avoid damage resistance if possible, and target vulnerability if it can (in that order of preference).
Champion Feat (Replaces Adv): As per adventurer feat, and add force, necro and holy to the possible damage types.
Epic Feat (Replaces Champ): As per previous feats, and the spell becomes recharge 11+.

Force Ward

“Don’t get close! Well ok you can, but you won’t like it.”
Close-quarters spell; Recharge 11+; Quick action to cast
Target: You or one nearby ally
Effect: Until the end of the battle, any enemy that ends their turn engaged with the target takes 5 force damage and the enemy must make a save (11+), or it pops free of engagement with the target.
4th 6 force damage
5th 8 force damage
6th 10 force damage
7th 13 force damage
8th 16 force damage
9th 20 force damage
10th 25 force damage

Immolating Jet

“My jets of fire follow them round the room.”
Close-quarters spell**; 1/battle**
Targets: 1d3 nearby enemies in a group
Attack: Dexterity + Level vs. PD
Hit: 13 (2d12) fire damage and 5 ongoing fire damage
4th 17 (3d10) damage.
5th 20 (3d12) damage; 10 ongoing.
6th 26 (4d12) damage; 10 ongoing.
7th 28 (6d8) damage; 15 ongoing.
8th 45 damage.
9th 55 damage; 20 ongoing.
10th 65 damage; 25 ongoing.
Champion Feat: You can target up to 3 nearby enemies in a rough line instead.

Lightning Strike

“Lightning crackles along the length of my crossbow bolt, and it sparks as it flies.”
Melee or ranged spell; 2/arc
Target: One engaged (melee) or nearby (ranged) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage, and 8 (3d4) lightning damage.
Natural even hit: Also deal the lightning damage to one other nearby enemy.
Natural odd hit: And if the target has less hit points than you after taking the damage, it is dazed until the end of your next turn.
Miss: Thunder damage equal to your level.
4th 10 (4d4) lightning damage.
5th 13 (3d8) lightning damage.
6th 17 (3d10) lightning damage.
7th 20 (3d12) lightning damage.
8th 25 lightning damage.
9th 30 lightning damage.
10th 45 lightning damage.
Adventurer Feat: If you miss, also deal your miss damage to 1d4 other nearby enemies.
Champion Feat: On a natural even hit, deal the lightning damage to one more nearby enemy. On a natural odd hit, the daze effect is save ends.

Stun Grenade

“Some goodbyes are longest, some good nights are the loudest.”
Ranged spell; 1/Battle
Target: Up tp 4 nearby enemies in a group
Attack: Dexterity + Level vs. PD
Hit: 11 (2d10) thunder damage, and if the target has 52 hp or fewer after taking the damage, it is dazed until the end of your next turn.
Natural 18+: The dazed effect is save ends.
4th 14 (2d10) damage; 68 hp or fewer.
5th 18 (4d8) damage; 80 hp or fewer.
6th 22 (4d10) damage; 104 hp or fewer.
7th 28 (8d6) damage; 136 hp or fewer.
8th 35 damage; 160 hp or fewer.
9th 45 damage; 208 hp or fewer.
10th 55 damage; 272 hp or fewer.
Adventurer Feat: Gain +2 to hit staggered enemies.

5th level spells

Elixir of Admixture

“You feel like an advancement in the field of alchemy.”
Close-quarters spell; 1/Arc
Interrupt action or quick action (see below)
Target: One nearby ally (with an interrupt action); or yourself (with a quick action)
Trigger (for targeted ally): One of your allies starts its turn
Effect: The target simultaneously receives the effect of two potions you carry, which are used up in the process. These must be different types (you couldn’t apply 2 healing potions, but you could apply a healing potion and a potion of Troll Blood (Book of Loot p62) for example.

Molten Weapon

“As hot as when it was first forged.”
Melee or ranged spell; 2/arc
Target: One engaged (melee) or nearby (ranged) enemy
Attack: Dexterity + Level vs. AC
Special: Targets of type Plant are vulnerable to this attack.
Hit: Weapon + Intelligence + 17 (3d10) fire damage.
Miss: Fire damage equal to twice your level.
6th 22 (4d10) fire damage.
7th 28 (8d6) fire damage.
8th 40 fire damage.
9th 50 fire damage.
10th 60 fire damage.
Champion Feat: Half damage on a miss.

Shockwave Jump

“It’s the down thrust you need to watch out for.”
Close-quarters spell; 1/Arc
Effect: You rapidly ascend to a far-away location in a vertical direction. This does not provoke opportunity attacks. If the way is obstructed (by a ceiling etc), you reach the obstruction. At the start of your next turn you descend rapidly (again not provoking opportunity attacks) and make the following attack as a free action before starting the rest of your turn.
Target: 1d3+1 nearby enemies
Attack: Intelligence + Level vs. PD
Hit: 33 (6d10) thunder damage and the target suffers a -2 penalty to AC and PD (save ends)
6th 44 (8d10) damage.
7th 55 (10d10) damage.
8th 65 damage.
9th 90 damage.
10th 110 damage.
Champion Feat: Damage equal to level x 2 on a miss. On a hit, targets with less hit points than you after taking the damage are also stuck until the end of your next turn.

Summon Mech Swarm

“This is why you shouldn’t try robbing an artificer’s workshop.”
Ranged spell; 1/Arc
Effect: You summon a swarm of small to tiny animated objects or constructs, as per the summoning rules. The swarm fights for you until the end of the battle or until the swarm drops to 0 hp, whichever comes first.

As you cast the spell at higher levels, the swarm improves as per the table below.

Level Attack Damage AC PD MD HP
5th +11 16 22 20 16 30
6th +12 20 23 21 17 40
7th +13 25 24 22 18 50
8th +15 32 26 24 20 60
9th +16 40 27 25 21 80
10th +17 50 28 26 22 100

Natural 16+: Inflict ongoing damage equal to half the hit damage value
Resist damage 16+: When any attack targets the mech swarm, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
Champion Feat: The swarm can fly

7th Level Spells

Animated Backswing

“My weapon’s a blur as it screams through the air.”
Melee spell; 1/Arc
Target: One engaged enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage
Miss: Damage equal to your level
Effect: Your weapon then makes an additional attack on its own. Make the below attack
Target: One engaged enemy
Attack: Intelligence + Level +2 vs. AC
Hit: Weapon damage (no stat modifier).
Miss: Half damage.

Confounding Construct

“Each time I use this spell, those things seem more real than our world.”
Close-quarters spell; 1/Arc
Effect: You briefly summon a small but disturbing magical or mechanical construction from another reality
Target: 1d3 nearby enemies with 160 or fewer hit points
Attack: Intelligence + Level vs. MD
Hit: The target is confused (save ends).
8th 212 hit points
9th 258 hit points
10th 320 hit points
Epic Feat: On a natural even miss, the target is dazed and hindered until the end of your next turn

Corrosive Grenade

“Steel your resolve all you wish, your very flesh will run where you stand.”
Ranged spell; Recharge 6+
Targets: Up to 4 nearby enemies in a group.
Attack: Dexterity + Level vs. PD
Hit: 25 ongoing acid damage, and the target takes a -1 penalty to AC until the end of the battle. This penalty increases by -1 with each failed save against the ongoing damage.
8th 30 ongoing.
9th 35 ongoing.
10th 45 ongoing.
Natural even miss: The acid damage applies once.
Epic Feat: The initial AC penalty is -2 and this spell affects PD as well as AC.

Magic Bullet

"She said it was called a silver bullet, but all I know is that I wasn't turning into a werewolf anymore. Some nights of the full moon though, I still hear the howls of her gunshots."
Close-quarters spell; 1/Arc
Effect: You or one nearby ally can make a save against an ongoing effect with a bonus equal to your Intelligence modifier. If the save is a death or last gasp save, the save is normal instead of hard.
Then cast an artificer at-will spell of your choice as a quick action, even if you don’t normally know that spell.
Special: If you are a Gunsmith, and the at-will attack is Gunshot, and the saving throw succeeded without needing the bonus from your Intelligence modifier, add your Intelligence modifier to the crit range of this casting of Gunshot.

9th Level Spells

Animated Weaponburst

“It barely feels like my blade has even left my hand, but the destruction it’s wrought will stay with me long after.”
Close quarters spell; 1/Arc
Target: 1d3+1 nearby enemies in a group
Attack: Intelligence + Level vs. AC
Hit: Weapon + Intelligence damage
Miss:-
Natural odd miss: Half damage
Epic feat: Add an additional target. Enemies can be anywhere in the battlefield, including far-away.

Giant Burrowing Screw

“Dragons and giants are so used to making the earth tremble that they may not notice this until it’s almost upon them.”
Ranged spell; 1/Arc
Target: 1 nearby or far away enemy
Attack: Intelligence + Level vs. PD
Hit: 70 damage, apply half that damage as ongoing damage and the target is hindered (save ends both). Large and huge creatures need to save twice to end the damage and condition
10th 85 damage.
Natural even miss: Half damage and the target is hindered until the end of your next turn
Epic Feat: Against larger creatures, add your dexterity modifier x 4 to both initial and ongoing damage.

Golem Crafter Spells

1st Level At-Will Spells.

Distractor

Melee spell; At-will
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage and target takes a -4 attack penalty with its attacks unless its attacks include the golem as a target (save ends). You can only have one target under this ‘marking’ effect at a time, and placing it removes similar effects, such as a Paladin’s Challenge.
Miss: Damage equal to your level.
Special: You can only cast this spell via your golem.
Champion feat: Gain an additional recovery. Once per arc, as a free action, when your golem is reduced to zero hp or below, you can spend a recovery to heal your golem for the same amount.

Lightning or Poison Cloud

Close-quarters spell; At-will
Target: 1d3 nearby enemies in a group
Attack: Intelligence + Level vs. PD.
Hit: 8 (3d4) lightning or poison damage (choose which when you memorize this spell).
2nd 10 (4d4) damage.
3rd 13 (2d12) damage.
4th 17 (3d10) damage.
5th 20 (3d12) damage.
6th 26 (4d12) damage.
7th 32 (7d8) damage.
8th 40 damage.
9th 50 damage.
10th 65 damage.
Special: You can only cast this spell via your golem.
Champion feat: You can target an additional enemy engaged with your golem.

1st Level Spells

A Cut and a Stitch

Melee spell; 1/battle
Target: One engaged enemy
Effect: An ally nearby the golem rolls a free recovery, but only heals half the amount rolled. Your golem then makes the following attack:
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage
Miss: Damage equal to your level.
Special: You can only cast this spell via your golem.

Battle Blades and Bolts

Close-quarters spell (melee weapon) OR Ranged (Ranged weapon); 1/battle
Target: Up to 2 nearby enemies.
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage.
Miss: Damage equal to your level.
Special: You can only cast this spell via your golem. Your crit range with each attack expands by 2 (usually to 18+)
Adventurer feat: The spell becomes close-quarters, and the attack becomes your best weapon attack (ranged or melee) against 2 nearby enemies. The crit range also expands by a further 1 (usually to 17+).

Bolas Winch

Ranged spell; 1/battle
Target: Up to 2 nearby or far-away enemies
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage, and if the target has 34 hp or fewer after taking the damage, it is stuck until the end of your next turn.
Miss: Damage equal to your level.
Special: You can only cast this spell via your golem.
2nd 40 hp or fewer.
3rd 52 hp or fewer.
4th 68 hp or fewer.
5th 80 hp or fewer.
6th 104 hp or fewer.
7th 136 hp or fewer.
8th 160 hp or fewer.
9th 208 hp or fewer.
10th 272 hp or fewer.
Adventurer feat: The stuck effect is now easy save (6+) ends.
Champion feat: You can use your golem’s move action to move the stuck targets into engagement with your golem. This does not provoke opportunity attacks or trigger battlefield environmental traps or hazards.

Golem Power Surge

Close-quarters spell; 1/Arc; Quick action to cast
Effect: Cast an artificer at-will spell of your choice via your golem, even if you don’t normally know that spell. Your golem damage bonus applies to this casting.
Special*:* You can only cast this spell via your golem.

Walking Bomb

Close-quarters spell; 1/Arc; Free action to cast.
Trigger: Your golem is reduced to zero hit points.
Effect: Cast Blast Grenade (see page xx) as an artificer of your level, except this is cast as a close-quarters spell and the number of targets is 1d3+1.
Special: You can only cast this spell via your golem.
Champion Feat: The number of targets is now as per the spell description, and you can choose to cast Stun Grenade (see page xx) instead.

Gunsmith Spells

The brackets following gunsmith spell names contain suggested names for those spells for artificers using the gunsmith talent re-themed as an ammunition enhancing talent.

1st Level at-will spells

Gunshot (Penetrating Bolt)

“The question isn’t whether you’re lucky, it’s whether you’re as lucky as my gun is deadly?”
Ranged weapon spell; At-will
Target: One nearby or far-away enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity OR Intelligence damage.
Natural even hit: Also deal additional damage equal to your exit wound damage table. This does not count as a use of Exit Wound.
Miss: Damage equal to your level.
Adventurer Feat: On a natural even hit, add additional damage equal to the highest number of skulls any one member of your party has (5th: skulls x 2; 8th: skulls x 4).
Champion Feat: Once per arc, when you've hit with this spell, make a 2nd attack against a different target near the first. Add your intelligence modifier to the attack roll.

1st Level spells

Artefactual Chamber (Multi-Shot)

“The chamber spins, and your life’s light dims.”
Ranged weapon spell; Recharge 11+
Target: Up to 4 nearby enemies.
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity OR Intelligence damage.
Natural 16+: Deal additional damage equal to the sum of the escalation die and the number of skulls you have (5th: 3 x the sum, 8th: 5 x the sum).
Miss: Damage equal to your level.
Epic Feat: Natural even misses deal half damage.

Bullet and Blade (Bolt and Blade)

What your cuts don’t kill, my bullets will.”
Close-quarters spell; Recharge 11+; Quick action to cast
Target: up to 2 nearby allies.
Effect: If the ally's next attack roll hits, the target of that attack roll takes extra damage as per your exit wound damage table. This does not count as a use of Exit Wound.
Adventurer Feat: If the ally misses, add damage equal to your level.
Champion Feat: Target an additional ally

Draw the Target

“A little red dot is a popular, but optional optical effect.”
Close-quarters spell; 1/battle; Quick action to cast
Target: A nearby or far-away enemy.
Effect: The target is vulnerable to the next attack made against it. If the attack is a ranged attack with a range of nearby, the attack can be made on this target if it is far away, and without any range penalty. The attack also has its critical range expanded by 1.
Special: If the attack is a critical hit, the vulnerability becomes easy save (6+) ends.

3rd Level spells

Dance of Bullets (Bolt Barrage)

“Fan the hammer, jump start their inevitable demise.”
Ranged spell; 1/Arc; Quick action to cast
Target: Up to 4 nearby or far away enemies..
Attack: Dexterity Vs AC
Special*:* You can target large/double strength enemies twice, huge triple strength 3 times etc., but all of the attacks against them have to hit in order to lower their initiative.
Hit: Damage equal to your exit wound value plus your level, and if the target is standard strength, it loses 4 points of initiative.
Miss: Damage equal to your level.
Adventurer Feat: You can target an additional enemy with Dance of Bullets.

Explosive Shot (Explosive Bolt)

“Rituals involving this spell typically have components that provide ear protection.”
Ranged weapon spell; Recharge 11+
Target: One nearby enemy
Attack: Dexterity + Level vs. PD
Hit: Weapon (no stat modifier) damage.
Miss: Half damage
Effect: Deal half damage to 1d3+1 enemies near the target.
Adventurer Feat: You can use Exit Wound on the target even if you miss. If you crit, the use of Exit Wound is free.

Sunderbluss (Sundering Bolt)

“I’ve picked a strange hill to die on–it’s a mound of your corpses.”
Ranged weapon spell; Anti-Cyclic (cast once per battle OR at-will when the escalation die is odd)
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity OR Intelligence damage.
Miss: 1 Weapon die damage (5th: 2 weapon dice; 8th: 3 weapon dice)
Effect: Make the following secondary attack.
Target: Up to 4 other nearby enemies in a group.
Attack: Dexterity + Level vs. AC
Hit: The target takes damage as per your exit wound damage table. This does not count as a use of Exit Wound.
Effect: Deal damage equal to your level to each ally engaged with one or more targets unless that ally succeeds at an easy save (6+).
Adventurer Feat: Either the initial OR the secondary attack can be vs. PD
Champion Feat: You can also include the initial target as an additional target in the secondary attack.
Epic Feat: Secondary attack miss damage is now 3 weapon dice.

5th Level spells

Kill Shot

“I am become close to Death, but you’ll be the one entering those halls.”
Ranged weapon spell; Arc/Desperate
Target: One nearby or far-away enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity OR Intelligence, + 15 damage, plus additional damage equal to 3 x the sum of the escalation die and the number of skulls you have.
Miss: Half damage.
6th +20 damage.
7th +30 damage.
8th +35 damage; Additional damage is now equal to 5 x the sum of the escalation die and the number of skulls you have.
9th +50 damage.
10th +60 damage.
Champion Feat: Before making your attack, you can take a skull from an ally you are touching or next to. In all ways, this counts as one of the five skulls that would kill you. Your crit range with the attack expands by a number equal to your Intelligence modifier plus the escalation die.
Epic Feat: Kill Shot can be used 2 battles per arc.

War Crafter Armament Spells

1st Level At-Will Spells

Evasive Systems

WARNING: Do not activate this upgrade while carrying hot beverages.
Melee or ranged weapon spell; At-will
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage
Miss: You take no damage from missed attacks until the end of your next turn.
Natural odd hit: You gain a +2 bonus to PD against the next attack to target that defense until the end of your next turn.
Natural even hit: You gain a +1 bonus to AC against the next attack to target that defense until the end of your next turn.
Adventurer Feat: Choose which of the hit effects you get on a hit.
Champion Feat: The miss effect happens on a hit as well.

Guided Weapon System

“Warcrafter armor can guide your weapon and empower its blows.”
Melee or ranged weapon spell; At-will
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage.
Natural even hit: Add a Weapon die to your damage as your weapon systems guide your strike.
5th–7th 2 Weapon dice.
8th–10th 4 Weapon dice.
Miss: Gain a cumulative +1 bonus to your weapon attack rolls this battle until you hit.
Adventurer Feat: Once per battle target PD instead of AC with this attack.
Champion Feat: Once per battle, when you use this attack, you can roll a save to end a temporary effect.

Regenerative Systems

“Any loose pieces of you inside your armor aren’t going to be put to waste.”
Melee (or ranged) weapon spell; At-will
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage
Miss: You heal hit points equal to your level
Natural even hit: You heal hit points equal to your Intelligence modifier (x2 Champion; x4 Epic)
Adventurer Feat: Once per battle, heal a nearby ally for the same amount.
Champion Feat (replaces adv): Heal a nearby ally for the same amount twice per battle. You gain an additional recovery.

1st Level Spells

Ablative Defense System

“Makes you feel like you can bounce back from just about anything.”
Close-quarters spell; Recharge 6+; Quick action to cast.
Target: You
Effect: You gain temporary hit points equal to your Intelligence modifier (x2 Champion; x4 Epic) and resist damage 16+ against attacks that target AC until two attacks against you have had their damage halved from that resistance.
8th–10th This spell becomes once per battle.
Adventurer Feat: The damage resistance also applies to attacks that target PD.
Champion Feat: Once per arc, when an enemy critically hits you, you can choose to end this effect to turn the critical hit into a normal hit.

Low Sweep

“Thou shalt not get away!”
Melee (or ranged) weapon spell; 1**/battle**
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon damage + Intelligence damage and the target cannot attempt to disengage from you (save ends). The target can still move away and trigger an opportunity attack.
Natural 18+: The target is stuck (save ends) instead and you can use Low Sweep again this battle.
Miss: Damage equal to your level
Adventurer Feat: Affect an additional engaged enemy with the disengage effect on a hit.
Champion Feat: Once per battle, when you hit an enemy with this spell who is stuck, you can inflict ongoing damage to it equal to your level x 2.

Mechanized Punch

Both comedically and tactically effective.”
Melee or ranged weapon spell; 1/battle
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage and one ally engaged with the target can pop free.
Miss*:* Half damage
Adventurer Feat: Effect: All allies engaged with the target can pop free from it.

Shielding System

“Sometimes it’s a force field, sometimes it’s small fluffy balls on springs that get in your opponents way.”
Close-quarters spell; 1/battle; Quick action to cast.
Effect: You gain a +4 bonus to AC. This bonus reduces by 2 each time an attack against AC misses you.
Adventurer Feat: If you are using a shield, the bonus increases by +1.
Champion Feat: The bonus now also applies to PD (and attacks against PD that miss).
Epic Feat: You now gain a +6 AC bonus instead of +4.

3rd Level At-Will Spells

Alchemical Attack

Some alchemists consider toxic byproducts to be a waste, but I collect them.”
Melee or ranged weapon spell; 1/battle
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon damage + Intelligence acid damage, and the target takes a -2 penalty to defense against the next attack vs. AC or PD that targets it.
Special: On a hit, you can choose to lose access to this spell for the rest of this battle to make the defense penalty -4.
Champion Feat: Target PD with this attack when the escalation die is even.

3rd Level Spells

Charged Coil

Gives enemy sorcerer’s a taste of their own medicine if they try to escape me.”
Close-quarters spell; 1/battle; Quick action to cast
Effect: Until the end of the battle, the first enemy that uses a move action each round to engage with, or end engagement with you, takes 1 Weapon die of lightning damage. Popping free and teleporting do not trigger this damage.
5th–7th 2 Weapon die
8th–10th 3 Weapon die
Adventurer Feat: Twice per battle, but not twice in the same turn, apply the damage to an enemy as they pop free or teleport away.

5th Level Spells

Healing Tank

It’s like drinking from a cool mountain stream without even breaking your battle stride.”
Melee or ranged weapon spell; 1/battle
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Half of Weapon + Intelligence damage and you can heal using a recovery.
Natural odd hit: Add twice your Intelligence modifier (x4 Epic) to the amount healed.
Miss: Gain temporary hit points equal to your level.
Champion Feat: A nearby ally heals half the amount you do. If you are a elixirist, once per arc you can heal all nearby allies for half the amount you do.

Transposing Strike

This may not place you where you want to be, but it’s probably safer for at least one of us.”
Melee or ranged weapon spell; 1/battle
Target: One engaged (or nearby) enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Intelligence damage and you and a nearby ally swap positions and the enemies you are engaged with. If either of you are staggered, also deal extra force damage equal to your level.
Miss: Either you or a nearby ally can pop free from an engaged enemy.
Champion Feat: Also gain a +2 bonus to AC and PD until the end of your next turn.

7th Level Spells

Evac Module

I disappear in a puff and a flash, and reappear ready to bash.”
Close-quarters spell; 1/Arc; Quick action to cast
Effect: You teleport to a nearby location. If you are staggered, you can heal using a recovery.
8th Same as 7th.
9th–10th You can cast this spell as a free action when an enemy hits you.
Epic Feat: Heal 10 hit points per point of escalation die.

Artificer Multiclass

See Multiclassing for general multiclassing rules.

Level Progression: Multiclass Artificers are one level behind in the spellcasting columns of the level table.

Weapon Damage Penalty: Artificers don't count as skilled warriors, unless they have the War Crafter talent.

If you are a multiclass artificer,grenade spells, weapon attacks and weapon using spells use your key modifier on their attack rolls.

1st Level - You know 1 at-will and 2 other spells

Key Modifiers

Key Modifier Other class
Str/Int Abomination, Barbarian, Fighter, Paladin, Savage, Swordmage
Dex/Int Monk, Ranger, Rogue, Wizard
Int/Wis Cleric, Druid, Fateweaver
Int/Cha Bard, Chaos Mage, Commander, Emotive, Necromancer, Occultist, Sorcerer, Warlock

Playtest notes:
Recent changes or adjustments are marked with a blue background in the text.

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