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.

๐Ÿ›ก๏ธ Armor & Weapons
๐ŸŽฏ Saving Throws
  • Armor: Light armor

  • Weapons: Simple, finesse, and ranged weapons, plus specialized tools

  • Shields: Not proficient

  • Intelligence

  • Dexterity

โค๏ธ Hit Points
  • Starting HP: 12

  • Level 1 HP: 1d8 + CON modifier

  • Level Up HP: 1d8 + CON modifier

๐Ÿงฎ Proficiency Bonus
๐Ÿช“ Starting Armor Class
  • Levels 1โ€“4: +1

  • Levels 5โ€“8: +2

  • Levels 9โ€“10: +3

  • Base AC: 10 + DEX modifier

  • Wears light armor (usually 12 or 13 base)

๐Ÿงญ 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

๐Ÿ”ฅ Level-Up Gains (General)
๐Ÿ’ฅ 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

At the beginning of combat, gain Runic Charges equal to your proficiency bonus. This is your maximum number of Runic Charges.

If you do not move during a turn, gain 1 Runic Charge

๐Ÿ”ฎ Artifice Blade Rites
๐Ÿ”ฑ 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 10ftx10ft wide rune trap at your location.
First enemy to enter triggers a 15ftx15ft radius 1d8 elemental damage of your choice to all enemies in 15ft.

Energy Net - Throw a 10ftx10ft wide arcane grid within 25ft 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 attack with your Runic Weapon. add +1d6 force damage to this hit. Do not roll a weapon hit.

Thunder Mine - Place a Runic Charge on the ground.
When triggered, it explodes in a 5ft radius for 3d4 lightning damage.

Barrier Plate - Create a temporary barrier of 1d10 + INT modifier HP around an ally.

Charge Capacitor - Passive - Increase your maximum Runic Charges by 1.

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 force damage.

Disruption Pulse - Emit a 20ft shockwave that forces everyone to be pushed back 20ft.

Overlimit Mode - Spend a Runic Charge. For the rest of your turn, any Rite that uses a Runic Charge does not count as an action, but still consumes a Runic Charge.

Arcane Artillery - Spend a Runic Charge to fire an explosive arcane projectile at 100ft for 2d8 + INT force damage.

Level 6 Rites

Overclocked Strike โ€“ Heavy attack dealing Weapon damage +4d6 and healing you for half the damage dealt. Gain 1 Runic Charge

Deploy Bastion Web โ€“ 25ft field granting allies +2 AC for 3 rounds. Only affects allies in the initial 25ft range.

Cataclysmic Convergence - Overload your Runic Weapon and release your Runic Charges. Choose a point you can see within 30ft. A 15ft radius arcane sphere erupts from that point. Creatures in the area must make a DEX saving throw against your Rite DC.
-Spend 1 Runic Charge: +4d6 force damage, primary target is knocked prone. If save is failed, half damage, not knocked prone
-Spend 2 Runic Charges: +6d6 force damage, primary target is knocked prone and restrained by arcane bindings until the start of your next turn. If save is failed, half damage, not knocked prone nor restrained.

โš”๏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

A Runic Charge is an energy packet used to fuel certain abilities.