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Artificer

Mundus Atrox Artificers follow the Eberron: Forge of the Artificer paradigm. Artificers do not generate magic internally; they engineer conduits for it. Their magic is item-mediated and industrial rather than drawing from elemental, divine, or other sources, making it resilient to ecological instability but dependent on the integrity of their devices.

Most Artificers on Mundus belong to the Artificers Guild. Members of the Artificers’ Guild speak to each other in a highly technical language that sounds like Common but is full of outlandish words with little meaning to outsiders. Artificers’ Guild members can recognize each other via this Artificers’ Cant.

As Artificers are present in all centers of Civilization, they are highly valued and protected by the Artificers’ Guild (as long as they are members of good standing). Naturally, the Artificers’ Guild frowns upon non-Guild practicioners, but such folk are in demand and do quite well trading or living amongst the Barbaria.

Hit Points

Hit Dice: 1d8 per Artificer level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, Firearms

Tools: Thieves’ Tools, Tinkers’ Tools, one type of Artisans’ Tools

Saving Throws: Constitution, Intelligence

Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand

Starting Equipment

Spellcasting

Artificer spellcasting is performed through engineered devices, tools, and infused items, consistent with the Forge of the Artificer model. Their magic is channeled via these conduits rather than generated internally.

Artificers do NOT have an internal Mana pool. To cast spells, an Artificer must be wielding or wearing a Mana Battery or an infused item they created. Mana expended when casting spells is drawn from the Mana Battery, not the Artificer.

Artificer devices are affected by regional ecological conditions; see Consequences of Magic Use for details.

Artificers may cast spells only of 5th level or lower. Higher-level magical effects require artifacts, engines, or cooperative rituals and are not spells cast by the Artificer.

Artificers must have sufficient Mana available in a Mana Battery to begin a ritual, but the Mana is not expended.

Mana Batteries

Artificer LevelBattery CapacityCharging Rate (per Long Rest)
1–4625%
5–81433%
9–122733%
13–164450%
17–206450%

An Artificer may attune to multiple Mana Batteries but may draw Mana from only one at a time.

Switching which Mana Battery an Artificer is drawing Mana from requires a Short Rest, during which the Artificer recalibrates conduits, runes, and regulators. This cannot be done mid-casting.

Mana Battery Recharge

Mana Batteries recharge slowly through ambient exposure to magical environments, ley-line seepage, and long-term stabilization rituals. Unless otherwise specified, a Mana Battery regains a portion of its capacity after a Long Rest.

Charging Rate indicates the typical percentage of a Mana Battery’s total capacity restored during a Long Rest under stable conditions.

Recharge rates are determined by the battery’s construction and tier, not the Artificer’s level. Exceptional locations, specialized infrastructure, or corrupted environments may alter recharge behavior at the GM’s discretion.

Constructing Mana Batteries

Constructing a Mana Battery requires specialized tools, rare materials, and time. Higher-capacity batteries demand increasingly refined components and controlled fabrication environments.

The exact cost, materials, and construction time are determined by the GM. Mana Batteries occupy a similar narrative role to spellbooks in other settings: they are valuable, personal infrastructure, and their loss or damage should carry meaningful consequences.

DM Sidebar: Charging Stations, Ley Nodes, and Corrupted Fast-Charge

Charging Stations are stable installations maintained by guilds, cities, or institutions. They allow Mana Batteries to recharge safely and predictably, often restoring a greater portion of capacity during a Long Rest.

Ley Nodes are natural concentrations of Mana. Batteries left near an active ley node may recharge more quickly or completely, but such locations are contested, dangerous, or politically controlled.

Corrupted Fast-Charge sites—such as Blighted engines, broken rituals, or Collapse zones—can flood a Mana Battery with power in a short time. This recharge is unstable: batteries may leak Mana, suffer permanent damage, or acquire unpredictable side effects.

Use these options to pace Artificer endurance, create strategic locations, and introduce meaningful risk–reward decisions without altering core spellcasting rules.