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Artisan

Armed with a quick wit and ingenuity to rival


the greatest engineers and craftsmen, not to
mention a wee bit of luck; the Artisan is a
master of creation.

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

Crafting Expert, Deeper


Understanding
Student of Life,
Disassemble
Artisan Archetype,
Archetype Feature
Ability Score
Improvement
Quick Craft
Improved Student of
Life
Archetype Feature
Ability Score
Improvement
Remote Operation
Archetype Feature
Improved Quick Craft
Ability Score
Improvement
Improved Crafting
Expert

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:
-

(a) a quarterstaff and fine robes or (b)


a dagger and leather armor
(a) 10 darts or (b) a sling and 20 sling
bullets
(a) a light crossbow and 20 bolts or (b)
a pack of 5 healers kits
Tinkers Tools and one other Artisans
Tool you are proficient with
A Materials Pouch which contains
the basic materials to create most
things

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

sparingly as this feature is one of the


Artisans primary strengths at early levels.

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

mechanical but not magical in nature.


Disarming traps or opening locks would be
an example.

Take an action targeting its Foe

Artisan Archetype

Take an action targeting its Ally

At the 3rd level, you choose an archetype that


governs your specialty as an Artisan,
whether it be in Clockwork mechanics or
applying your craft with Arcane infusion. Your
archetype choice grants you features at 3rd
level, and then again at 7th, 10th, 15th, and
18th level.

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, or you
can increase two ability scores of your choice
by 1. As normal, you cant increase an ability
score above 20 using this feature.
If you are using the optional Feats system,
you can forego the ability score improvement
and instead select a feat for which you have
the prerequisites.

Take an action that is AoE

DC
15
DC
15
DC
10
DC 5

Take an action targeting its


Controller
The Construct will automatically succeed
the roll if the action being imposed against it
would destroy it, such as falling from a ledge
or destroying the source of its animation.
The action you impose upon the Construct
does not replace its own action on its turn;
and the controller you create is destroyed
when the Construct ceases to function.
Starting at 17th level, once the controller
has been made, you can instruct the
Construct to make an action as your bonus
action.

Artisan Archetypes

Quick Craft
th

Beginning at the 5 level, you can perform


your Crafting Expertise as an action. This
does not apply to the Student of Life feature.
As an action, you can spend a Crafting
Credit to craft an item, following all the same
rules as the Crafting Expertise feature.
Starting at the 11th level, you can now
perform a Quick Craft as a bonus action.

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

Different artisans choose different specialties


for their craft. They share the ability to
create, but differ in their application or
whether they work in a purely mechanical
sense or with magical attunement.

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.

If this healing would bring your Construct


above his maximum hit points, any excess
may be applied as Temporary HP; or be used
to heal another Construct you control that is
also within 5ft.
You can only use this ability for free once,
and it is refreshed during a short or long rest.
You can refresh the ability early as an action
by expending an available Crafting Credit.

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

Cold Iron: A Cold Iron Construct has an


advantage against creatures of the Fey. Any
attacks made against a Fey creature have
Advantage, and attacks made by a Fey
creature against the Construct have
Disadvantage.
Silver: A Silver Constructs attacks are
treated as though they have the Silver
property. A Silver Construct also has
Resistance to Lightning and Thunder damage
types.
Darksteel: The Darksteel Construct is a
dark, hardened Construct. It has Resistance
to Non-Magical Piercing, Slashing, and
Bludgeoning damage types and cannot be
knocked prone.
Mithral: The Mithral Construct is
significantly lighter than any other construct.
Its speed is increased by 20 ft. and has
proficiency on any Dexterity checks or
Saving Throws. It also has Resistance to NonMagical Piercing, Slashing, and Radiant
damage types.
Adamantine: The Adamantine Construct
has resistance to any attack made from a

non-magical source. However, it loses this


resistance whenever it is exposed to natural
light. It will also lose this resistance for 1
hour if hit with Radiant damage.

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.

Construct Shield Guardian


Once the Specialist has reached the 18th
level, he has become experienced enough to
create the wondrous Shield Guardian.
The Specialists Shield Guardian uses the
Constructed Shield Guardian stat block
provided in this supplement.
He can be crafted by the Specialist during
a Short Rest, following all of the same rules
as his other Constructs created by the
Student of Life feature except with the
following restriction:

Once the Specialist has created his Shield


Guardian, he may not create another until he
has taken a Long Rest.
The Constructed Shield Guardian interacts
with all of the Artisan features that reference
his Constructs, including the Specialist
features: Mechanic, Rare Materials, and
Retaliation.

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.

Student of the Arcane


By the time you reach 3rd level, you have
studied the basics of Arcane Magic and how
it applies to your creations. See chapter 10
of the PHB 5e for the general rules on spell
casting.
Spell Slots
The Artisan has not learned magic for the
sake of casting spells, but for imbuing the
ability to manipulate the weave into his
creations. For this reason, the Artisan doesnt
use the traditional spell slots of another
caster, but the model is similar.
When creating a creature using the
Student of Life class feature, you can expend
a single spell slot to imbue the creature with
the ability to cast the spell once as an action,
ignoring the component requirements. You
regain all expended spell slots when you
finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice
from the Artisan spell list at the end of this
supplement.
The Spells Known column of the table
below shows when you learn more Artisan
spells of your choice. Each of these spells
must be of a level for which you have the

spell slots. For instance, when you reach 6th


level in this class, you can learn one new
spell of 1st or 2nd level.
Additionally, when you gain a level in this
class, you can choose one of the artisan
spells you know and replace it with another
spell from the artisan spell list, which also
must be of a level for which you have spell
slots.
Spellcasting Ability
Intelligence is your spellcasting ability for
your artisan spells, since your magic draws
on your ability to create a device that can
properly channel the weave. You use your
Intelligence modifier whenever a spell refers
to your spellcasting ability. In addition, you
use your Intelligence modifier when setting
the saving throw DC for an artisan spell your
construct casts 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 Intelligence modifier.
LEVEL
1ST
2ND
3RD
4TH
5TH
6TH
7TH
8TH
9TH
10TH
11TH
12TH
13TH
14TH
15TH
16TH
17TH
18TH
19TH
20TH

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

come across, youve learned how to imbue


ordinary weapons and armor with magical
properties you think youve mastered it,
anyhow. Surely its as simple as it looks.
During a short rest, you can expend a spell
slot (of a level that is equal to or less than
your Intelligence modifier) to enhance a
piece of equipment in your possession with a
magical bonus. You can imbue your
companions gear but they need to willingly
give it to you to do so. They are
understandably wary of your new found
talent.
Upon doing so, the weapon or armor
grants a bonus equal to the spell slot you
expend. (1st Level is +1, 2nd Level is +2,
etc.) You cant apply this bonus to anything
that is already magical.
These newly enhanced artifacts come at a
price however. Whenever an attack is made
with an enhanced weapon, or an attack is
suffered against armor that has been
enhanced (whether the attack hits or
misses); roll a d6 and add the bonus on the
equipment to the following table:
2-4
5-7
7+

The equipment continues to function


as normal and maintains its bonus.
Upon striking, the magical
enhancement is sundered from the
equipment and dissipates.
Upon striking, the magical
enhancement becomes suddenly
unstable, creating an explosion of
magical potential. All creatures within
5 feet of the target must make a
Dexterity saving throw. A creature
takes *d6 Fire damage (where * is
the level of bonus) on a failed save,
or half as much damage on a
successful one. The enhanced
equipment is destroyed.

If the bonus on any equipment enhanced


by the Artisan survives, it fades at the
beginning of the next short rest taken by the
Artisan.

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

your reaction to split the damage in any way


you choose between you and your
constructs, as long as you have line of sight
and are not incapacitated (either your
character or your constructs.) Any
resistances or reductions are calculated from
the target of the attack and it is the final
number that you choose to divide.
This feature cant be used to split damage
from an Area of Effect that includes you and
your Construct(s).

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,

youve prepped your construct with an


The type of damage for this explosion will
arcane Self-Destruct feature.
be a combination of all magical damage
As an action, you can detonate your
types dealt by the spells imbued in the
Construct. Upon detonation, it will deal 6d10
Construct.
damage, +1d10 per spell level for each spell
You cannot detonate a Construct that has
imbued that is not expended, +1d6 for each
zero spells imbued in it.
spell imbued that is expended. This effects a
You can use this action as a reaction that
30 ft. radius sphere originating at the
is triggered by another creature taking
Construct.
control of your Construct.
1st Level
Wall of Fire
Alarm
Burning
Hands
Color Spray
2nd Level
Detect Magic
Arcane Lock
Expeditious
Blindness/Dea
Retreat
fness
Feather Fall
Blur
Fog Cloud
Cloud of
Grease
Daggers
Jump
Continual
Longstrider
Flame
3rd Level
Mage Armor
Darkness
Besow Curse
Magic Missile
Darkvision
Counterspell
Protection
Enlarge/Redu
Dispel Magic
4th Level
from
ce
Fear
Banishment
Evil and Good
Flaming
Fireball
Blight
Ray of
Sphere
Fly
Confusion
Sickness
Gentle
Gaseous Form
Control Water
Shield
Repose
Haste
Dimension
Sleep
Gust of Wind
Hypnotic
Door
5th Level
Tashas
Hold Person
Pattern
Evard's Black
Bigbys Hand
Hideous
Invisibility
Leomunds
Tentacles
Cloudkill
Laughter
Knock
Tiny Hut
Fabricate
Cone of Cold
Tensers
Levitate
Lightning Bolt
Fire Shield
Dream
Floating Disk
Locate Object
Magic Circle
Greater
Hold Monster
Thunderwave
Melfs Acid
Nondetection
Invisibility
Legend Lore
Arrow
Protection
Hallucinatory
Mislead
Mirror Image
from Energy
Terrain
Passwall
Misty Step
Remove
Ice Storm
Rarys
Nystuls
Curse
Locate
Telepathic
Magic Aura
Sending
Creature
Bond
Phantasmal
Sleet Storm
Mordenkainen
Scrying
Force
Slow
s Private
Seeming
Ray of
Stinking
Sanctum
Telekinesis
Enfeeblement
Cloud
Otilukes
Teleportation
Rope Trick
Tongues
Resilient
Circle
Scorching Ray
Vampiric
Sphere
Wall of Force
See
Touch
Phantasmal
Wall of Stone
Invisibility
Killer
Shatter
Stone Shape
Spider Climb
Stoneskin

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