Warcaster
Focus Cantrips Maximum Spell
Level Proficiency Points Known Level Known
1 2 2 2 1
2 "2 EB 2 1
ose Z 2 2
4 "2 2 3 2
aS 3 3 3
e338 3 a 3
eS 3 3 4
a) 3 3 4
es 4 3 5
10 +4 4 4 5
Ww o44 4 4 5
12. "394 4 4 5
1345 5 4 5
1445 5 4 5
iss 5 4 5
16 5 5 4 5
7 +6 6 4 A
18 6 6 4 5
199 +6 6 4 5
2 46 6 4 5
Class Features
‘As a warcaster, you gain the following class features.
SHIT POINTS
‘+ Hit Dice: 18 per warcaster level
‘+ Hit Points at 1st Level: 8 + your Constitution modifier
‘+ Hit Points at Higher Levels: 1d8 (oF 5) + your
Constitution modifier per warcaster level after 1st
Proficiencies
‘+ Armor. Light armor, warcaster armor
= Weapons: Simple melee weapons, simple firearms,
battleaxes, greatswords
= Tools: None
‘= Saving Throws: Constitution, Intelligence
‘Skills: Choose two from Arcana, Athletics, Perception,
and Survival
Equipment
You start with the following equipment, in addition to the
‘equipment granted by your background:
‘+ (a) a mechanikal simple melee weapon or (b) a
‘mechanikal pistol with 15 rounds of arnmuniti
‘+ (a) two daggers or (b) any simple weapon
*+ (a) a soldiers pack or (b) an explorer’s pack
+ Light warcaster armor
Your choice of mechanikal weapon includes the housing
of the chosen weapon, comes with runeplates inscribed
with the Bond rune, and is powered by an alchemical
capacitor. This item begins the game bonded to you,
Bond
Starting at 1st level, you discover an innate ability to
‘mentally contact and control stearnjack cortexes.
Your intuitive connection to the arcane also enables you
to bond with other mechanikal devices, thereby providing
vessels for your channeled power. You can attune to a
mechanikal weapon or sult of warcaster armor as if
attuning to a magic item by spending an action in physical
contact with the item, rather than a short rest. You must
still follow the normal rules of attunement for magic items
of other types.
‘Warcaster Magic
You were born with an intrinsic ability to manipulate
arcane energy, but you likely learned how to control this
power through rigorous self-training or atthe feet of a
mentor. Whatever method you learned to control your
focus, it fuels your spells and your link to mechanika
Cantrips
‘At 1stlevel, you know two cantrips of your choice from the
warcaster spell list, You learn additional warcaster cantrips
of your choice at higher levels, as shown in the Cantrips
Known column of the Warcaster table
Focus Points
Rather than spell slots, you use focus points to cast your
spells. These points represent your innate ability to
harness arcane energy. The number of focus points you
have equals your proficiency bonus.
To cast one of your warcaster spells of 1st level or
higher, you must expend a number of focus points equal
to the level of the spell chat you are casting. You can
increase a spelt level in this way.
You regain a number of focus points equal to half your
proficiency bonus (rounded down) at the start of your
turn.‘Preparing Spells
You prepare the list of warcaster spells that are available
for you to cast, choosing from the warcaster spell list.
When you do so, choose a number of warcaster spells
‘equal to your intelligence modifier + your Warcaster level
(minimum of one spell). The spells must be of a level no
higher than what's shown in the Warcaster table's
Maximum Spell Level column for your level
You can change your list of prepared spells when you
finish a long rest. Preparing a new Ist of warcaster spells
requires time spent in meditation reflecting on arcane
formulae: at least 1 minute per spell level for each spell on
your lst.
Spellcasting Ability
Intelligence is your spellcasting ability for your warcaster
spells, since your spells are powered by the complex
formulae you keep foremost in your mind. You use your
Intelligence whenever a spell refers to your spellcasting
abilty
In addition, you use your Intelligence modifier when
setting the saving throw DC of a warcaster spell you cast
and when making an attack roll with one,
Spell save DC - 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Inteligence modifier
Control Range
Your control range is a measure of how far your arcane
abillty to interact with steamnjack cortexes can reach. When
an ability refers to your control range, this number
determines whether a steamjack is within range or beyond
Control range = your maximum focus points x 10 feet
Spellcasting Focus
You can use a bonded mechanikal weapon as a
spelleasting focus for your warcaster spells
Focus Manipulation
‘At 2nd level, you learn how to channel the raw arcane
‘energy to not only augment the considerable powers of
your mechanikal weapons and armor, but also boost your
‘own combat abilities,
‘Once per turn, you can spend focus points for one of the
following effects
‘+ Attack Bonus. You can spend 1 focus point when you
make an attack with a bonded mechanikal weapon to
make the attack roll with advantage.
‘+ Damage Bonus. When you hit with an attack made
with bonded mechanikal weapon, you can spend up to
3 focus points to deal an extra 1d8 weapon damage per
point spent
+ Reduce Damage. If you are wearing bonded warcaster
armor when you take damage, you can use your
reaction and spend up to 3 focus points to reduce the
damage by 148 per focus point spent.
+ Shake It Off. At the end of your turn, ifyou are
suffering from a condition or effect that can be ended
with a successful saving throw, you can spend 1 focus
point per condition/effect to end it.
Steamjack Bond
When you reach 3rd level, you develop the ability
lasting bonds with steamjacks. You must touch a
steamjack and spend 10 minutes to forge your bond. You
can use this feature to attune to one or more steamjacks,
allowing you to communicate telepathically with it. A
bonded stearnjack obeys your commands to the best of its
ability and acts on its own initiative in combat immediately
after yours, but you determine its actions and decisions
(no action needed). Ifyou are incapacitated in combat, all
steamjacks bonded to you suffer backlash and become
inert.
Ifyour bonded steamjack is ever destroyed, you can
recover its cortex and fit itinto a new chassis. This
requires 8 hours of uninterrupted work and 250 gp in
materials, whether or not any part ofthe old chassis is
salvageable. Ifthe steamjack’s cortex is destroyed, you
cannot recover your steamjack in this way, in which case
your bond with that steamjack is severed and you can
form a bond with a new steamjack.
‘A bonded steamjack counts as an attuned itern, You can
voluntarily end your bond as a bonus action.
forge
Focus Allocation
‘Asa bonus action on your turn, you can allocate focus
points to a bonded steamjack and in your control range.
‘The maximum number of focus points you can allocate
to.a steamjack is limited by the quality ofits cortex. You
cannot allocate focus points to a steamjack that does not
have a functioning cortex.
During its turn, a bonded stearnjack and in your control
range can spend allocated focus points to use the Attack
Bonus, Damage Bonus, or Shake It Off effect described in
the Focus Manipulation feature.
Focus points allocated in this way are lost at the start of
yyour next turn,
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your
choice by 2, oF you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
above 20 using this feature,
If'your campaign uses the optional feats rule, you can
forgo taking this feature to take a feat of your choice
Instead:‘Improved Focus
Manipulation
Starting at Sth level, You can use Focus Manipulation twice
per turn. You can only spend focus points once as part of,
each action.
Focus Manipulation:
Additional Attack
‘Starting at Sth level you gain an adaitional Focus
Manipulation option
‘+ Additional Attack. As a bonus action, you can spend
1 focus point to make an additional weapon attack with
a bonded mechanikal weapon on your turn,
Power Up
Starting at Sth level, atthe start of your turn, one bonded
steamjack and in your control range gains 1 focus point. A
steamjack cannot gain 2 focus point from this feature if it
does not have a functioning cortex. Focus from Power Up
cannot exceed the maximum focus of the steamnjacks
cortex.
Direct Control
Starting at 11th evel, on your turn, you can take direct
Control of one bonded steamjack and in your contra!
range. You see thraugh the steamjack’s eyes and control
its actions directly.
While you are in direct control of a steamjack, it uses
your proficiency bonus for attacks (if itis higher) and gains
the benefit of any feats and class features you possess.
You can cast spells that require a bonus action to cast
while In direct control of a steamjack, but you—not the
steamjack—are still considered the point of origin for the
spell, and the spel’ line of sight and range are
determined by your position, not the steamjack’s
Warcaster Traditions
Arcanist
Your ability to augment your spellcasting with focus allows
you to master the arcane lie few others can. Although you
bond with steamjacks as other warcasters do, you use
these constructs more as watchful sentinels that shield
you while you work devastating magic upon your foes.
Bonus Cantrip
When you choose this tradition at 1st evel, you learn one
additional warcaster cantrip of your choice.
You remain in direct control of a steamjack as tong as
you concentrate (as if concentrating on a spell), or until
either the steamjack leaves your control range or you
choose to end your contrel
Superior Focus
Manipulation
Starting at 11th level, you may spend focus points for
‘multiple effects as part of the same action, such as using
both the Attack Bonus and Damage Bonus effects on a
single attack
Additionally when making a Focus Manipulation:
‘Additional Attack you can spend multiple focus points and
make one attack with a bonded mechanikal weapon for
teach focus point spent.
Battlegroup
Starting at 15th level, when you use Power Up, it affects a
‘number of steamjacks equal to your Intelligence modifier
Instead of just one (a minimum of two),
ss ae
Taking Initiative
/At17th level, when you roll initiative you can spend focus
points fora +1 bonus to your inate rol foreach focus
Point spent. You do not regan focus pans at the start of
SOUT HSE Storia
ron Aggression
‘At 20th level, you can use a bonus action to grant yourself
and steamjacks you are bonded with the following effects
Until the start of your next turn
+ You gain resistance to all damage.
* You make attack rolls with advantage.
* Your weapon attacks count as magical and do 1d8 extra
weapon damage.
You can do this once until you have finished a long rest,
Sharper Focus
Beginning at 1st level, your maximum number of focus
points increases by 1. Starting at 6th level, the focus cost
of your spells decreases by 1 to a minimum of 1
Spell Manipulation
Starting at 6th level, you learn an additional metamagic
‘option as per the sorcerer feature.Arcane Mastery
Starting at 10th level, choose one Sth-level spell from the
warcaster spell list as your signature spell. You can cast
your signature spell once without expending focus points.
‘Once you use this feature, you must finish a long rest
before you can use it again.
Spell Resistance
Starting at 14th level, you have advantage on saving
‘throws against spells, Furthermore, you have resistance
against spell damage.
Arcane Dominance
‘Starting at 18th level, you can fuel the destructive
capabilities of your magic with an abundance of focus.
When you cast.a spell of 1st to Sth level that deals
‘damage, you can spend focus points to ignore the damage
resistance of creatures affected by the spell. You ignore
‘one type of resistance per focus paint spent.
Controller
You focus on augmenting the might of the steam-powered
constructs that fight by your side, The close bonds you
forge with these mechanikal beings lead you to devote
your spelicasting to protecting them and maximizing their
terrible power.
‘Bonus Proficiencies
{At st level, you gain proficiency with a mechaniks toolkit,
land steamjacks,
Patch Up
{At st level, you can make minor repairs to a bonded
steamjack. When you finish a long rest, you can restore a
‘number of hit points equal to your Intelligence modifier
(minimum 1) to a bonded steamjack and in your control
range. You must have access to a mechanik’s toolkit to
make these repairs.
Bond
Clapped-Out Steamjack
When you choose this tradition at 1st level, you gain
control af a broken-dawn steamjack made of salvaged
components, junkyard scrap, and bolted-on plates. This
steamjack is much smaller than a normal laborjack due to
‘missing hull plating.ersatz replacement components, and,
other workarounds.
The clapped-out stearnjack does not come with weapons
for equipment and has a Ferrum-grade cortex.
Focus Manipulation: Steamjack
Attack
Starting at 6th level, a bonded steamjack within your
control range can attack twice, instead of once, whenever
it takes the Attack action on its turn.
‘Additionally, your bonded steamjacks gain access to
Focus Manipulation: Additional attack.
Overpower
Starting at 10th level, you can direct a surge of arcane
power to your stearnjacks, When a steamjack gains focus
from your Power Up feature, you can increase the amount
of focus it receives to 2. You must finish a long rest before
you can use this feature again.
Field Marshal
Starting at 14th level, you can spend 1 focus point to grant
‘one of the following benefits to all bonded steamjacks that
are under your control and in your control range. This
benefitlasts until the start of your next turn,
+ Aggressive. As a bonus action, the steamjack can
move up to its speed toward a hostile creature that it
+ Flank. When the steamjack makes a melee attack
against a hostile creature within reach of a friendly
creature, the steamjack gains a +2 bonus to the attack
roll and scores a critical hit on a roll of 19 of 20,
+ Unyielding, Melee attacks against the stearnjack are
made with disadvantage.
‘United Battlegroup
When you choose this tradition at 1st level, you refine your
ability to bond with steamjacks, You can choose to replace
your bond with a mechanikal weapon with a stearnjack
bond, which works as described in the Steamjack Bond
feature. Bonding with that steamjack does not count
toward the total number of items you can be attuned with,
When you gain a level in this class, you can choose a new
steamjack to bond to. Ifyou do so, the bond with your
previously bonded steamjack is severed,
Starting at 18th level, when you cast a spell with a range of
self, you can spend 1 additional focus point while casting,
the spell to have it affect all bonded stearnjacks that are
currently under your control and in your control range.
Soldier
‘You relish being in the thick of battle, and you direct your
efforts toward mastering the battlefield, Although you
augment your combat abilities with the use of spells and
the support of steamjacks as needed, your primary focus
is on increasing your skill at arms and expending your
focus to cut down great numbers of your foes.
atts
marBond
When you choose this tradition at 1st level, you refine your
ability to bond with mechanikal weapons and armor.
Choose one mechanikal weapon or suit of warcaster
armor in your possession that you are proficient with. You
bond to that item. Bonding with that item does not count.
to the total number of items you can be attuned with.
When you gain a level in this class, you can replace your
bonded item with another mechanikal weapon or suit of
warcaster armor.
‘Extra Attack
‘Starting at 6th level, you can attack twice, rather than
‘once, whenever you take the Attack action on your turn,
Revitalizing Focus
‘Starting at 10th level, you can draw on your focus to
replenish your strength and stamina. On your turn, you
‘can use a bonus action and spend 1 focus point to gain
temporary hit points equalto 1410 + your warcaster level.
Once you use this feature, you must finish a long rest
before you can use it again.
Focus Fueled
Starting at 14th level, you gain the ability to further
augment your attacks with your focus, As a bonus action,
you can expend 1 focus point to grant one mechanikal
Weapon you touch a bonus when you attack with it, While
affected by this bonus, the weapon scores a critical hit on
a roll of 19.0F 20. This bonus lasts for 1 minute or until you
use it again,
Vengeance Strike
‘Starting at 18th level, when you take damage from a
Creature thatis within § feet of you, you can use your
reaction to make a melee weapon attack against that
creature,
Multiclassing
Inorder to multiclass, a warcaster needs to have a
minimum of 13 Intelligence,
‘Awarcaster multiclassing into another spelicasting class
‘does not gain spell slots or sorcery points. Ifyou have spell
slots or sorcery points from another class, you will lose all
‘of them when you multiclass into warcaster. You do not
gain spell slots or sorcery points as you level up in the non-
warcaster class. You will use focus points to cast spells
from all classes.
Features from other classes that involve spending spell
slots or sorcery points become subject to Focus Points and
Focus Manipulation rules.