May 20, 2016


Base Class
Comments from the Palm: This class is an expansion on the ideas and concepts presented in both the Armiger and the Weaponsmith fighter subclasses. With the loss of some of the fighter's combat abilities, the Weaponsmith has beefed up weapon enhancement options, both subclasses have access to the lower level crafting techniques, and each gains proprietary knowledge of how to build and use Exotic Arms and Armor.


A burly dwarf brings his hammer down on a glowing hunk of steel, launching a shower of sparks into the air. Sweat pours down his back, and his arms strain with each strike, revealing thick cords of muscle, yet he does not tire. The air resonates with the sound of metal impacting metal, while the bright, hot piece of steel in his tongs begins to take shape. Gradually, it flattens, widens, hardens, and cools. He quenches the newly formed blade in an oil bath, then sets his mind to preparations for polishing, sharpening, and fitting the weapon with a handle and guard.
     An elf threads a needle with an almost impossibly thin metallic wire, preparing to set the stitches into a set of what looks to be leather armor, but made of dragon's hide. She checks the placement and attachment of the owlbear down lining, and ensures that her apprentice set the deep crystal studs into the surface properly. Once satisfied, she sets about her work in a flurry of dexterous stitches.
     A gnome with an intricate set of goggles examines the stock for his latest work, a portable ballista. He examines the gearing and loading crank, ensures the tautness and tension of the bowstring, and examines the bolt rail for imperfections. He smiles, for he knows his work is without flaw.

Find the revised version of this class here!

Master of Craft
Artisans of all types are an integral part of every culture: buildings must be erected, pots must be set to the kiln, tools must be smithed. In spite of their pervasiveness, master craftsmen are still as rare as they are prized. These craftsmen, creators and inventors, can smith items of mythic quality, and can solve most any problem simply by using the right tool and the appropriate amount of force.

Secret of Steel
Adventuring craftsmen come in two varieties: the plate-laden armiger and the deadly weaponsmith. Both use their advanced knowledge of metallurgy, smelting, construction, and mechanics to forge arms and armor rarely seen, even by other adventurers. The smiths themselves test their schematics and designs, building prototype and experimental gear that can later be refined into mass-production items.

Creating a Craftsman
When you create a craftsman, the most important thing to consider is what kind of craftsman you eventually want to become: do you want to forge unstoppable weapons, or invincible armor? Though all craftsmen can create both, only those who dedicate themselves to learning the secrets of one or the other can eventually attain legendary status in their works. Both have their place in any setting, and neither is singularly more important than the other, so this choice is largely a matter of preference.
     As well, few craftsmen are self-taught; most start under the tutelage of a master artisan of some sort, whether or not that master was, in fact, a craftsman in the conventional sense. Did you have a master, and if so, when did the spark of creation ignite, turning you towards mastery?
    Also, consider how you view your work: are you pragmatic, viewing your creations as nothing more than tools, are you romantic, seeing them as art, or are you somewhere in between?

Quick Build
You can make a craftsman quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Strength. Second, choose the Guild Artisan background. Next, select Athletics and Investigation as your skills. Finally, if you are a human and have the option to take a feat at 1st level, select the Tough feat. 

Class Features
As a Craftsman, you gain the following class features.

Hit Points
Hit Dice: 1d10 per Craftsman level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Craftsman level after 1st

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, crossbows, warhammer
Tools: Leatherworker's tools, smith's tools, tinker's tools

Saving Throws: Intelligence, Constitution
Skills: Two from: Arcana, Athletics, History, Investigation, Medicine, Perception, and Persuasion

You start with the following equipment, in addition to the equipment granted to you by your background:
  • (a) scale mail, or (b) leather armor
  • A dagger and (a) a warhammer or (b) any simple weapon
  • (a) a light crossbow and 20 arrows or (b) a shortbow and 20 arrows
  • Smith's tools and (a) leatherworker's tools or (b) tinker's tools
  • a traveler's pack or (b) one kit you're proficient with

The Craftsman
 Level  Proficiency  Bonus Features
+2Smithy, Tool Belt
+2Beginner Craftsman, Metallurgy

Ability Score Improvement

+3Extra Attack
Apprentice Craftsman

Profession feature

Ability Score Improvement

Journeyman Craftsman

Profession feature

+4Craftsman's Strike
Ability Score Improvement

Master Craftsman

Profession feature

Uncanny Tool Belt

Ability Score Improvement

Legendary Craftsman

Profession feature

Ability Score Improvement

Magnum Opus

At 1st level, you learn to craft not only with skill and precision, but with speed. Whenever you are working towards crafting an item, you make progress equal to your 50 x your Craftsman level GP per day, and you can complete a day's worth of progress towards an item during a long rest. You also have advantage on all crafting checks made to speed your process.
   Items you craft are also higher quality than normal items of their type: you add your Intelligence modifier + your craftsman level to the damage threshold and HP of any item your craft.

Tool Belt
While other adventurers may rely on spells, or luck, or brute strength to solve a problem, you believe in always having the right tool on hand. Starting at 1st level, following a long rest, you can use your action to retrieve a piece of non-magical gear from your belt, apron, pack, cart, or wherever you keep your tools, even if you did not have it in your inventory before. This item cannot have a gp cost higher than 5 times your craftsman level. Items retrieved this way remain in your inventory until you take a long rest. You can use this ability a number of times equal to your Intelligence modifier, and you gain back all uses following a long rest.

At 2nd level, you begin to learn the deeper intricacies of weapon and armor craftsmanship.
Well-Built Equipment
You can convert a weapon you are proficient in into a Well-Balanced Weapon or a suit of armor into a Well-Fitted Suit of armor. These particular items are fitted to your exact specifications, and can only be used proficiently by you. A Well-Balanced Weapon gains a +1 magical bonus to attack and damage rolls (or increases it's bonus by +1 to a maximum of +3), while a Well-Fitted Suit gains a +1 magical bonus to AC (or increases it's bonus by +1 to a maximum of +3), the armor's Strength requirement is reduced by 1, and donning and doffing the suit requires 1/10 of the normal amount of time.
     You can craft an additional Well-Built Equipment item by working for one long rest. Doing so costs 100 gp in materials, plus the cost of the original item, and the cost of any crafting techniques you wish to apply to it.
Crafting Techniques
As well, you learn secret techniques that you can use to upgrade and enhance your Well-Built Equipment. Crafting Techniques are separated into 5 levels: Beginner, Apprentice, Joruneyman, Master, and Legendary. Unless otherwise noted, a given weapon or suit of armor can only have one of each type of technique applied to it. Ranged weapons that have a crafting technique applied to them apply the benefits to their ammunition, unless otherwise noted. Applying a crafting technique to an item requires time, tools, and the appropriate materials:
  • Beginner: 100 gp and 1 day of work
  • Apprentice: 200 gp and 3 days of work
  • Journeyman: 300 gp and 5 days of work
  • Master: 400 gp and 1 week of work
  • Legendary: 500 gp and 2 weeks of work
     When you learn a new level of crafting techniques, you can apply one technique of that level to a Well-Balanced Weapon or Well-Fitted Suit immediately, at no cost, though you must still pay for any additional materials required in the Technique description if any. 
Crafting Ability
Intelligence is your primary ability when it comes to crafting. In addition, you use your Intelligence modifier when setting the saving throw DC when a Crafting Technique calls for one.

Crafting checks =  your proficiency bonus + your Intelligence modifier 

Crafting technique save DC = 8 + your proficiency bonus + your Intelligence modifier

Beginner Craftsman
At 2nd level, you gain access to Beginner level Crafting techniques. Additionally, you gain the mending cantrip.

At 3rd level, you pick your crafting specialization. Select one of the Professions from those listed below; you gain the 3rd level ability of that profession. You gain an additional Profession ability at 7th, 10th, 14th 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 can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Apprentice Craftsman
Starting at 6th level, you gain access to Apprentice crafting techniques, and you gain resistance to both fire damage and bludgeoning damage from nonmagical sources.
     Additionally, you can apply Beginner crafting techniques to items that are not Well-Built Equipment, expending gold and work as usual to do so.

Journeyman Craftsman
At 10th level, you gain access to Journeyman crafting techniques, and you can cast the spell fabricate without using a spell slot. Once you do so, you must take a short or long rest before you can do so again.
     Additionally, you can add half your proficiency modifier to any rolls involving an artisan's tool set that you are not already proficient in.

Craftsman's Strike
You've learned how to build, but you also know how to destroy. At 11th level, once per turn, you can add 1d8 damage to an attack you make against an object, construct, or a creature wearing manufactured armor, and your attacks always bypass an object's damage threshold.

Master Craftsman
Starting at 13th level, you gain access to Master crafting techniques, and any creature wearing or wielding an item made by you can add half your proficiency bonus to any Persuasion, Deception, or Intimidation checks involving that item.

Uncanny Tool Belt
You have a knack for finding the most useful things buried away in your cart. Starting at 15th level, you can produce a single uncommon magic item from your tool belt. The item remains in your possession until you take a short or long rest. Once you use this ability, you must take a long rest before you can do so again.

Legendary Craftsman
Starting at 17th level, you gain access to Legendary crafting techniques, and any item you craft or forge is indestructible.

Magnum Opus
At 20th level, you complete an object of unparalleled majesty. You can retreat into your forge for a period of 30 days; during this time, you are feverishly working. At the end of the 30 days, you emerge from your forge, carrying your creation: a single legendary magic item. This item is tied to your very soul: regardless of type, you are always considered attuned to it, and no other creature can attune to it while you still live. As well, as long as you are on the same plane as your item, you can call it to your hand or onto your body (as appropriate). You can only craft a Magnum Opus once.

All master craftsmen learn the basics of smithing, leatherworking, woodworking, and other necessary disciplines on the path to mastery. However, as they hone their skills, craftsmen must narrow their field of expertise to achieve excellence, and each selects a profession which defines them.

You have devoted your life to the art of armor smithing, with the firm belief that the right plate in the right place can make you invincible.

Bonus Proficiencies
When you choose this profession at 3rd level, you gain proficiency with heavy armor, exotic armor, and exotic shields.

Exotic Smithing
At 3rd level, you learn to craft exotic gear. You may craft any suit of exotic armor or exotic shield.

Shining Armor
Starting at 7th level, when you roll initiative, the first hostile creature that sees you wearing your Well-Fitted Suit (or the nearest hostile creature, if multiple creatures can see you) must make a Wisdom saving throw. On a failure, the creature has disadvantage attacking any target other than you for up to 1 minute. At the end of each of its turns, an affected target can repeat this saving throw, ending the effect on a success. The effect also ends if you are knocked unconscious or the target loses sight of you. Any creature that succeeds this saving throw cannot be affected by this ability again for 24 hours.

Wall of Iron
Starting at 10th level, as a reaction, you can move up to half your movement speed and interpose yourself between a willing ally and an attack or damaging effect that you can see, either stepping in front of an ally or pushing that ally 5 feet. If you block an attack, the attack now targets you instead, and your ally is unaffected. If you block a damaging effect, you take on the whole effect, though you are allowed a saving throw. Your ally is unaffected, even if it is still within the area of the effect.

Craftsman's Eye
Starting at 14th level, as an action, you can make a single melee attack against a creature that you can see wearing manufactured armor. On a hit, the target must make a Dexterity saving throw or attacks made against it have advantage until it removes that suit of armor. At the end of each of the creature's turns, the target can repeat this saving throw, ending the effect on a success.
     Additionally, you can spend 10 minutes to reinforce an ally's suit of armor. While reinforced, this armor negates the first critical hit received by its wearer, turning it into a normal hit. After this attack, the armor is no longer reinforced.

Master Armorsmith
At 18th level, you learn to craft adamantine armormithral armor, and dragonscale armor. Doing so requires 1 week of time and 500 gp (for mithral or adamatine) or 5000 gp (for dragonscale) in special tools and raw materials, plus the cost of the suit of armor. Adamantine and mithral armor can be any form of medium or heavy armor, and dragonscale can be any form of light or medium armor.

Blade and bow, axe and mace: these are the tools with which you try to change the world. You believe that the right blade, in the right hand can make you unstoppable.

Bonus Proficiencies
When you choose this profession at 3rd level, you gain proficiency with martial weapons and exotic weapons.

Exotic Smithing
At 3rd level, you learn to craft exotic gear. You may craft any exotic weapon.

Wicked-Looking Blade
Starting at 7th level, when you roll initiative, the first hostile creature that sees you wielding your Well-Balanced Weapon (or the nearest hostile creature, if multiple creatures can see you) must make a Wisdom saving throw. On a failure, the creature has disadvantage on attacks against you for up to 1 minute. At the end of each of its turns, an affected target can repeat this saving throw, ending the effect on a success. The effect also ends if you are knocked unconscious or the target loses sight of you. Any creature that succeeds this saving throw cannot be affected by this ability again for 24 hours.

Weapon Master
You not only forge great weapons, you fight with them as well. At 10th level, you gain one of the following fighting styles: Dueling, Great Weapon Fighting, Two-Weapon Fighting.

Sundering Strike
Starting at 14th level, you can use your knowledge of the weak points of weapons and armor to strike and render them useless. As an action on your turn, you can make a single attack against an enemy, targeting their weapon or armor and attempting to sunder it. A weapon has 10 hit points and armor has hit points equal to its wearer's Armor Class. Weapons reduced to 0 hit points break and become unusable, and armor reduced to 0 hit points offers no Armor Class bonus.

Master Weaponsmith
At 18th level, you have learned the secrets of forging adamantine and mithral weapons. For an additional 500 gp to the crafting cost, you can craft a weapon or armor set from one of these materials. An adamantine weapon ignores resistance to its damage type, deals an extra 1d4 damage of the same type and is unbreakable, though it loses the Light and Finesse properties if it had them before or gains the Heavy property if it did not. A mithral weapon weighs half as much as normal, counts as a silver weapon for the purposes of overcoming damage resistance, is unbreakable, and loses the Heavy property if it had it before or gains the Light and Finesse properties if it did not. 

Crafting Techniques

If a crafting technique has prerequisites, it must them to learn it.

Beginner Weapon Techniques

You hollow out portions of your Well-Balanced Weapon, allowing you to collapse it in on itself making it much easier to conceal. When your weapon is stowed, you gain advantage on all Sleight of Hand checks made to conceal it.

You alloy a trace amount of adamantine into the steel of your weapon or carve it out of impossibly sturdy heartwood, then hollow out the blade or haft. A hollow weapon weighs half as much as it did before, becomes a light, finesse weapon, and loses the Heavy property if it had it. A hollow weapon's damage dice all decrease by 1 step (d12/2d6 -> d10 -> d8 -> d6 -> d4), to a minimum of 1d4. You can only apply this technique to a melee weapon which is not light.

You inlay strong, yet slightly flexible strips of metal over the arms of your bow, increasing its pull. A Mighty bow increases its damage die by one step, but requires you to use your Strength modifier instead of your Dexterity modifier for attack and damage rolls. You can only apply this technique to a longbow or shortbow.

Switch Weapon
Your weapon gains an alternate form and becomes a switch weapon. This alternate form can be any other simple, martial, or exotic weapon that is not already a switch weapon, or it can be a pair of light, simple, martial or exotic weapons. You can swap between your weapon's forms as a bonus action.
     You can apply additional crafting techniques and enchantments to each of the switch weapon’s forms as if they were separate weapons. However, you can only apply one crafting technique, in addition to this one, to each form.

You alloy a measure of lead into the steel of your weapon or inlay a core of steel into its haft. A weighted weapon weighs twice as much as it did before, becomes a heavy weapon, and loses the Light or Finesse properties if it had them. All of a weighted weapon's damage dice increase by 1 step (d4 -> d6 -> d8 -> d10 -> d12), to a max of 1d12. You can only apply this technique to a melee weapon which is not heavy.

Beginner Armor Techniques

You smooth out and interlock the plates of your armor, and add a number of weights all around the suit, allowing you to lock your limbs and brace yourself for a coming impact. While wearing your Well-Fitted Suit, as a reaction, you can ignore a source of involuntary movement (such as from a warlock's Repelling Blast) or avoid being knocked prone. Your suit must be heavy armor to accept this upgrade, and your suit's Strength requirement increases by 1.

You install a set of spikes onto the front and rear of your armor's boots, giving you remarkable traction on even the roughest ground. While wearing your Well-Fitted Suit, you can move through rough terrain as if it were normal terrain.

You add a series of discrete, retractable hooks to the gauntlets and boots of your armor. While wearing your Well-Fitted Suit, you gain a climb speed equal to your movement speed. Your suit must be light or medium armor to accept this upgrade.

You alter your Well-Fitted Suit to be adjustable on the fly. As an action, you can readjust, remove, or attach parts of your armor; doing so allows you to shift your suit between light (studded leather), medium (half plate), or heavy (full plate) armor forms.
     You can apply additional crafting techniques to a modular suit. One of the forms maintains this technique, and the other forms are upgraded as if they were separate suits. Applying this technique to any type of armor other than full plate requires additional materials: 1500 gp if the suit is light armor, 1000 gp if the suit is medium, and 500 gp if the suit is heavy.

Retractable Shield
You install a retractable shield into one of your bracers. As a bonus action, you can deploy or retract your shield. You can enchant this shield or install any other magic shield in its place. Your suit must be medium or heavy armor to accept this upgrade.

You add a layer of retractable spikes onto the knees, shoulders, gauntlets, helmet, and boots of your armor. While wearing your Well-Fitted Suit, your unarmed strikes deal 1d4 piercing damage. Your suit must be medium or heavy armor to accept this upgrade.

Apprentice Weapon Techniques

You lengthen the handle and readjust the balance of your weapon, allowing you to wield it with two hands for increased power. This weapon becomes a versatile weapon: while wielding your weapon with two hands, the damage die of your weapon increase by one step. You can only apply this technique to a melee weapon that is not a reach, two-handed, or versatile weapon.

You attach long, light, flexible chain links from pommel of your weapon to a special bracer, allowing you to swing your weapon in a long, wide arc. This weapon becomes a reach weapon. If you are disarmed of your chained weapon, you can use a bonus action to pull it back to your hand.
     Once per round, when you use the Attack action to attack a creature with this weapon, you can make a second attack with that weapon against another creature within 5 feet of the target. If you are wielding two chained weapons, you can use this ability once for each weapon on your turn. You can only apply this technique to a melee weapon that is not a two-handed or reach weapon.

Your weapon either ends with a long, curved hook, or has such a hook jutting out from one end. When you hit a creature with a hooked weapon, in lieu of dealing damage you can use your bonus action to attempt to shove the creature prone. When you do so, you make the check with advantage. You can only apply this technique to a melee weapon.

You cut out or forge in wickedly sharp teeth into the blade of our weapon, which cut deeply into unprotected flesh. A serrated weapon deals an additional 1d4 damage to any creature that is not wearing manufactured armor and has a natural Armor Class of 20 or less. You can only apply this technique to a weapon which deals slashing or piercing damage.

You install a set of sights and a balancing rod onto your bow, allowing you to make long distance shots with ease. Long range attacks made with a sighted bow do not have disadvantage. You can only apply this technique to a bow or crossbow.

You fashion large, heavy spikes onto the business end of your weapon, allowing it to punch through armor. A spiked weapon deals an additional 1d4 damage to any creature that is wearing manufactured armor or has a natural Armor Class of greater than 20. You can only apply this technique to a weapon which deals bludgeoning or piercing damage.

Apprentice Armor Techniques

Adamantine Plating
Your Well-Fitted Suit gains the abilities of a suit of adamantine armor. You cannot apply this and the Mithral Plating technique to the same suit. Your suit must be medium or heavy armor to accept Adamantine Plating.

Bladed Armor
You install a pair of retractable blades on the bracers of your Well-Fitted Suit. Your blades are light, finesse weapons that deal 1d4 slashing or piercing damage. You cannot be disarmed of these blades, and you have advantage on Sleight of Hand checks made to conceal them. You can hold or otherwise manipulate a weapon, shield, or other object on the same arm as your arm blade, though you cannot attack with your arm blade and use an object or weapon held in that hand on the same turn. You can also apply one crafting technique to these arm blades.

Juggernaut Plating 
You install a set of heavy shoulder plates and a reinforced helmet on your armor, turning you into a veritable battering ram. While wearing your Well-Fitted Suit, you may, as an action, move up to your speed towards an inanimate object. At the end of this movement, you hit the object, dealing 3d6 + twice your level bludgeoning damage, which ignores the object's damage threshold. Your suit must be heavy armor to accept Juggernaut Plating.

Mithral Plating
Your well fitted suit gains the abilities of a suit of mithral armor. You cannot apply this and the Adamatine Plating technique to the same suit. Your suit must be medium or heavy armor to accept Mithral Plating.

You learn how to increase the toughness of your steel. While wearing your Well-Fitted Suit, you reduce all non-magical slashing, piercing, or bludgeoning damage by 2 points. This reduction does not stack with other forms of damage reduction, but does stack with resistance. You suit must be medium or Heavy armor to accept this upgrade.

Journeyman Weapon Techniques

Basket Hilt
You craft a caged guard for your weapon, making it much more suitable for turning aside deadly blows. A weapon with this technique gain the Shield property.

You hollow out a portion of your weapon, and fill the cavity with lead pellets, quicksilver, or some other shifting material. The weapon's weight, while now somewhat off balance, constantly shifts, and a quick swing will shift the material inside forward, increasing the force of the impact. When you hit a creature with your weapon, you deal an additional 1d6 damage of that weapon's type, and the creature hit must make a Strength saving throw; failure causes them to be shoved 5 feet away from you. You can only apply this technique to a melee weapon. If that weapon has the Light or Finesse properties, it loses them.

Magnetic Blade
You learn to blend lodestone into your steel, pulling your attacks towards those who cover themselves in metal. When attacking a creature either wearing armor composed primarily of metal or who is itself made mostly of metal (such as an iron golem), you gain advantage on the attack roll. When attacking another creature within 5 feet of such a creature, you have disadvantage on the attack roll.

Tempered Blade
The magical attack and damage bonus of your Well-Balanced Weapon increases by 1, to a maximum of +3.

You attach a specialized frame and bowstring set, allowing you to nock and fire two arrows at once. Once per turn, when you use the Attack action to make an attack with your bow, you can make a second attack against another creature within 10 feet of the target. This technique can only be applied to a longbow or a shortbow.

Journeyman Armor Techniques

Darksteel Plating 
You learn how to blend darkstone, stone infused with necrotic energy, into your steel. You gain resistance to necrotic and radiant damage while wearing your well fitted suit. Your suit must be heavy armor to accept Darksteel Plating.

Deep Crystal Studding 
You learn how to stud your underlying leather with deep crystal, crystal infused with latent psychic energy. You gain resistance to force and psychic damage while wearing your well fitted suit. Your suit must be light or medium armor to accept Deep Crystal studding.

Durable Plating 
The magical AC bonus of your Well-Fitted Suit increases by 1, to a maximum of +3.

Installed Crossbow 
You attach a hand crossbow and loading mechanism to a gauntlet on your Well-Fitted Suit. This hand crossbow deals 1d6 damage, and ignores the loading property. You have advantage on Sleight of Hand checks to conceal this crossbow. Should you wish to, you can replace this installed crossbow with any magical light or hand crossbow, or you can have it enchanted. You can hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Installed Crossbow, though you cannot attack with your Installed Crossbow and use an object or weapon held in that hand on the same turn.

Installed Wand 
With a bit of assistance, you learn how to install a functional wand in one of the arms or in a special casing on the shoulder of your armor. While wearing your Well-Fitted Suit, you gain access to two cantrips. These can be selected from either the wizard, sorcerer, or warlock spell list, and your spellcasting modifier for these cantrips is Intelligence. You can replace this wand with another magic wand of any sort.
     You can apply this technique to a single suit up to 3 times.

Magnetic Plating
You learn to blend lodestone into your armor plating to draw enemy attacks to your impenetrable shell. While wearing your Well-Fitted Suit, any weapon attacks made with metallic ammunition (such as arrowheads, metallic sling bullets, or javelins) or metallic melee weapons attacks that target a creature within 5 feet of you instead target you. A creature wielding a metallic weapon can make a Strength saving throw to target someone else. Your own attacks are not affected by your Magnetic Plating. Your suit must be heavy armor to accept Magnetic Plating.

Second Skin 
You learn how to craft your armor to be breathable, light, and flexible, without compromising its protective ability. Your Well-Fitted Suit's maximum Dexterity bonus increases by 1, it no longer applies disadvantage on skill checks, and no longer imposes any penalty for sleeping in it. You suit must be medium armor to benefit from this upgrade.

Master Weapon Techniques

Abyssal Greenstone Blade
Prerequisite: Weaponsmith profession
You learn how to blend Abyssal Greenstone, stone from the Abyss infused with sickly necrotic energy, into your steel. Your weapon deals an additional 2d4 poison damage on a hit, and a creature struck by your weapon must make a Constitution saving throw or become poisoned until the start of your next turn.

Darksteel Blade 
Prerequisite: Weaponsmith profession
You learn how to blend darkstone, stone infused with necrotic energy, into your steel. Your Weapon deals an additional 1d8 necrotic damage on a hit.

Deep Crystal Blade 
Prerequisite: Weaponsmith profession
You learn how craft blades and weapon heads out of deep crystal, crystal infused with latent psychic energy. Your weapon deals an additional 1d6 force damage on a hit.

Infernal Bloodstone Blade
Prerequisite: Weaponsmith profession
You learn how to infuse Infernal Bloodstone, iron wrought from the Nine Hells, into your steel. Your weapon deals an additional 1d6 fire damage on a hit, and the target must make a Constitution saving throw or take 1d6 necrotic at the start of your next turn.

Primordium Steel blade
Prerequisite: Weaponsmith profession
You learn to work with Primordium, an element mined in regions border the 4 elemental planes. As such, you can impart the powers of the elements into your weapon. When you deal damage with your weapon, you deal an additional 1d6 acid, cold, fire, or lightning damage, your choice.

Solanium Truesteel Blade
Prerequisite: Weaponsmith profession
You learn how to blend Solanium Iron, stone infused with radiant energy, into your steel. Your weapon deals an additional 1d6 radiant damage on a hit, or 2d6 against demons, devils, and undead. Additionally, your weapon glows, shedding light as a torch.

Master Armor Techniques

Aquatic Plating 
Prerequisite: Armiger profession
You learn how to blend water elemental essence into your armor, allowing your armor to move effortlessly in the water. While wearing your Well-Fitted Suit, you gain a swim speed equal to your movement speed, you gain resistance to cold damage, and you can breathe underwater.

Cushioning Underlay 
Prerequisite: Armiger profession
You learn to pad your armor with owlbear down in just the right spots to resist damage from falling. While wearing your Well-Fitted Suit, you are immune to falling damage, and you gain resistance to bludgeoning damage.

Dragon Scale Underlay
Prerequisite: Armiger profession
You learn how to best utilize dragon scale in the production of heavier armors. Select two damage types from among acid, fire, lightning, poison, and thunder. While wearing your Well Fitted Suit, you gain resistance to both of those damage types.

Living Wood Underlay
Prerequisite: Armiger profession
You apply a thin layer of living wood to the underside of your armor's plating. This wood seeps a restorative sap into your skin. As long as you are wearing your Well-Fitted Suit, while you are below half your HP maximum and you are conscious, you gain 1 HP at the start of each of your turns.

Molten Plating
Prerequisite: Armiger profession
You learn how to blend fire elemental essence into your steel, seeping heat into your attacks and providing you protection from the same. While wearing your Well-Fitted Suit, you gain resistance to fire damage, and each of your attached weapons deal an additional 1d6 fire damage on a hit.

Windswept Plating
Prerequisite: Armiger profession
You learn to blend air elemental essence into your steel, allowing your armor to nearly float in the air and move swifter than the wind. While wearing your Well-Fitted Suit, your base movement speed increases by 10 feet, and you gain the ability to fly at your normal movement speed. You must start and end your flight on solid ground; otherwise, you immediately fall. You suit must be light or medium armor to accept Windswept Plating.

Legendary Weapon Techniques

Prerequisite: Weaponsmith profession
The magical attack and damage bonus of your Well-Balanced Weapon increases by 1, to a maximum of +3.

Prerequisite: Weaponsmith profession
You fit mechanized saw teeth onto the edge of your weapon, allowing it to inflict grievous wounds on your foes. Once per turn, when you hit a creature with your weapon, you can use your bonus action to rev the teeth of your weapon, causing it to deal an additional 2d6 slashing damage to that creature. That creature then must make a Constitution saving throw. On a failure, it bleeds profusely, and takes 1d6 damage at the start of each of its turns for 1 minute. Magical healing, regeneration, or use of a healing kit will stop the additional bleeding damage. This technique can only be applied to a melee weapon that deals slashing damage.

Prerequisite: Weaponsmith profession
You attach a specialized gear and pulley set to you bow, allowing you to punch though your targets. As an action, you can fire an arrow, attacking all creatures in a 5 foot wide line out to the Close range of your bow. Make an attack roll: all creatures in this line must make a Dexterity saving throw with a DC equal to your attack roll or take damage equal to 1d8 + your normal bow damage, or half on a successful save. This technique can only be applied to a longbow or a shortbow.

Prerequisite: Weaponsmith profession
You fit a pair of mechanical pincers around the point of your weapon, allowing you to trap foes effortlessly. Whenever you hit a creature with your weapon, you can automatically attempt to grapple that creature, using your attack roll in place of your Athletics check. If you succeed, that creature is Restrained until you release it or it succeeds on a Strength saving throw to break free. This technique can only be applied to a melee weapon that deals piercing damage.

Prerequisite: Weaponsmith profession
You outfit a mechanized piston onto the head of your weapon, increasing it's destructive capability. Once per turn, when you hit with this weapon, you may deal an additional 2d6 bludgeoning damage or 4d6 damage if you hit an object or a construct. This technique can only be applied to a melee weapon that deals bludgeoning damage.

Legendary Armor Techniques

Immortal Plating 
Prerequisite: Armiger profession
You learn how to blend celestial essence into your steel; this essence knits your wounds back together, at a very alarming rate. While wearing your Well-Fitted Suit, while you are below half health and you are conscious, you heal 4 HP at the beginning of each of your turns. This stacks with the bonus from Living Wood underlay.

Impenetrable Plating 
Prerequisite: Armiger profession
The magical AC bonus of your Well-Fitted Suit increases by 1, to a maximum of +3.

Invincible Plating
Prerequisite: Armiger profession
You learn how to blend in Earth Elemental essence into your steel, making your armor nigh indestructible to certain forms of strikes. Select either bludgeoning, piercing, or slashing damage. While wearing your Well-Fitted Suit, you are immune to that type of damage. You suit must be heavy armor to accept Invincible Plating.

Exotic Arms and Armor
Exotic weapons, armor, and shields are pieces of equipment that require an incredible level of skill to wield or wear properly, as they are often either unusually heavy, oddly balanced, or bizarre in construction. As such, no class gains proficiency with any of the items presented below. To gain proficiency with an exotic weapon, you must take the Weapon Master feat, and instead of 4 martial weapons, you can choose 1 exotic weapon; to gain proficiency with an exotic armor or shield, you must take the Armor Master feat.

Exotic Weapons
Weapon Cost Damage Weight Properties
Exotic Melee Weapons
150 gp
2d8 slashing 15 lb. Superheavy, two-handed
Grand Spear
150 gp
1d8/1d0 piercing 10 lb. Thrown (20/60), versatile
Goliath Hammer
150 gp
2d8 bludgeoning 20 lb. Superheavy, two-handed
Great Scimitar 350 gp 1d8/1d0 slashing 4 lb. Finesse, versatile
Mountain Cleaver 200 gp 2d12 slashing 45 lb. Massive, superheavy, two-handed
Double-Sword 200 gp 1d8/1d8 slashing 10 lb.Double, heavy, two-handed
Dwarven Waraxe 200 gp 1d8 slashing/1d8 piercing 12 lb. Double, heavy, two-handed
Shield axe 100 gp 1d6 slashing 5 lb. Shield
Spiked Chain 100 gp 1d4/1d4 piercing 6 lb. Double, finesse, reach, two-handed
Warpike 150 gp 1d12 piercing 15 lb. Reach, superheavy, two-handed
Whipsword 300 gp 1d8/1d6 slashing 4 lb. Finesse, reach, switch
Chakram 25 gp 1d6 slashing 1 lb. Finesse, light, returning, thrown (30/120)
Exotic Ranged Weapons
Greatbow 200 gp 1d10 piercing 15 lb. Ammunition (150/600), superheavy, two-handed
Portable Ballista 450 gp 1d12 piercing 25 lb. Ammunition (200/800), bipod, loading, superheavy, two-handed

Exotic Armor and Shields
Armor Cost AC Strength Stealth Weight
Light Armor
Hardened Leather 500 gp 13 + Dex modifier - - 15 lb.
Medium Armor
Hero Plate 1,500 gp

16 +Dex modifier (max +2)
- Disadvantage 50 lb.
Heavy Armor
Battle Plate 2,000 gp 19 16 Disadvantage 75 lb.
Mountain Plate 3,000 gp 20 Special Disadvantage 100 lb.
Wall Shield 100 gp +2/Special 16 - 15 lb.
Tower Shield 150 gp +3 18 - 20 lb.

Weapon Properties
Many exotic weapons have special properties related to their use, as shown in the Exotic Weapons table.
     BipodThis weapon has a brace mounted on its front end. While prone, you can ignore the heavy or superheavy properties of this weapon, if it has them. You do not have disadvantage on attacks made with this weapon while prone. 
     Double. This weapon has two damage-dealing ends. When engaging in two-weapon fighting with this weapon, you can act as if you are wielding two weapons, and you can add your ability modifier to the damage of the second roll.
     MassiveThis weapon is incredibly large and heavy. When a creature wields this weapon, it reduces the number of attacks that creature can make with the Attack action by one, to a minimum of one. 
     Returning. When you throw this weapon, you can make a DC 15 Athletics check. If you succeed, the weapon returns to your hand at the end of your turn. 
     ShieldThis weapon is large enough or shaped in a certain way so that you can use it to protect yourself from damage. This weapon is treated as a shield in addition to being a weapon, and offers the benefits of a shield when held.
     SuperheavyThis weapon is unusually large for its type. You must have a Strength score of at least 16 to proficiently wield a superheavy weapon. Creatures smaller than Meduim size cannot wield a superheavy weapon, regardless of their Strength score. This property also counts as the Heavy property.
     SwitchThis weapon has two forms. You can use a bonus action to swap between them. 

Weapon Descriptions
     ChakramA chakram is a circular, aerodynamic metal disc with a large hole at the center, looking like a flattened, razor-sharp ring. While functional in melee combat, the chakram is primarily a throwing weapon. Particularly skilled users can direct the disc to ricochet after throwing, returning back to their waiting grasp.
     Double-SwordA double-sword can take many forms, but the most common is that of two longsword blades attached to either end of a single handle. Fighting with such a weapon grants the benefits of fighting with two swords, with the power and control of a single weapon.
     Dwarven WaraxeAlso known as an urgosh, a dwarven waraxe is a double weapon with a heavy axe head at one end and a wickedly barbed spike at the other.
     FullbladeLarger even than a greatsword, a fullblade is a massive sword with an almost axe-length haft. It is nearly impossible to wield even in two hands, unless the wielder is exceptionally strong and well trained.
     Goliath HammerA goliath hammer is an exceptionally large hammer well suited to the heavy builds of several large species of humanoid.
     Grand SpearWhile not overly long, a grand spear has a heavy, weighted head that gives it greater puncturing power and a cleverly designed counterweight that maintains its ability to be thrown or wielded one-handed.
     GreatbowThough not much greater than a longbow, a greatbow is quite a bit heavier and has a substantially stronger pull, firing arrows as powerful as a heavy crossbow.
     Great ScimitarA larger version of the scimitar, great scimitars are comfortable to use on one hand or two, yet retain their namesake's speed and flexibility. Many great warriors treat the great scimitar as a trophy weapon, adorning them with gems and complex inlays.
     Mountain CleaverA truly monstrous weapon, the mountain cleaver is less like a large axe and more like a massive meat cleaver. Though very slow and supremely unwieldy, the mountain cleaver is unmatched in its damage.
     Portable BallistaEven larger and heavier than the heavy crossbow, the portable ballista is designed to be moved to a battlefield, placed in a spot on the ground or on a movable tower, and fired from a fixed position.
     Shield AxeNot simply a shield with a sharpened edge, a shield-axe is a cleverly constructed shield with a grip that can be quickly shifted from use for defense to attack.
     Spiked ChainA spiked chain is a 10-foot length of chain with a pair of wickedly sharp weighted barbs at either end. Designed to be a fluid, fast moving weapon, it offers amazing flexibility and options in combat.
     WarpikeSimilar to a glaive, a warpike is a heavy polearm with a pair of weighted blades at one end, one longer than the other. The warpike counts as a polearm.
     WhipswordA complicated and flashy device, the whipsword is a series of razor sharp bladed segments running along a cable which is attached to a sword pommel. With a flick of the wrist, you can change a whipsword from its whip form to its sword form and back again.

Armor Descriptions
     Battle PlateSturdier than even full plate, battle place consists of a full suit of interlocking plates with a layer of thick hide and chain underneath.    
     Hardened Leather. While similar in material to leather armor, hardened leather adds an additional layer of lacquer, hardening the leather to an almost iron-like strength.
     Hero PlateThough not substantially heavier or more cumbersome than half plate, hero plate is certainly more impressive: large pauldrons, a winged helmet, and decorative flair adds to the inspiring protection provided by this suit of armor.
     Mountain PlateAlmost too heavy and cumbersome to wear, even for the strongest of warriors, mountain plate consists of a suit of inch-thick plate armor with a bolted on helmet, gauntlets and boots. Donning mountain plate takes nearly 15 minutes, and requires latching a number of heavy-duty clamps and latches. Mountain plate is exceptionally large and heavy: it requires an 18 Strength to wear, cannot be worn by creatures smaller than Medium size, and reduces your walking speed by 5 feet regardless of your Strength score.
     Tower ShieldSubstantially larger than a regular shield, a tower shield is a large, generally rectangular plank of thick wood or metal sufficient to provide cover for nearly your full body.
     Wall ShieldEven larger than a tower shield, a wall shield is a massive, door-sized shield with a set of imposing spikes set into the bottom edge, facing the ground. It is much more cumbersome to use and proves to be a bit less effective than a tower shield in normal melee. The spikes along the bottom row serve as a means to anchor the shield into the ground: as an action, you can slam the shield into the ground and brace yourself behind the shield. While anchored this way, a wall shield ceases to grant you a bonus to AC and instead provides up to full cover for a medium sized creature.

New Feats
The following feats are available to characters of all classes.

Armor Master
You are practiced in wearing unwieldy and exotic armor, and you gain the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with a suit of exotic armor or an exotic shield. 

Exotic Craftsman
You have discovered the secrets of forging unique, exotic weapons or armor. 
  • Increase your Intelligence score by 1, to a maximum of 20
  • You learn to craft exotic armor and shields or exotic weapons
  • When crafting, you double the amount of progress you make towards completing an item each day. 

Sidebar: Crafting
Central to the Craftsman is the ability to forge and create items. In order to craft an item, a character requires three things: materials, tools, and time: 
  • In most cases, the requisite materials for an item can be obtained for 1/2 the standard market value of the item. This cost can be mitigated or increased depending on the characters current circumstances, contacts, or access to natural resources 
  • A set of the appropriate crafting tools and proficiency in their use is generally all that is required to craft an item, though occasionally use of a larger shop is needed for more complex items, and proper scaffolding and earth-moving equipment is needed for building and wall construction. 
  • The time required to craft an item is measured against its market value: for every day of downtime work spent crafting, you make progress equal to 50 gp × your craftsman level towards the item's overall value. Each day, you can make a crafting check to attempt to speed your progress:  the DC is based on the material being worked:
    • Soft materials (hide, cloth, dirt): DC 5
    • Medium materials (bone, leather, wood, horn): DC 7
    • Hard Materials (stone, ironwood, mortar): DC 10
    • Tough Materials (iron, lead, obsidan, gold): DC 13
    • Complex Materials (steel, glass, crystal, gemstone): DC 15
    • Legendary Materials (Adamantine, Mithral, Dragonscale/bone): DC 18   
          Success on this check adds an additional amount to your progress in GP equal to the total of the check.

Changelog: 7/27/16: Ability Score Improvement: Entry added
9/16/16: Exotic Weapons: Warpike: Has reach


  1. Absolutely amazing! I've been so looking forward to the release of this, especially as I'm a massive fan of Artificer style classes!

    However, in light of the fact that many of us come from very different backgrounds with Artificers, perhaps some changes or a variant are in order?

    Firstly, while I adore what you've made, it seems to fit more into the tradition of the wiry Dwarven Smith than the Gnomish Tinkerer or even the human or Elvish Leonardo da Vinci type. Even in Medieval times, purely mundane artifice was assumed to be capable of many impressive mechanical feats due to stories of King Solomon's throne, Gerbert's brazen head, Yan Shi's mechanical man, or Jabir and Alexander's entire books of automata and engineering from fire engines to whistling fountains. Yvaine's story was filled to the brim with magic items being bandied around even by peasants, because of those influences.

    So I suppose my big problem with this class is it's a whole lot of Hephaestus swinging a hammer, but not enough Daedalus tuning his wing joints or Celebrimbor tapping out the Rings.

    I think a couple additions are in order- first, perhaps a way to incorporate more utility for those of us wanting a physically weak, clever Gadgeteer, as the best we get here is a Dex warrior with a tricked out sword, but not much room for a ranged character. I think maybe a magical variant or a slew of rules regarding firearms or other advanced tech is in order for those of us playing crafters in an age of clockwork and black powder, rather than being the person who by twentieth level seems to be INVENTING the age of gears with things like locking armor yet, strangely enough, being unable to attain the fantasy of a double-shot crossbow while still being able to create a chain sword. I know this class isn't meant to be the Eberron Artificer; but I think it needs a little bit more so it can at least keep up with the local technology of settings which have attained more fragile arts like clockwork, and make a bit more room for ranged and utility craftsmen the way a Fighter has room to be a brilliant Archer without feeling like their skipping their Fighter abilities, since right now a Craftsman who wants to stay back with the wizard is kind of missing out on their subclass and most of their Techniques despite the (reasonable) engrained cultural expectations regarding Intelligence and creativity not going to the front lines with the Paladin and the Barbarian, but rather staying behind with an ornithopter and jezail.

    1. Oh, we have an ENTIRE separate class called the gadgeteer that we'll probably release on the Patreon when we make the Complete Craftsman. /That's/ your medium to high tech engineer-type. This one's all weapons and armor.

    2. Case in point- the Weaponsmith does not offer Archery as a fighting style with Weapon Mastery, Master Weaponsmith does not logically work with ranged weapons as it applies to the weapon and not the ammunition (though using illogical game logic of traits being inherent to the bow and not the arrow, it works fine), and there are only 7 techniques which function with ranged weapons, three of which are Switch Weapon (which is absolutely awesome; gunswords, Nintendo Icarus sword-bow, any number of crazy anime and video game weapons...), Basket Hilt, and Collapsible; and another of which is Twinshot, which is inexplicably applicable to bows despite the fact that nocking a second arrow is as simple as nocking a second arrow (hence it being a Hunter Ranger feature, it's a matter of skill), but not applicable to crossbows which are the ones which are actually logically incapable of firing two attacks at once without serious modification and engineering talent, the kind of which is easily fantastical.

      In addition, there are only two new Ranged weapons offered. This wouldn't be a big deal though if not for the fact that as written, this class does not play well with Renaissance rules despite actually going way PAST the Renaissance with some features, and as written, using a Ranged weapon doesn't work with your class features very well at all, especially since you're actively avoiding your subclass features and forgoing most of your techniques. Armiger isn't an Armiger if they aren't tanking; Weaponsmith isn't a Weaponsmith if they aren't swinging. I think just rewriting Weaponsmith a little and expanding on ranged options would do wonders.

      And while I know Michael Baying it up is the Alchemist's forté, perhaps in the future a dash of Leonardo-esque (and I mean the one who existed in his notes and the public imagination, not the real one) exploding ornithopter or other examples of engineering coming together with the most basic alchemy?

    3. Well now I feel silly for writing up that whole thing and not seeing your response till the page refreshed. I'm leaving my comment anyways, too much time invested into that to let it go to waste. Smith away, then! I look forward to the Gadgeteer and exploding stuff with gunpowder filled ornithopters.

    4. Okay, archery support is something we can work on. I can totally give Weapon Master the Archery fighting style to better round things out, and I can take a close look at the Twinshot balance for crossbows.

  2. Pdf error. 1d0 on the Grand Spear.

    Also no way to feat into weapon from other classes? only armor ?

    1. I thought I fixed that! I'll get it ASAP.

      Also, the first Exotic Arms and Armor description covers that you can get exotic weapon proficiency from the Weapon Master feat.

    2. Fixed. There was an issue with google drive, so you might see some other PDF changes as well, which should bring it up to sync with the post.

  3. Holy balls this looks like a lot of effort. I'll definitely be taking a closer look when I get the chance at this monster wall of text!

  4. As written, Magnetic Blade negates itself against 2 armoured foes standing next to each other. Is this intended?

    1. To be honest, I never thought about that, but it totally works.

  5. So if I wanted to craft a well fitted item, the cost formula there is for if I wanted to craft it from scratch? Because that seems a bit expensive for modifying existing armor to be well fitted.

    1. No, that is modifying an existing item. To do everything from would cost half the items market value in GP, time to build the item, and 100 GP and 1 day to fit the item.

      The gold cost is part of the balancing factor for the class, and really only makes sense: he builds the tools he needs, but he still has to pay for the materials somehow.

  6. Potential change incoming: Due to some external feedback, I may move the +1 bonus from Well-Crafted Items and turn it into a Journeyman-technique, and move the Journeyman level Magical Bonus to Master.

    In this case, a Well-Fitted suit would offer a reduced Strength requirement and quicker donning time, and a well-balanced weapon would be magical for the purposes of ignoring damage resistance. Then, if you chose, you could increase either your Armor or Weapon to +1 at Journeyman (level 9), +2 at master, and +3 at legendary.

    1. Do me a favor? When you implement the changes and update the changelog, highlight the new changelog entries in red so I know what to update in the PDF.

  7. I am absolutely in love with this class... But I wonder how the massive weapons would interact balance-wise with say a level 20 fighter or a berserker barbarian.

  8. Well, that massive weapon is quite nice for a fighter...6d12 nice, to be exact. For a barbarian, not so much: it takes away one attack, making it so that they can only get one, doing 2d12 damage...the same as their 2 attacks with a great axe would be doing.

    Giving some OOMPH to the fighter, though, especially when he has to take a feat just to get access to the weapon, doesn't strike me as a bad thing, though.

    1. Don't berserker barbarians get extra attacks? I'm only familiar with your redux ironically.

    2. Well, yes, but that's the benefit of the 'zerker. In general, Massive weapons benefit fighter's most of all.

  9. Question for switch weapon: If I have a switch Rapier/Longbow, then the rapier can have one mod of its own, the longbow can have one mod of its own, and those mods cannot be beginner mods? Also, does it bother you if I use mod as shorthand for crafting technique?

    1. Only the weapon you started with can't have a different beginner mod.

      Example: I build a well-balanced rapier. I then add the switch mod to it,and it gains longbow as its second form. The longbow, in addition to now being a well-balanced weapon, may it's own beginner mod.

  10. When I see this class, all I can think of is making a Kill la Kill arsenal.

    1. I don't think the armiger can make Senketsu...

    2. No no, you multiclass Magitech Hero Fighter, take Speed>Great Strength>Propulsion>Dive Attack, combined with Weaponsmith for a Weighted, Serrated, Tempered Longsword. Boom, flying swordswoman with a deadly super-sword and powersuit attributable to science. It even works for flavor; the armor upgrades without investment, but the sword is just a well made hunk of metal requiring actual work. Come to think of it, Craftsman works extremely well with Magitech Hero for all sorts of heavily equipped mercenary and superhero types.

    3. Interesting synergy, actually. I really ought to make a magitech profession for this class when the time comes to make it Complete.

    4. Extra note about the magitech hero synergy: even if you decide to specialize in weapons you can still apply craftsman upgrades to the armor as well by spending gold.

    5. I'd personally go for a Great Scimitar Switch Weapon with a fullblade as the alternate form.

    6. If I ever play this, I'm going to just play a character from Bloodborne. We should have put visceral attacks in as a feature! Mayhaps, I'll need brutal critical for that

    7. I did put the Serrated ability in there specifically to match up to things like the Saw Cleaver that do extra damage to beasts.

      I'm all for a Magitech Variant. We'd need new crafting techniques Post-Journeyman-level, but that could be fun. I still can't wait till they get a load of the Gadgeteer :-)

  11. So THIS is what is missing from my games!

    Just... Wow...

    1. That's the statement we strive for around here!

  12. Slight question regarding Magnum Opus - the wording seems very specific in 'You are always considered attuned to it' rather than 'You are always attuned to it'. Does this mean it doesn't take up an attunement slot?

  13. This is going to sound dumb, but what is a weapons damage threshold?

    1. Not dumb at all! Damage threshold is a mechanic found in the DMG, pages 246-247. Talks about how to destroy items.

    2. Thank you 😊 I have another question. When it says, only one type of crafting technique, it means one from each level right?

    3. That's correct. A given item can have only one of each type, or up to 5 total upgrades.

  14. This is awesome, good job guys! I'm probably going to include a craftsman guild and a warmage guild in an upcoming campaign I'm running. Keep up the good work with the base classes.

    1. Thanks man! It takes us a lot longer to make base classes, so it means a lot to us that people really appreciate them.

  15. Just so you know, there's no "Craftsman" in the Homebrew list, and if there is, it isn't under base classess.

    1. Oh, I only update that table every couple of weeks. I just haven't gotten around to adding it yet. No worries, I'll be there.

  16. So using Switch Weapon, you could make a longbow switch into two scimitars?

    1. I'd have to check the equipment table to make sure that the properties line up, but I think that's correct, yes

    2. Yep. That was the intent. The concept was rather unapologetically lifted from Bloodbourne's trick weapons, and splitting a single larger weapon into two smaller weapons is a thing that occurs in that game.

    3. Would you then apply techniques to the scimitars as if they were one weapon, or could you apply them separately to each of the weapons?

    4. You apply them separately. For all intents and purposes, these are two connected weapons.

    5. I am very sorry that I don't understand this.
      So each scimitar can have different techniques from each tier, and then combine into a long bow with the switch weapon technique?

    6. I would say yes, which would certainly be the reason one would choose to select two weapons to use as the alternate Switch form instead of one bigger weapon.

  17. So I have two questions that come to mind after reading this:

    1: could a craftsman/machine warlock apply weapon crafting techniques to the battlefield?

    2: There was mention of a Magitech variant of this class, and a new base class called Gadgeteer. Any dates for when these might be released?

    I've got a party of three Tinker Gnomes who might be interested in these options. One's already a Mechamancer, one's considering Machine warlock and another is looking at the Scavenger rogue archetype. They will probably end up rediscovering Magitech in my world as it currently doesn't exist as far as anyone knows.

    1. That was supposed to be Battlefist. My phone corrected my "mistake" for me.

    2. 1: Yes, you can convert your battlefist into a Well-Balanced weapon, since it's a weapon you're proficient in.

      2: The Gadgeteer is probably going to land with the Complete Craftsman, mostly so that we have enough time to polish it up. Right now, it probably has too many rough edges for a clean release. Before that, though, we've got the Complete Warmage and the Witch slated for release, so I'm not exactly sure when, but it'll probably be a few months.

    3. If you would like to volunteer as a playtester, get me your email address (you can send a message to the patreon email address) and I'll set you up with the current Google Doc. Just know that things can (and likely will) change before its finished.

    4. Wow, I somehow never saw your reply until today. I'd love to playtest this for you. It'd be perfect for the tinker gnome party. They're all named after tools and mechanical parts. So far we have Gear, Cog, and Sprocket. I'll send that email today.

  18. Can i upgrade Shields in any way or from with this class aside from making them more durable (more hp, damage threshold) - like well equipped?

    1. Currently, you can't apply any techniques to any shields. However, you can get an exotic shield from the end of the book.

  19. Is it just me or is the "Ability score improvement" missing (Not in the table, but generally in the ability description thing).

    1. Nope, I was just being dumb when I made the document. There's an entry now.

    2. Also, there are only five ability score improvements in the table (4th, 8th, 12th, 16th, 19th levels) while in the entry there are seven (4th, 6th, 8th, 10th, 12th, 16th, 19th). I checked twice, but I am prone to being blind when looking trough this sort of stuff, so don't hold me for my word.

    3. The PDF has five improvements in both, though, so I guess that's the correct one. I was really hoping that there were seven improvements XD

    4. You're correct, and thanks for being so vigilant in catching my errors -- I just copied the wrong ABI entry from the SRD. Should be fixed in the HTML now

  20. My DM wants to nerf the classes crafting to 10 X Craftsmen level GP per day I just wanna know other peoples thoughts on this

    1. I'll take a closer look at all the math tomorrow, but whatever you do, make sure that you take into account the amount of gold required for crafting techniques and well-built equipment.

    2. Yeah I brought that up to him but he still thinks it's ridiculous how much money you can make being a craftsman

    3. I think I need to interrogate the Palm about some of his logic on the gp progress, so I can understand if things can be improved. I think the following two things matter a lot when talking about this:

      1. Progress does not equal money. Just because you can craft something doesn't mean you can sell it, even for fractional value.

      2. Medium and Heavy armor. These run the gambit from cheap to very expensive, to say nothing of the cost of upgrading them. Any progress system we implement needs to allow you to craft them with relative ease. If you only ever made 100 gp of progress a day, it would take over two weeks to craft a suit of plate mail, during which time you would only be working on that armor, disregarding the rest of the class.

    4. Yeah my DM brought up how it should take 2 weeks for someone to make a suit of armor, also when it says speeds up how much does it speed up the process because thats unspecified

    5. Also I don't 100% understand what you mean by because you can craft something doesn't mean you can sell it even for a fraction?

    6. Crafting Time:

      If your DM thinks it should take 2 weeks to craft a suit of armor, he's woefully mistaken. A quality suit of mail can take months of careful craftmanship to complete, even by master armor smiths, and a masterwork piece can take years. Thank god our roleplaying games aren't constrained by the tedious rules of reality, am I right?

      The craftsman can complete his work very quickly so you can experiment with creating different types of weapons and armor in a reasonable amount of time. If you feel the need to slow things down to what you consider realistic, this class will not be fun to play; you might as well roll up a character sheet for someone that just sits around all day knitting, because there won't be much difference.

      Checks made to speed up your progress are something the DM can call you to make, especially if you're in a rush to finish something. This class gives you advantage on these types of rolls.

      Selling things:

      Weapons and armor are expensive fare, especially the more complex types. If you craft 100 swords in a week, you need to find people who will buy your swords, and that isn't going to happen on the side of the street or in the middle of a dungeon. It's unrealistic to assume that, just because you make something worth value, that you'll be able to sell it. Selling an item or two shouldn't be hard, unless they're prohibitively expensive, but selling /lots/ of items, regardless of cost, will be.

      Even without thinking about supply and demand, is your adventurer really going to stop participating in the adventure just to hawk his wares?

    7. The distinction between crafting a thing and selling the thing is opportunity to do so. Additionally, remember that you have to spend money to build things in the first place, or at least gather materials.

      The incredible uptick in crafting speed the craftsman has is entirely intentional. At 20th level, the craftsman can craft a full suit of plate armor in a day an a half (Plate is 1500 gp, a 20th level craftsman can can build 1000 gp worth of stuff per day). This is entirely unrealistic, but completely intended.

  21. I need to build a strength archer... Yes. Indeed I do!

    1. Can you apply your weapon techniques to the great bow? Each one says it works for long bow and short bow, so I assume not.

  22. is the warpike supposed to have reach or something cause right now it seems like a pierce damage greataxe that requires a feat or did i miss something

    1. As a polearm, it should totally have reach. Thanks for pointing that out -- change incoming.

  23. After reading this, I have to say I really enjoy it. One thing that I'm a little sad on though, is that the crafter isn't as "supporty" as I thought it would be. I see this crafter as someone who's able to really augment the party, though not until 6th level and I think that's the one and only problem I have with it. Until then, the best you can do for your party is to craft regular weapons with increased HP and what not.

    I don't know if you get much feedback about a class not being able to support its team enough, though if you have, are there any changes you'd think about implementing regarding crafting for party members at low level?

    1. We talked a lot about this when the class was designed, and it's just hard to provide static benefits to party members without being a little too powerful. If you wanted to make this a little more support-y, I would basically give the craftsman the ability to craft exotic weapons and armor for the party, and give anyone proficient in martial weapons proficiency with exotic weapons, without using a feat.

    2. Okay awesome, thanks! I'll talk to my DM and see what he says :)

  24. Ah, balls... I was making this exact class myself - even down to most of the same names for (my equivalent of) the crafting techniques!

    Puts a bit of a damper on my having thought I'd come up with something that hasn't really been done before, but now I can spend my time coming up with something new instead of working on this!

    1. Well, to be fair, we have a /lot/ on this site XD

      Here's to hoping that you land on a great idea!

  25. Just wanted to say that the Pulverizing weapon technique is not in the PDF

    1. This is fixed, by the way. Thought I knocked this out months ago

  26. Is it true that you can't create well balanced weapons or well fit armor for anyone but yourself? Also, the 6th level feature lets you apply beginner techniques to non-well designed weapons and armor. Can you ever apply greater than beginner techniques to non-well designed equipment?

    1. Only you can have a well-built piece of equipment, and most crafting techniques can only be applied to well-build stuff. So, you can't give your allies the cool stuff -- that's just for you. At 6th level, you /can/ apply Beginner techniques to their weapons and armor, but that's as high as you can upgrade it.

  27. I find this class really interesting but I find the wording of the Crafting Techinques a bit ambiguous. it says

    "Unless otherwise noted, a given weapon or suit of armor can only have one of each type of technique applied to it"

    You don't very clearly specify what a 'type' is. Is a 'type' the level of a technigue (apprentice, journeyman, etc) or is it the item type (weapon/armor)?

    1. Replying to edit: I think I realise you mean that each particular technique can only be applied once, unless stated otherwise. If that is the correct interpretation, I reccommend changing the wording slightly.

      "Unless otherwise noted, a suit of armor or weapon can have multiple different techniques applied to it, but a particular Crafting Technique can only be applied to an item once"

  28. A splendid class as always! I have a question however. In istalled wand you say "You can install this tecq to a suit up to tree times" What does this exactly mean. If I use this to a suit 3 times I access to wands I used+6 cantrips or wands I used+2 cantrips.
    Also this classes complete might convince me to be a patreon by the way. Just saying.

    1. If you use Installed Wand 3 times, you can access up to 6 cantrips (or you can replace any pair of these cantrips with a wand magic item.)

      We're working on the Complete Craftsman. We'd like to get together a very large crafting system to release with it.

  29. Maybe some more switch weapons, I feel theirs a lack of them.

  30. am i correct in assuming that when creating two weapons as the switch mod alternate form, that the /light/ property is an included choice and not a restriction?

    i.e. you CAN make them light, but you don't HAVE to

    1. If you make a switch weapon with a form that has two weapons, those weapons must be light.

  31. So I have a few things in here that confuse me.

    1. Hollow/Weighted weapons:
    A hollow weapon removes the heavy quality and makes the weapon a light finesse weapon. A literal reading of this means that I could in theory apply this to a mountain cleaver (superheavy counting as heavy according to page 16) to turn it into a light finesse weapon dealing 2d10 slashing damage, albeit still massive and thus only useful for rogues. This doesn't sound like it is in line with your intentions, so could you clarify how the interaction between these modifications and light/heavy/superheavy/massive and finesse work?

    2. Switch
    I keep reading this and comments about it, and I only end up progressively more confused. The text says, "you can only apply one crafting technique, in addition to this one, to each form."
    Does this mean that I can only apply one technique of any type to each form, thus reducing my mod count from a potential 10 between two forms to a whopping 2 maximum mods, including switch?
    Does this mean I can apply a beginner technique to both forms including switch?
    Does this mean switch fills up the beginner mod slot on one of the switch forms?
    I bring this up because this clause seems unclear and depending on how it is treated could completely change the viability of switch weapons.
    Also, does switch consume a mod slot on the whipsword, or does the whipsword have an unusual interaction with other mods?

    3. Mods installed on Modular and Switch equipment
    If I were, for example, installing juggernaut plating on my modular armor, could I install it once and have it count for both my medium and heavy forms, or would I need to install it twice? Also, if I were to install one of the master weapon mods on a switch weapon, if I were to use Infernal Bloodstone on both forms would I need to install the mod twice, or could installing it once apply to both forms?

    4. Modular Exotic Armor
    If I'm an armiger or have the exotic craftsman feat for exotic armor, could I make a modular suit consisting of Hardened Leather/Hero Plate/(Mountain Plate/Battle Plate), or do I have to use Studded/Half/Full-Plate as stated in the modular armor mod?

    5. Versatile Chain Weapons
    If I use the apprentice mod "chained" on a longsword, can I still make use of the versatile trait or it is considered wielded in one hand?

    6. Installed Crossbow
    Can the crossbow be replaced by a modded crossbow, or it it more like the bladed armor mod? Does installing a light crossbow change the damage? If so, why doesn't bladed armor have a similar modular quality?

    7. Dvati Craftsmen
    Would a Dvati be able to double the crafting speed by working in tandem? When a Dvati craftsman is allowed by the class to modify an existing weapon/suit of armor into a balanced/well-fitted one or install a mod of a new tier to a balanced/well-fitted piece of equipment, are they allowed to modify two instead to that both of them can be equipped, or is only one twin allowed to have free modified equipment?

    I believe that accounts for all of my confusion about this class. The sheer versatility of this class is incredible, and I've spent a very long time trying to see just how far that versatility can be pushed. Even then, I suspect I'm only scratching the surface. I'm excited to play a Dvati craftsman in my next campaign, and I'm asking this to ensure that what I'm reading is what was meant.

    Thanks in advance for reading this wall of text, and for all the work you've put into these classes and sub-classes. My entire D&D group regularly references your work, and it's become a staple of our games.