Artifice Blade Class
Overview
A tactical combat engineer who weaves arcane mechanisms, runes, and precision tools directly into their fighting style.
Artifice Blades combine clever craftsmanship with magically reinforced weapons. They control the battlefield using traps, runes, energy bursts, and combat gadgets. They are thinkers first, fighters second โ but when the moment comes, they unleash devastating technical Rites.
They excel at: Battlefield control, Setting traps or zones, Buffs, debuffs, and clever utilities, Mid-range hybrid combat, Tactical repositioning, Disabling or confusing enemies
โญ Main Stat
Intelligence (INT)
Their Rites are powered by engineered formulas and planned constructs.
๐ก๏ธ Armor & Weapons
๐ฏ Saving Throws
Armor: Light armor
Weapons: Simple, finesse, and ranged weapons, plus specialized tools
Shields: Not proficient
Intelligence
Dexterity
โค๏ธ Hit Points
Starting HP: 12
Level 1 HP: 1d8 + CON modifier
Level Up HP: 1d8 + CON modifier
๐งฎ Proficiency Bonus
๐ช Starting Armor Class
Levels 1โ4: +1
Levels 5โ8: +2
Levels 9โ10: +3
Base AC: 10 + DEX modifier
Wears light armor (usually 12 or 13 base)
๐งญ Common Activities
Artifice Blades often:
Analyze magical or mechanical devices
Set traps or countermeasures before fights
Enhance weapons with runes or conductive filaments
Tinker during downtime
Observe enemy patterns and plan ambushes
Craft temporary gadgets or tools
Provide mid-range support and area denial
๐ฅ Level-Up Gains (General)
๐ฅ Level 1 Starting Feature
Every level gives:
More HP
+1 Rite known
Proficiency upgrades at 5 & 9
Ability Score Increases at 4 & 8
Arcane Trigger
Once per turn when you hit a creature with your Runic Weapon, you may generate 1 Runic Charge.
These charges power your more complex Rites.
๐ฎ Artifice Blade Rites
๐ฑ Artifice Blade Ability List (Choose 1 at each level)
Artifice Rites are engineered arcane techniques, similar to activating mechanisms or magical traps with a command word.
Rite Test:
d20 + INT modifier + Proficiency Bonus vs DC 12
Level 1 Rites
Seal Trap - Place a 5ft wide rune trap at your location.
First enemy to enter triggers a 15ft radius 1d6 elemental damage of your choice.
Energy Net - Throw a 10ft wide arcane grid within 15ft of your character.
When activated, enemies within must succeed on DEX save or be restrained for 1 round. Can be activated at any time during a friendly players turn.
Arcane Overload - Spend a Runic Charge to add +1d10 force damage to your next hit.
Thunder Mine - Place a Runic Charge on the ground.
When triggered, it explodes in a 3ft radius for 3d4 lightning damage.
Barrier Plate - Create a temporary barrier of 5 + INT modifier HP around an ally.
Charge Capacitor - Passive - Increase your maximum Runic Charges to 2.
Level 3 Rites
Kinetic Dash - Spend a Runic Charge to get: Use a minor action to dash 20ft in a straight line.
Your next attack or Rite this turn gains +2 to hit, +2 to damage, +2 elemental damage.
Disruption Pulse - Emit a 10ft shockwave that forces everyone to be pushed back 10ft.
Overlimit Mode - For the rest of your turn, any Rite that uses a Runic Charge does not count as an action.
Arcane Artillery - Spend a Runic Charge to fire an explosive arcane projectile at 100ft for 2d10 force damage.
โ๏ธ Unique Class Mechanic
Runic Weapon
At Level 1, designate a weapon as your Runic Weapon.
It gains:
Use INT modifier when attacking
+1 to attack rolls
Acts as a channel for Artifice Rites
Can store 1 Runic Charge (increases with abilities)
A Runic Charge is an energy packet used to fuel certain abilities.