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.

ArtificeSpellcastingChargesInvestigation

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0PassiveAt-Will

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.

Tier 0ActionAt-Will

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.

Tier 110 MinutesAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 110 MinutesAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2PassiveAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ReactionAt-Will

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.

Tier 3PassiveAt-Will

Infusion Matrix

You may maintain two active Artifice infusions at once. When you finish a long rest, you may change which objects are infused.

Tier 3ActionAt-Will

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.

Tier 310 MinutesAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 410 MinutesAt-Will

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.

Tier 410 MinutesAt-Will

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.

Tier 41 HourAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 51 HourAt-Will

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.

Tier 5PassiveAt-Will

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.

Tier 6PassiveAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ReactionAt-Will

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.

Tier 610 MinutesAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ReactionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 71 HourAt-Will

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.

Tier 810 MinutesAt-Will

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.

Tier 81 Hour1/Long Rest

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.

Tier 8ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 9PassiveAt-Will

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.

Tier 9Action1/Long Rest

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.

Tier 91 Hour1/Long Rest

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.

Tier 910 MinutesAt-Will

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.

Tier 10ActionAt-Will

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.

Tier 101 Hour1/Long Rest

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.

Tier 108 Hours1/Long Rest

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.

Tier 10Action1/Ever

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.