Documente Academic
Documente Profesional
Documente Cultură
Master of Craft
The Artisan has the drive to create. To build,
shape, and experiment. Through the use of
his Materials Pouch and a keen sense of
need, the Artisans abilities prove useful to
any adventuring party.
He is geared towards being a back-line
fighter, supporting his party with home-made
gear and a volley of projectiles. Eventually
being able to create a front-line force of his
own, and in some cases even an army.
Creating an Artisan
When creating an Artisan, consider that you
are a tinkerer. A genius in ingenuity. Your
imagination is the limit when utilizing his
Crafting Expert feature. In terms of
roleplaying, an Artisan is often alone even in
a group. The burden of great intellect.
Constitution is your primary ability score,
followed by Intelligence or Dexterity.
The Artisan
LEV
EL
1ST
PROFICIE
NCY
BONUS
+2
2ND
+2
3RD
+2
4TH
+2
5TH
6TH
+3
+3
7TH
8TH
+3
+3
9TH
10TH
11TH
12TH
+4
+4
+4
+4
13TH
+5
FEATURES
14TH
+5
15TH
16TH
+5
+5
17TH
+6
18TH
19TH
+6
+6
20TH
+6
Improved Student of
Life
Archetype Feature
Ability Score
Improvement
Improved Remote
Operation
Archetype Feature
Ability Score
Improvement
Improved Student of
Life
Class Features
As an artisan, you gain the following class
features.
Hit Points
Hit Dice: 1d8 per artisan level
Hit Points at 1st Level: 8 + your
Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) +
your Constitution modifier per artisan level
after the first.
Proficiencies
Armor: Light
Weapons: Daggers, Darts, Slings,
Quarterstaffs, Light Crossbows
Tools: Tinkers Tools plus two other Artisans
Tools of your choice
Saving Throws: Intelligence, Wisdom
Skills: Investigation, plus choose two from
Arcana, History, Insight, Perception,
Medicine, and Religion
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
-
Crafting Expert
As an artisan, you are able to create almost
anything out of what you have available in a
manner almost alien to most. The way you
can turn the various objects in your
Materials Pouch and what you have
around you into something of necessity is a
welcome addition to any travelling party.
You are granted a number of Crafting
Credits, equal to your Proficiency Bonus.
These are expended when you craft an item,
and refreshed during a short rest.
During any short rest, you can spend one
credit to produce either one item, or up to 20
pieces of ammunition, worth up to 5 +
double your Level in GP. You can spend any
number of available credits per short rest.
These items are crafted in such a way that
they will serve their purpose undoubtedly
until your next short rest, where they break
apart back in to their materials. As a result,
they hold no value to any NPC (but could be
passed off a forgeries). They are also very
general in nature and thus cant fit a very
specific purpose, such as a Key to that very
specific door, or the exact statue that the
merchant is looking for.
Any item created in this fashion receives
the Made to Order tag as an identifier, and it
is items with that tag that fall apart at the
start of any short rest and are valueless.
At the 13th level, the number of Crafting
Credits available is equal to double your
proficiency bonus.
A Deeper Understanding
An Artisan has a greater understanding of
devices work. The Artisan can make an
Investigation roll (with Advantage) to
determine the inner workings of any
mechanical device or trap that he can see.
This includes knowing what will happen if
you pull a certain lever, knowing what type
of trap will be triggered by a switch, or how a
constructed creature operates. This ability
doesnt help the Artisan notice hidden
devices; and a high Perception combined
with this skill can help overcome many of the
challenges of a dungeon.
In rare circumstances, the nature of a device
can be so well hidden that even an artisan
cant deduce its operation. This is at the
discretion of the DM but should be used
Student of Life
Starting at the 2nd level, the Artisan has
become able to replicate the mystery of Life
in his creations.
During a short rest, the Artisan can use
Crafting Expert and expend Crafting Credit
equal to his Proficiency Bonus to instead
spend his time creating a clockwork
organism. Select an appropriate creature
from the table below, based on the Artisans
level. You can describe the specifics of the
creature as appropriate. (Vermin can be a
rat, snake, etc.) Use the stat block provided
with this supplement.
NUMBER OF
CONSTRUCTS
ARTISAN LEVEL
ND
2
6TH
1
1
CON
Vermin, Bird
Medium Qua
Flying Weap
TH
14
2
Animated Ar
Large Quadr
20TH
2
Large Monst
Humanoid
It will respond to the Artisan only and thus
acts on the Artisans initiative. On your turn,
you can verbally command the Construct
where to move (no action required by you).
You can use your action to verbally command
it to take the Attack, Dash, Disengage, or
Dodge action.
The Artisan can only have one construct
under his control at a time. If he decides to
create another during a short rest, the
original is consumed for parts. If the
Construct is destroyed, it is assumed that the
Artisan is able to recover anything that is
necessary to produce another.
Disassemble
Starting at the 2nd level, the Artisans
knowledge of all things built gives him the
tools required to be effective in destroying
mechanics and constructs.
Any attack roll made against creatures
with the Construct type have Advantage
and the critical hit range against Constructs
is increased to 19-20.
The Artisan can also perform an
Investigation (Intelligence) check when
disarming a device. Anything that is
Artisan Archetype
DC
15
DC
15
DC
10
DC 5
Artisan Archetypes
Quick Craft
th
Remote Operation
Starting at the 9th level, your ability to
control Constructs has reached beyond
simply your own designs.
As an action, at the expense of a Crafting
Credit, you can spend your turn creating a
controlling device for a construct you can see
and understand (see A Deeper
Understanding).
Once a controller is created, instead of an
action you can use the controller to force the
construct to make an action on your behalf.
This is not a Charm effect and ignores
immunity to Charm. The Construct makes an
Intelligence Saving Throw in an attempt to
resist control, the difficulty of which is based
on what type of action.
Move
DC
20
Specialist
The Specialist is the archetype designed to
enhance the features of the Constructs
created. By mastering the manipulation of
various materials, or by an artfully crafted
deception. Harnessing these features while
utilizing your ranged weapons can create a
devastating combination. With nothing to be
said for the strength of having your own
Shield Guardian to command.
Mechanic
Starting at the 3rd level, the Clockwork
Specialist understands his creations inside
and out, and can use this knowledge to
repair minor damage. On your turn, you can
use a bonus action to regain hit points on a
Construct you control that is within 5 ft.
equal to 1d8 + your Artisan level.
Rare Materials
Starting at the 7th level, the Specialist has
worked diligently to be able to craft his
creations to embody the essence of some of
the rarest materials. The materials are listed
below, and have a small gold cost associated
with them to produce your construct.
MATERIA
L
COLD
IRON
SILVER
DARKSTEE
L
MITHRAL
ADAMANT
INE
TIN
Y
SMAL
L
MEDIU
M
LARG
E
1
GP
2
GP
4
GP
6
GP
8
GP
2 GP
4 GP
8 GP
4 GP
8 GP
16 GP
16 GP
64 GP
256 GP
36 GP
216 GP
64 GP
512 GP
1296
GP
4096
GP
Master of Imitation
Upon reaching the 10th level, the Specialist
has become able to imitate life in his
creations to a degree that deceives all but
the sharpest of minds.
The Specialist can cause the Construct to
speak by communicating to it through a
device. As long as the Specialist cannot be
seen or heard by a creature, the Construct
will appear to be the source of the
communication.
When causing a Construct to speak, the
Artisan must make a Deception (Charisma)
roll. Any creature interacting with the
Construct may make an Insight (Wisdom) or
Investigation (Intelligence) check and
compare against the Artisans Deception to
discern the nature of the illusion.
Any creature who witnesses the Specialist
craft the Construct has already succeeded in
determining its origin and wont be effected
by this feature.
Retaliation
Beginning at the 15th level, the Specialist is
known to make preparations for danger when
creating his Constructs.
When you take damage from a creature
that is within 5 ft. of you or your Construct,
you can use your reaction to make a melee
or ranged weapon attack with your Construct
against that creature.
You Construct cannot take this reaction if
they are Incapacitated or Prone.
Infuser
The Infuser is the archetype best suited for
the Artisan who dabbles in the Weave. An
Infuser has taken time to practice the arts of
Wizards and Sorcerers and apply it to his
creations. He can infuse his Constructs with
spells which they can cast later, or enhance
mundane weapons and armor to give them
magical properties. The Infusers bond with
his creations is so strong that they can even
share their life force. Although something
should be said towards the Infusers
explosive personality.
SPELLS
KNOWN
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
1ST
2
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
2ND
2
2
3
3
3
3
3
3
3
3
3
3
3
3
3
Inventor of Artifacts
Starting at 7th level, by studying the weave
and arcane arts, and carefully researching
every facet of every magical item youve
2
2
3
3
3
3
3
3
3
3
3
Attunement
At 10th level: In creating a bond with a
creation of his own, and a little help from his
studies on the weave, the Artisan can attune
to his creations.
When receiving damage on your character
or any of your construct(s), you can expend
Metamorphosis
Once youve reached 15th Level, youve
unlocked the ability to create a shifting
construct. As an action, you can completely
change your construct. Its components
move, shift, and realign until its taken a
completely new shape.
The new form must conform to all of the
same rules as creating a new construct with
the Student of Life feature. Instead of
expending all of your Crafting Credits,
however, you only must expend one. You
also have the ability to imbue the construct
with a new spell, following the same rules as
the Student of the Arcane feature. If there is
still an unused spell imbued in your
construct, you can maintain it for free or
replace it at the appropriate cost. You dont
get anything returned to you by replacing
the spell.
The new construct maintains its previous
health pool and all status conditions persist.
Metamorphosis cannot be used by a
Construct that is Incapacitated or Prone. If
the construct was flying or levitating, it falls
to the ground and follows all the rules
associated with falling.
Overload
By the 18th level you have fully honed your
ability to infuse your constructs with arcane
magic. When using the Student of the Arcane
feature during a short rest, you can imbue
your construct with a number of spells up to
your Proficiency Bonus.
However, in your experience, youve
realized that the more dangerous a creation
you build; the more desirable it becomes.
While your construct will only answer to you
at this moment who knows when you might
come in contact with another genius such as
yourself. In preparation for such an event,