Aspect Codex
Artifice
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.
What This Aspect Does
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.
Power Links
Arcane Toolkit
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.
Quick Device
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 Trinket
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.
Clockwork Helper
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.
Reinforced Gear
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.
Jolt Coil
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.
Field Repair
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.
Gadget Harness
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.
Thunder Rod
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.
Deployable Cover
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.
Infusion Matrix
You may maintain two active Artifice infusions at once. When you finish a long rest, you may change which objects are infused.
Arcane Turret
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.
Spell-Storing Circuit
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.
Disrupt Mechanism
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.
Infused Weapon
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.
Infused Armor
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.
Mechanical Familiar
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.
Arcane Lockpick
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.
Rapid Fabrication
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.
Elemental Engine
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.
Construct Companion
Build or awaken a Medium construct companion. It obeys your commands, acts after you, and is designed as a guardian, scout, laborer, or striker.
Item Savant
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.
Infusion Matrix II
You may maintain three active Artifice infusions at once. One may be a weapon infusion and one may be an armor or shield infusion.
Repulsion Gauntlet
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.
Emergency Rebuild
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.
Portable Workshop
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.
Arcane Exosuit
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.
Adaptive Infusion
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.
Siege Device
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.
Arcane Assembly Line
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.
Masterwork Infusion
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.
Greater Construct
Build, awaken, or assemble a Large greater construct. It obeys your commands, protects allies, and can carry, smash, guard, or perform specialized labor.
Device Chain
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.
Nullifier Clamp
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.
Supreme Artificer
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.
Walking Fortress
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.
Grand Engine
Build or activate a grand engine: power grid, protective dome, bridge machine, weather stabilizer, lift, communication tower, purifier, or city-scale repair system.
Artifact Analysis
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.
Living Invention
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.
Impossible Machine
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.
Forge of Wonders
Create, restore, or permanently alter a significant magic item, construct core, vehicle, or enchanted device. The GM sets rare components, limits, and consequences.
World Engine
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.
Characters With This Aspect
No character is linked to this aspect yet.