
Opening the archive

Opening the archive
Aspect Codex
Artifice is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Artifice has 42 powers ready for character sheets, including 36 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
36 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Artifice has 42 powers ready for character sheets, including 36 with VTT hooks.
Artifice defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
You maintain a specialized arcane toolkit. You may use Investigation instead of Arcana for checks to inspect, repair, disable, or reverse-engineer magical devices, traps, constructs, and enchanted objects.
Assemble or adjust a simple device from your kit. Choose light, spark, latch, wedge, pulley, alarm clicker, seal, harmless smoke puff, or a small moving part. It lasts until used, broken, or dismissed.
Infuse a tiny object with minor magic. It can shed light, hum, record a short sound, point north, warm or chill a drink, display a symbol, or perform another harmless minor function.
Deploy a tiny helper construct. It can carry 10 lb., deliver an object, use the Help action on a tool check, trigger a simple mechanism, or make a distracting clatter.
Reinforce one weapon, tool, shield, or suit of armor. The item gains durability, resists mundane breakage, and grants a 1d4 bonus to one relevant check or damage roll before the duration ends.
Fire a charged coil at one creature or object. Make a ranged power attack. On a hit, the target takes lightning damage, and a construct or device has disadvantage on its next check before your next turn.
Repair one damaged object, construct, vehicle, weapon, armor piece, or magic device you touch. If used on a construct ally, it regains hit points equal to 2d8 plus your INT modifier.
You can wear and ready more devices than normal. You may draw or stow a tool, gadget, potion, scroll, or one-handed device once per turn without using your object interaction.
Release a blast from a thunder rod. Creatures in the cone make a CON save, taking thunder damage and being pushed 10 ft. on a failed save, or half damage only on a success.
When a creature within range is targeted by an attack, deploy a folding barrier. The target gains half cover against the triggering attack, or three-quarters cover if it is adjacent to a wall or large object.
You may maintain two active Artifice infusions at once. When you finish a long rest, you may change which objects are infused.
Deploy a Small arcane turret in an unoccupied space. Choose flame, force, lightning, or shield mode. As a bonus action, command it to fire, push, zap, or grant temporary hit points.
Store one Artifice or Wizardry spell of 1st level or lower that you know in a device. A creature holding the device may activate it using your spell attack modifier and save DC.
Choose one construct, trap, lock, vehicle, device, magic item, or worn object within range. It must make or resist with an appropriate check against your power DC or become jammed, suppressed, or unstable until your next turn.
Infuse one weapon. It counts as magical, gains a 1d4 bonus to attack and damage rolls, and can deal force, lightning, fire, thunder, or acid damage instead of its normal type.
Infuse one suit of armor or shield. The wearer gains a 1d4 bonus to one saving throw or defense roll before the duration ends and resists mundane equipment damage.
Build a small mechanical familiar. It uses familiar-style utility, can deliver touch devices, and has advantage on checks to scout constructs, locks, gears, and mechanical hazards.
Use a precise enchanted tool on a lock, seal, trap, or ward. Make an Investigation check using INT. On success, open, disable, bypass, or identify it without triggering mundane components.
Assemble a mundane object, tool, ladder, bridge, brace, cage, block, simple weapon, or mechanical part from available materials within range. The object lasts until broken or dismantled.
Activate a compact elemental engine. It creates a 20-ft. radius field of fire, frost, lightning, acid, or thunder. Creatures of your choice in the area make a save or take damage when it starts and when they enter.
Build or awaken a Medium construct companion. It obeys your commands, acts after you, and is designed as a guardian, scout, laborer, or striker.
You can use magic items and spell scrolls with unusual efficiency. When you activate a magic item, identify its properties, or use a spell scroll, add your INT modifier to the check if one is required.
You may maintain three active Artifice infusions at once. One may be a weapon infusion and one may be an armor or shield infusion.
Fire a repulsion blast from a gauntlet. Creatures in the line make a STR save, taking force damage and being pushed 30 ft. on a failed save, or half damage only on a success.
When a construct, device, vehicle, or infused item within range would break, be destroyed, or fail, stabilize it. It remains functional until the end of your next turn and regains hit points if applicable.
Unfold a compact workshop in a 10-ft. square. While using it, you and allies gain advantage on tool checks to craft, repair, identify, dismantle, or modify objects and devices.
Deploy a powered exosuit. For the duration, gain temporary hit points, carrying capacity increases, you ignore heavy-load penalties, and your unarmed or weapon hits deal extra force damage once per turn.
When a creature within range takes damage, alter an infused item it carries. The creature gains resistance to the triggering damage type until the start of your next turn.
Deploy a heavy device in an unoccupied space. Each turn, command it to fire a bolt, ram, blast, net, or explosive charge at a target or structure within range.
Set up a magical assembly line. It can produce mundane ammunition, tools, simple devices, spare parts, medicine packets, climbing gear, or field supplies for a small group.
Infuse a weapon, armor, shield, tool, focus, or vehicle as a masterwork item. It gains a 1d6 bonus to its primary rolls and one chosen utility property appropriate to its form.
Build, awaken, or assemble a Large greater construct. It obeys your commands, protects allies, and can carry, smash, guard, or perform specialized labor.
Activate up to three prepared devices, infusions, or deployed constructs within range. Each must perform a different function: attack, defend, move, repair, disable, or create terrain.
Attach or project a nullifier onto one magic item, construct, vehicle, or spell device. It must make or resist with an appropriate check against your power DC or have its magical function suppressed.
You may maintain four active Artifice infusions at once. Your infused items count as magical, masterwork, and artifact-compatible for purposes of resisting mundane destruction.
Transform a construct, vehicle, armor frame, room, or siege platform into a walking fortress. It can move, shelter allies, provide cover, and make heavy attacks under your command.
Build or activate a grand engine: power grid, protective dome, bridge machine, weather stabilizer, lift, communication tower, purifier, or city-scale repair system.
Analyze a legendary magic item, artifact, relic, construct core, or forbidden device. Learn its broad function, danger, activation method, and one safe way to handle or disable part of it.
Awaken a construct, vehicle, device, suit of armor, weapon array, or workshop as a living invention. It obeys you, improvises, communicates simple thoughts, and performs complex tasks.
Build an impossible machine for one defined task: move a building, pierce a planar wall, stabilize a disaster, shield a settlement, translate a dead language, or power an army’s retreat.
Create, restore, or permanently alter a significant magic item, construct core, vehicle, or enchanted device. The GM sets rare components, limits, and consequences.
Declare a mythic act of artifice tied to a city, fortress, airship, god-machine, artifact, academy, war engine, or impossible invention. It can be opposed only by Tier 10 artifice, divine intervention, artifact protection, or a story condition.
Kibbix
Point Pringle / Artifice
Kibbix is a brass-grinning kobold scavenger and scrap dealer whose trenchcoat pockets seem deeper than most warehouses. Working the Lower Foundry Ward and Point Pringle’s industrial edges, he trades in bent gears, rare components, broken prototypes, and the secrets people accidentally throw away with them.
Skinny - Skindle Hexhands
Point Pringle / Tinkerer's Market / Artifice
Skindle Hexhands, known as Skinny, is a grimy goblin merchant in Point Pringle’s Tinkerer’s Market, where cursed trinkets, unstable curios, and “mostly functional” artifacts find eager buyers.
Talisman - Merris Tumbletwig
Meadowkin Commune / Artifice
Merris Tumbletwig is a Meadowkin-linked gnome wandcrafter, artificer, and traveling merchant contact in the Rootbarrel/Hazy Pastures support network.
Vallo
Porre / Artifice
Vallo is a Neutral Good human artificer from Porre, a resourceful village shaped by poverty, disease, and stubborn hope. Son of a blacksmith and a healer, he grew into a visionary physicist-inventor obsessed with turning knowledge into relief for the people who raised him.
Surgeon - Gristlewick Poplimb
New Goblin City Black Market / Artifice
Dr. Gristlewick Poplimb is a goblin doctor and body-parts vendor in the New Goblin City Black Market. He sells weaponized limbs and strange body-part devices to customers willing to pay in gold, useful body parts, or leads.