April 13, 2017

Craftsman Redux

Base Class
Comments from the Finger: This Craftsman revision is really something special. We took a class that we already loved and restructured top-to-bottom it to be simpler to digest, easier to play, and more interesting at the table. Some of the first changes you'll notice are that we've changed the old Well-Built equipment to Masterwork equipment. Besides just being instantly more iconic, we take a slightly different approach with Masterwork gear that allows you to more easily upgrade gear for your allies. We also removed the divisions between Crafting Techniques for weapons and armor; now, Crafting Techniques should be easier to browse, understand, and use. Also, the Professions have been reworked from the ground-up; you're welcome.

This class makes use of our Exotic Arms and Armor rules.

Craftsman

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.

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 many varieties, including 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. Next, select Athletics and Investigation as your skills.

Craftsman
Level Proficiency Bonus Features
1st +2 Bonus Proficiencies, Smithy
2nd +2 Metallurgy, Tool Belt
3rd +2 Profession
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Folded Steel
7th +3 Profession feature
8th +3 Ability Score Improvement
9th +4 Journeyman Techniques
10th +4 Profession feature, Layman’s Modifications
11th +4 Craftsman’s Strike
12th +4 Ability Score Improvement
13th +5 Master Techniques
14th +5 Profession feature
15th +5 Uncanny Tool Belt
16th +5 Ability Score Improvement
17th +6 Legendary Techniques
18th +6 Profession feature
19th +6 Ability Score Improvement
20th +6 Magnum Opus

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

Proficiencies
Armor: Light, medium, and heavy armor, shields
Weapons: Simple weapons, martial weapons
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

Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
  • A shield and (a) chain mail or (b) scale mail
  • 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
  • Craftsman’s tools
  • a traveler's pack or (b) one kit you're proficient with
Bonus Proficiencies
Starting at 1st level, you are proficient with exotic weapons and armor. You are also proficient with all sets of artisan’s tools.

Smithy
At 1st level, you carry a set of craftsman’s tools, a combined toolkit which covers the essentials of all artisan’s tools and allows you to add your proficiency bonus to anything you craft. It weighs 20 lb. and can be replaced for 75 gp.
     While using these tools to craft an item, you can make a day’s worth of progress towards crafting in the 8 hours during a long rest. Each day, you can craft items worth a total of 50 gp times your craftsman level. As normal, you must provide material equal to half the items’ market value.
     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.

Metallurgy
At 2nd level, you begin to learn the deeper intricacies of weapon and armor craftsmanship.

Masterwork Equipment
Weapons and armor you craft are of masterwork quality. You can craft a masterwork weapon or suit of armor by expending 100 gp in time and materials, in addition to the normal cost needed to craft the item. A masterwork weapon has a +1 bonus on attack and damage rolls and a masterwork suit of armor provides a +1 bonus to AC while worn. Additionally, masterwork items can be modified with crafting techniques.
     You can’t build a masterwork version of an exotic weapon or an exotic suit of armor.

Crafting Techniques Cost
Technique
Level
Craftsman
Level
Cost Crafting Time
Beginner 2nd 100 gp 1 day
Apprentice 6th 200 gp 3 days
Journeyman 9th 300 gp 5 days
Master 13th 400 gp 7 days
Legendary 17th 500 gp 14 days


Crafting Techniques
Crafting techniques are advanced modifications you can make to masterwork equipment. They are separated into 5 levels: Beginner, Apprentice, Journeyman, Master, and Legendary. Unless otherwise noted, a piece of masterwork equipment can only have one crafting technique from each level applied to it. Once a piece of masterwork has been modified, it is fitted to your exact specifications and can only be used proficiently by you.
     Modifying a piece of masterwork equipment requires a cost in materials time and time, and can only be performed by craftsmen of a high enough level, as shown in the Crafting Techniques Cost table.
     When you learn a new level of crafting techniques, you apply a technique from that level to a piece of masterwork equipment 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 technique save DC = 8 + your proficiency bonus + your Intelligence modifier

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 raw materials for an item can be obtained for 1/2 the item’s price. This cost can fluctuate depending on the character's current circumstances, contacts, or access to natural resources.
  • A set of the appropriate artisan’s 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. Normally, a character makes progress toward crafting an item equal to 5 gp for each day of downtime, completing their work when this amount exceeds the item’s price. As a craftsman, you work much faster and make progress equal to 50 gp × your craftsman level each day.

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 2nd level, 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’s price in gp must be no 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 regain all expended uses when you finish a long rest.

Profession
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.

Folded Steel
At 6th level, you discover or create new processes for making your masterwork gear even stronger than before. Masterwork and exotic weapons crafted by you count as magical for the purposes of overcoming damage resistance and immunity.

Layman’s Modifications
Starting at 9th level, you learn to generalize your crafting techniques for others. Masterwork equipment you have modified with only Beginner techniques can be used proficiently by others. 

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.

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.

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 which you can attune to. 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 are alive. As well, as long as you are on the same plane of existence as your item, you can call it to your hand or onto your body (as appropriate). You can only craft a Magnum Opus once.

Professions

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.

Armigier
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.

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

Armor Master
You not only learn to forge powerful armor, but can wear it with skill. At 3rd level, you gain one of the following fighting styles: 
     Defense. While you are wearing armor, you gain a +1 bonus to AC.
     Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Iconic Emblem
Starting at 7th level, you can emblazon your armor and shield with a personal symbol, one that is known by many to represent craftsmanship and valor. A creature that sees you can identify you with a DC 12 Intelligence check. When an ally that can see you makes a saving throw that they are not proficient in, they can add half your proficiency bonus (rounded up) to the save.

Armiger’s Eye
Starting at 10th level, you can spend 10 minutes to reinforce a suit of armor, or up to 6 following a short or long rest, which gains one of the following properties of your choice:
     Adamant. When a creature wearing this armor takes damage, it reduces the amount it takes by 1d8. 
     Banded. A creature wearing this armor has a +1 bonus to Armor Class. 
This armor retains its reinforcement until the creature wearing it is hit. The armor is then no longer reinforced.

Wall of Iron
Starting at 14th level, as a bonus action on your turn, you can gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Once you use this ability, you must finish a short or long rest before you can use it again.

Master Armorsmith
At 18th level, you reach the peak of your craft. You learn the following crafting technique, which you can immediately apply to a suit of masterwork armor:
Invincible Plating
Legendary technique
Components Masterwork heavy armor
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 that suit of armor, you are immune to that type of damage.

Weaponsmith
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.

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

Weapon Master
You not only forge great weapons, you fight with them as well. At 3rd level, you gain one of the following fighting styles:
     Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
     Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
     Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Wicked Blade
By 7th level, your fiendishly clever weapons have earned you a reputation. You can add twice your proficiency bonus to Charisma (Intimidation) checks you make using one of your masterwork weapons.

Adamant Whetstone
Starting at 10th level, you can spend 10 minutes to fortify a weapon, or up to 6 following a short or long rest, which gains one of the following properties of your choice:
     Honed. This weapon has a +2 bonus on attack rolls.
     Sharpened. This weapon deals an 1d8 additional damage on a hit. 
This weapon retains its fortification until it hits a target. The weapon is then no longer fortified.

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. If you hit, that creature must succeed on a dexterity saving throw with a DC equal to your Crafting DC. On a failure, the item is broken, unusable until it is fixed. Once you use this ability, you must finish a short or long rest before you can do so again.

Master Weaponsmith
At 18th level, you reach the peak of your craft. You learn the following crafting technique, which you can immediately apply to a masterwork weapon:
Devastating
Legendary technique
Components Masterwork weapon
Your masterwork weapon deals additional damage on a hit equal to your Intelligence bonus.
Crafting Techniques

Crafting techniques can be applied to any piece of masterwork equipment, provided you can spare the time and cold cost required to apply it. Each technique entry details the technique’s level and the type of equipment it can be applied to.
     Crafting techniques applied to ranged weapons apply their effects to their ammunition.

Beginner Techniques

Aerodynamic
Beginner technique
Components Masterwork light weapon
By adding proper balancing weights, stabilizing fins, and rounding the rough edges, allowing you to accurately throw your weapon. This weapon gains the Thrown property, with a range of (20/60).

Cleats
Beginner technique
Components Masterwork armor
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 this armor, you ignore nonmagical difficult terrain and have advantage on saving throws against being moved against your will (such as by being shoved) or to avoid being knocked prone.

Collapsible
Beginner technique
Components Masterwork weapon
You hollow out portions of your weapon, allowing you to collapse it in on itself making it much easier to conceal. Your weapon gains the Collapsible property.

Double
Beginner technique
Components Two masterwork weapons which aren’t heavy or two-handed
You attach two masterwork weapons at the pommel, forging a single, double-ended weapon. The resulting weapon gains the Two-Handed and Double properties, and uses each of the combined weapons damage dice (if either weapon was versatile, use the one-handed damage die).

Hollow
Beginner technique
Components Masterwork melee weapon that isn’t light
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.

Piton Armor
Beginner technique
Components Masterwork light or medium armor
You add a series of discrete, retractable hooks to the gauntlets and boots of your armor. While wearing this armor, you gain a climb speed equal to your movement speed.

Mighty
Beginner technique
Components Masterwork bow or crossbow
You inlay strong, yet slightly flexible strips of metal over the arms of your bow, increasing its draw strength. 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.

Modular
Beginner technique
Components Masterwork armor
You alter your armor 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 each of the modular armor’s forms as if they were separate armor. However, you can only apply one crafting technique, in addition to this one, to each form.
     Applying this technique to any type of armor other than full plate requires additional materials: 1500 gp for light armor, 1000 gp for medium armor, and 500 gp for heavy armor.

Retractable Shield
Beginner technique
Components Masterwork medium or heavy armor and a shield that isn’t exotic
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. When this weapon is stowed, you have advantage on all Dexterity (Sleight of Hand) checks made to conceal it.

Thorn Armor
Beginner technique
Components Masterwork medium or heavy armor
You add a layer of retractable spikes onto the knees, shoulders, gauntlets, helmet, and boots of your armor. While wearing this armor, your unarmed strikes deal 1d4 piercing damage. Additionally, whenever you begin your turn grappling another creature, that creature takes 1d4 piercing damage.

Switch Weapon
Beginner technique
Components Two masterwork weapons or one masterwork weapon and two light masterwork melee weapons
Your weapon gains an alternate form and becomes a switch weapon. This alternate form can be any other nonmagical weapon that is not already a switch weapon, or it can be a 
pair of light nonmagical weapons. You can swap between your weapon's forms as a bonus action.
     You can apply additional crafting techniques 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.

Weighted
Beginner technique
Components Masterwork melee weapon
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. A heavy weapon with this technique becomes a superheavy weapon. All of a weighted weapon's damage dice increase by 1 step (d4 -> d6 -> d8 -> d10 -> d12), to a max of 1d12.

Apprentice Techniques

Adamantine Plating
Apprentice technique
Components Masterwork medium or heavy armor
Your armor gains the abilities of a suit of adamantine armor. While you’re wearing it, any critical hit against you becomes a normal hit.

Bastard
Apprentice technique
Components Masterwork melee weapon that isn’t reach, two-handed, or versatile
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 (d4 -> d6 -> d8 -> d10 -> d12), to a max of 1d12.

Bladed Armor
Apprentice technique
Components Masterwork armor
You install a pair of retractable blades onto the bracers of your armor. These blades are light, finesse weapons that deal 1d4 slashing or piercing damage. You cannot be disarmed of these blades, and you have advantage on Dexterity (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 blades, though you cannot attack with an 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.

Boomerang
Apprentice technique
Components Masterwork weapon with the Thrown property
By slightly altering this weapon’s shape, you allow particularly skilled users to return it to their waiting hands. A weapon with this technique gains the Returning property.

Chained
Apprentice technique
Components Masterwork light melee weapon that isn’t reach or two-handed
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 turn, when you use the Attack action to attack a creature with this weapon, you can use your bonus action make a second attack with that weapon against another creature within 5 feet of the target.

Extended
Apprentice technique
Components Masterwork melee weapon that isn’t reach
You replace the standard handle and grip of your masterwork weapon with a long haft of wood or metal. The weapon gains the Reach (10 feet) property, gains the two-handed property if it did not have it before. A weapon with the versatile property that gains this technique uses its two-handed damage die and loses the versatile property.
Sidebar: Variant Rule: Polearms
For the purposes of feats and abilities, any two-handed or versatile weapon that is functionally similar to a quarterstaff, pike, glaive, or halberd is treated as if it were one of those weapons. This includes (but is not limited to) the spear, the great spear, the warpike, and any weapon with the Extended crafting technique.

Hardened
Apprentice technique
Components Masterwork heavy armor
You learn how to increase the toughness of your steel. While wearing this armor, you reduce all bludgeoning, piercing, and slashing damage you take from nonmagical weapons by 2. This reduction does not stack with other forms of damage reduction, but does stack with damage resistance.

Hooked
Apprentice technique
Components Masterwork melee 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 to attempt to shove the creature prone. When you do so, you make the check with advantage.

Juggernaut Plating 
Apprentice technique
Components Masterwork heavy armor
You install a set of heavy shoulder plates and a reinforced helmet on your armor, transforming you into a veritable battering ram. While wearing this armor, you can use your action to move up to your speed toward an inanimate object. At the end of this movement, you hit the object, dealing 3d6 + twice your craftsman level bludgeoning damage. This damage ignores the object's damage threshold.

Mithral Plating 
Apprentice technique
Components Masterwork medium or heavy armor
Your armor gains the abilities of a suit of mithral armor. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. This armor has no maximum Dexterity bonus, and no longer imposes any penalty for sleeping in it.

Sighted 
Apprentice technique
Components Masterwork bow or crossbow
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.

Journeyman Techniques

Darksteel Plating 
Journeyman technique
Components Masterwork heavy armor
You learn how to blend darkstone, stone infused with necrotic energy, into your steel. You gain resistance to necrotic and radiant damage while wearing this armor.

Deadblow
Journeyman technique
Components Masterwork melee weapon
You hollow out a portion of your weapon, and fill the cavity with lead pellets, quicksilver, or some other heavy, fluid 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 this weapon, it deals an additional 1d6 damage and the target must make a Strength saving throw or be pushed 5 feet away from you. If this weapon has the Light or Finesse properties, it loses them.

Deep Crystal Studding 
Journeyman technique
Components Masterwork light or medium armor
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 this armor.

Installed Crossbow 
Journeyman technique
Components Masterwork armor
You attach a hand crossbow and loading mechanism to a gauntlet on your armor. This hand crossbow deals 1d6 damage, and ignores the Loading property. You have advantage on Dexterity (Sleight of Hand) checks to conceal this crossbow. Should you wish to, you can replace this installed crossbow with any other 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 
Journeyman technique
Components Masterwork armor, 150 gp worth of spell components
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 this armor, you gain can cast two cantrips selected from the wizard, sorcerer, or warlock spell list. 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 of masterwork armor up to 3 times.

Magnetic Plating 
Journeyman technique
Components Masterwork heavy armor
You learn to blend lodestone into your armor plating to draw enemy attacks to your impenetrable shell. While wearing this armor, you can use a bonus to activate or deactivate its internal magnets. While active, whenever a ranged weapon attack using metal ammunition is made against a target within 10 feet of you, you become the target instead. 
     Additionally, while your magnets are active, melee attacks using metal weapons made against you have advantage. However, on a hit, the attacker must make a Strength saving throw or be disarmed of its weapon as it sticks to your armor. The weapon comes free when you deactivate your internal magnets.

Magnetic Weapon 
Journeyman technique
Components Masterwork weapon
You learn to blend lodestone into your steel, pulling your attacks towards those who cover themselves in metal. When you attack a creature that is wearing armor primarily composed of metal or who is itself made mostly of metal (such as an iron golem), you have advantage on the attack roll. Once you use this ability, you must finish a short or long rest before using it again.

Serrated 
Journeyman technique
Components Masterwork weapon that deals slashing or piercing damage
You cut out or forge in wickedly sharp teeth into the blade of your weapon, which cut deeply into unprotected flesh. A serrated weapon deals an additional 1d8 damage to any creature that is not wearing manufactured armor and has a natural Armor Class of 20 or less.

Shield-Guard
Journeyman technique
Components Masterwork weapon
You craft a wide buckler guard for your weapon, making it much more suitable for turning aside deadly blows. A weapon with this technique gains the Shield property.

Spiked
Journeyman technique
Components Masterwork melee weapon that deals piercing or bludgeoning damage
You fashion large, heavy spikes onto the business end of your weapon, allowing it to punch through armor. A spiked weapon deals an additional 1d8 damage to any creature that is wearing manufactured armor or has a natural Armor Class of greater than 20.

Superior
Journeyman and Legendary technique
Components Masterwork weapon or armor
You can apply this technique to a single piece of equipment twice; the first time it is a journeymen technique and the second time it is a legendary one. If applied to a weapon, its bonus to attack and damage rolls increases by 1, to a maximum of +3. If applied to armor, its bonus to AC increases by 1, to a maximum of +3.

Twinshot
Journeyman technique
Components Masterwork bow or crossbow
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.

Master Techniques

Abyssal Greenstone Weapon
Master technique
Components Masterwork weapon
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.

Aquatic Plating
Master technique
Components Masterwork armor
You learn how to blend water elemental essence into your armor, allowing your armor to move effortlessly in the water. While wearing this armor, you gain a swim speed equal to your movement speed, you gain resistance to cold damage, and you can breathe underwater.

Cushioning Underlay
Master technique
Components Masterwork armor
You learn to pad your armor with owlbear down in just the right spots to resist damage from falling. While wearing this armor, you are immune to falling damage, and you gain resistance to bludgeoning damage.

Darksteel Weapon
Master technique
Components Masterwork weapon
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 Weapon
Master technique
Components Masterwork weapon
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.

Dragon Scale Underlay
Master technique
Components Masterwork armor
You learn how to best utilize dragon scale in the production of heavier armors. When you apply this technique, select two damage types from among acid, fire, lightning, poison, and thunder. While 
wearing this armor, you gain resistance to both of those damage types.

Infernal Bloodstone Weapon
Master technique
Components Masterwork weapon
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 damage at the start of your next turn.

Living Wood Underlay
Master technique
Components Masterwork armor
You apply a thin layer of living wood to the underside of your armor plating. This wood seeps a restorative sap into your skin. Whenever you begin your turn wearing this armor, are conscious, and have less than half your maximum hit points, you regain one hit point.

Molten Plating
Master technique
Components Masterwork armor
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 this armor, you gain resistance to fire damage, and each of your attached weapons deals an additional 1d6 fire damage on a hit.

Primordium Steel Weapon
Master technique
Components Masterwork weapon
You learn to work with Primordium, an element mined in regions bordering the elemental planes. When you deal damage with your weapon, you deal an additional 1d6 acid, cold, fire, or lightning damage, your choice.

Solanium Truesteel Weapon
Master technique
Components Masterwork weapon
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.

Windswept Plating
Master technique
Components Masterwork armor
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 this armor, 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.

Legendary Techniques

Immortal Plating
Legendary technique
Components Masterwork armor
You learn how to blend celestial essence into your steel; this essence knits your wounds back together, at a very alarming rate. Whenever you begin your turn wearing this armor, are conscious, and have less than half your maximum hit points, you regain 4 hit points. This healing stacks with the bonus from Living Wood underlay.

Penetrating
Legendary technique
Components Masterwork bow or crossbow
You attach a specialized gear and pulley set to your bow, allowing you to punch through 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 as much on a successful save.

Pincer
Legendary technique
Components Masterwork melee weapon that deals piercing damage
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.

Pulverizing
Legendary technique
Components Masterwork melee weapon that deals bludgeoning damage
You outfit a mechanized piston onto the head of your weapon, increasing its 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.

Shredding
Legendary technique
Components Masterwork melee weapon that deals slashing damage
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 this weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d8 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.



Changelog: 4/14/17: Weapon Descriptions: Dervish description added
4/15/17: Techniques: Chained: requires a bonus action
Weapon Properties: Superheavy: Requires 17 Strength
4/26/17: Weapon Properties: Switch: Describes what the stuff in parentheses means

19 comments:

  1. Noticed this on the standalone Exotic page, but there is no definition for the Dervish weapon.

    Beyond that, keep up the great work! You all made my favorite class of yours even better.

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  2. Wow. This is really a masterpiece (that can create masterpieces!), it's well balanced, does something no other class does, and has SO MANY OPTIONS.

    I love it, it's a significant improvement over the original craftsman (which wasn't bad at all).

    Not sure what my opinion is about only you being able to attune to your Magnum Opus. That means someone who wants it might slash you through the heart to get it, since you wouldn't sell it for one tenth of its price :)

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  3. Great fan of the concept but there is one thing that strikes me as...overpowered. Cushioning Underlay, it gives immunity from falling damage. Perhaps its because my players are...inventive, but what stops someone from doing plunging attacks 24/7? I recommend toning it down to halving the damage.

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    1. As there are no RAW rules that would, say, allow you to deal more damage if you were falling onto a creature, the OP-ness of Cushioned Underlay is solely up to the DM's houserules.

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  4. So, now I've actually gotten to reading all the techniques, and here come the comments. I haven't had time to run numbers on an optimized build, but some number crunching for the damage-adding abilities show that the craftsman can deal some pretty good damage, but nothing that outshines a well-built fighter or barbarian.

    Chained seems very strong, especially with some multiclass and feat choices (ranger and GWM come to mind, allowing almost endless attacks against mobs). Maybe it should apply only when using the weapon at reach?

    Serrated also seems very powerful, dealing 1d8 extra to most enemies, but I don't think it's overpowered.

    Shield guard seems like it's on the verge of 'too strong' with a 2-handed weapon. The craftsman already seems to have the highest AC of any base class, and giving it a shield while being able to use a weapon that deals a base damage of 2d8 might be a bit much. I think shield guard should be only for non-two-handed weapons.

    Considering the sheer amount of possible technique combinations, it's really amazing how almost all are viable and useful and almost non are significantly better than others. You really thought of everything here.

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  5. Why can did you make it so you can;t make a masterwork version of the exotic weapons and armor? Because if you can't do that, then what's the point of having an exotic weapon? For looks? Because if you snce can't upgrade the exotic stuff, why even bother having them?

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    1. Exotic weapons already seem to have a leg-up on the SRD weapons; being able to make them masterwork just makes them even more OP. This way, the craftsman has to go at it like a fighter - a weapon for every job. The exotic weapons can do things that the regular weapons can't, while the regular weapons get the ability to become upgraded and put themselves on the level of exotic weapons.

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    2. I get that the exotic stuff is better than the base stuff, but not by much. And the whole weapon for every job thing can go for the exotic weapons as well. And in the end, the crafting techs you use one the other weapons and armor make the exotic weapons and armors absolutely useless.

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    3. While you can upgrade base weapons, that costs time and money that you may not have. The exotic weapons are more expensive, but otherwise are ready to go as soon as they're done. They also include a handful of the craftsman techniques built in already, meaning less time and money spent. Sure, you're missing out on that +1-3, but the effort and availability is what makes up for that, in my opinion.

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    4. Also, exotic weapons are available for everyone, and the craftsman techniques can only be used by the creator.

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    5. This right here. Exotic Weapons are a way for Craftsmen to make their stuff available for non-craftsmen users. Also, there were several balance issues with allowing crafting techniques on exotic pieces of gear.

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  6. so this is something that's been confusing me since the other version: regarding the switch mod, each form gets to have only ONE mod (aside from the switch mod itself), regardless of how many technique levels you have access to, right?

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    1. I've asked about this myself, and I've come to notice that if this is the case, there is no reason to ever make a switch weapon. Frankly the switch mod already makes a weapon significantly more expensive, and unlike having two or three masterwork weapons (which due to components you need anyway) you have to use a bonus action to switch between them.
      Two Masterwork weapons would theoretically have the same cost and could be swapped as a free weapon switch, which you get every turn regardless. The only benefit to this would be allowing someone without Dual-Weilder to draw two weapons in a turn- not that they can engage in two-weapon fighting without their bonus action, so that to is a moot point.
      Furthermore, unlike having two weapons, if you are disarmed of your switch weapon you lose both of your weapons. Thus, even without a mod limit switch weapons are inherently inferior to multiple weapons, and grant no benefit save for reduced weight and bulk. This is an extremely poor trade-off.
      I am open to an explanation as to why someone would use a switch, save perhaps for the rule of cool, but as of now I see no reason why anyone other than a rogue would use a switch weapon, as I'll concede that the whipsword is an amazing rogue weapon.

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    2. There are, as far as I can tell, three specific benefits to making switch weapons:

      1. Takes up less space overall in the pack. This doesn't really have a mechanical benefit, but none-the-less.

      2. Allows you to swap between two weapons without having to drop one on the ground. Normally, you can draw a weapon without having to use an action or bonus action on your turn, but you cannot stow AND draw a different one, or draw two unless you have the Dual Wielder feat.

      3. Bloodbourne is awesome, and people want to make whipswords and greathammers with swords embedded in the shaft.

      Honestly, It's rule of cool more than anything else. The mechanical benefits for weapons at the beginner level are generally pretty benign, so it's more style than substance.

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  7. IF you choose your Magnum Opus to be a legendary magic weapon/armor does it count as masterwork?

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    1. No. Being a Magic Item overrides the Masterwork quality. You could choose for your Legendary item to be an Exotic weapon, though.

      I understand this doesn't specifically make a lot of sense, but it works for balance purposes.

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  8. Can I ask a stupid question? On page 4. Items you craft are a higher quality increase damage threshold by intelligence, which I'm guessing add to the hit die rolled. But then it goes in and says it increases HP of items created. I'm still new to 5e but what items have HP?

    But an amazing peice. I want to add an npc to a new group I'm running but I want to completely understand this before I run him.

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    Replies
    1. Technically, all objects have HP and AC, and many have something called a damage threshold. You can find the rules for objects in 5e here: http://www.5esrd.com/gamemastering/objects/

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