June 11, 2019

Craftsman Final

Base Class
Comments from the Finger: Everyone on our Patreon has been watching us painstakingly rebuild and rebalance the Craftsman class from scratch, and the end result is remarkable, if I don't say so myself. Not only does the class give you comprehensive rules to build custom weapons and armor that are precisely balanced with the core rules, but it also comes with a staggering suite of exotic weapons and variant rules. Get all of that, plus some of the best subclasses we've ever written, in the Complete Craftsman!

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 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 tension on the bowstring, and scans 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. Despite their pervasiveness, master craftsmen are still as rare as they are prized. These artisans, 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, but nearly all leverage use their advanced knowledge of metallurgy, smelting, and construction to forge arms and armor rarely seen, even by other adventurers. The smiths test their schematics and designs themselves, building prototypes and experimental gear that can later be refined into mass-production items.

Creating a Craftsman
When you create your craftsman, the most important thing to consider is your crafting expertise. Though all craftsmen of adventuring stock can stitch leather armor, forge weapons, and tinker with magic items, only those who dedicate themselves to a single craft can attain legendary works. Each type of craftsman, from the practical to the wildly eccentric, have their place, but no craftsman can specialize in everything.
     Moreover, few craftsmen are self-taught. Most learn the finer points of their craft under the tutelage of a master artisan (whether or not their master was a craftsman, in the conventional sense.) Did you study under a master, and if so, what drove you to apprentice underneath them?
     Lastly, consider how you view your work. Are you pragmatic, viewing your creations as tools to serve a purpose? Are you artistic, striving to craft pieces of unrivaled beauty and perfection? Or are you experimental, tinkering and building with wild abandon to break new ground and innovate on established norms?

Quick Build
You can make a craftsman quickly by following these suggestions. Make Intelligence your highest ability, followed by Strength or Dexterity. Next, select Athletics and Investigation as your skills.

The Craftsman
Level 
Proficiency Bonus 
Features
1st
+2
Bonus Proficiencies, Smithy
2nd
+2
Masterwork (Apprentice properties), Tool Belt
3rd
+2
Guild
4th
+2
Ability Score Improvement
5th
+3
Extra Attack, Masterwork (Journeyman properties)
6th
+3
Folded Steel
7th
+3
Guild feature
8th
+3
Ability Score Improvement
9th
+4
Rapid Modifications
10th
+4
Guild feature
11th
+4
Masterwork (Master properties)
12th
+4
Ability Score Improvement
13th
+5
Craftsman’s Strike
14th
+5
Guild feature
15th
+5
Uncanny Tool Belt
16th
+5
Ability Score Improvement
17th
+6
Masterwork (Legendary properties)
18th
+6
Guild 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: All armor, shields
Weapons: Simple weapons, martial weapons

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 set of craftman’s tools
  • 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 bolts or (b) a shortbow and 20 arrows
  • An explorer's pack and one kit you're proficient with
Bonus Proficiencies
Starting at 1st level, you are proficient with exotic weapons, armor, and shields. 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.

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

Masterwork Equipment
As a craftsman, you are capable of creating weapons and armor of the utmost quality; such creations are known as masterwork items. By spending an additional 100 gp in materials and 8 hours of work when crafting or modifying a weapon or suit of armor, you can create a masterwork version of that item.
     Masterwork equipment gains a Masterwork bonus and the capability of gaining masterwork properties.
     Magic weapons and armor can be made masterwork. However, once made masterwork, they do not grant a Masterwork bonus to attack rolls, damage rolls, or Armor Class.

Masterwork Properties
Properties
Craftsman Level
Cost
Apprentice
2nd
Journeyman
5th
200 gp
Master
11th
400 gp
Legendary
17th
500 gp

Masterwork Bonus
As you gain levels in this class, the masterwork items you craft will grant a Masterwork bonus when you wield them. At 5th level, your masterwork weapons have a +1 bonus on attack and damage rolls and your masterwork suits of armor have a +1 bonus to Armor Class. This bonus increases to +2 at 11th level, +3 at 17th level.
     This masterwork bonus extends to other creatures which use your masterwork equipment. However, for others, the masterwork bonus never exceeds +1.

Masterwork Properties
Masterwork items you craft can be modified with masterwork properties, advanced modifications which transform them into truly unique weapons and armor. Masterwork properties are separated into 4 levels: Apprentice, Journeyman, Master, and Legendary. You can apply a number of Apprentice properties equal to your Intelligence modifier + your Masterwork bonus (minimum 1) to a piece of gear, and can apply 1 each of Journeyman, Master, and Legendary properties to a masterwork item.
     Once a weapon or suit of armor has a masterwork property of Journeyman level or higher, only you can use it proficiently.

Applying Masterwork Properties
You can apply any number of masterwork properties to a single piece of masterwork equipment over a period of 8 hours, which may be done over the course of a long rest. Each added masterwork property requires a cost in materials and can only be added by craftsmen of a high enough level, as shown in the Masterwork Properties table. You can remove or replace masterwork properties on an item in the same amount of time, though you must still pay the cost of newly added masterwork properties. You can’t remove a property from an item that is a prerequisite for another of the item's properties.
     If an item has a property which could be gained from a Journeyman or higher masterwork property, it counts as already having a property of that level.
     When you learn a new level of masterwork properties, you can apply a property from that level to two pieces of masterwork equipment at no cost. Additionally, whenever you apply a masterwork property to a weapon that deals bludgeoning, piercing, or slashing damage, you can change that weapon’s damage type to bludgeoning, piercing, or slashing.

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 an item that you craft calls for one.

Masterwork save DC = 8 + your proficiency bonus + your Intelligence modifier

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 nonmagical 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 10 times your craftsman level. Items retrieved this way become lost in your inventory and vanish you take a long rest. You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses following a long rest.

Artisans’ Guild
At 3rd level, you join an Artisans’ Guild. Select one of the Guilds from those listed below; you gain the 3rd level ability of that guild. You gain an additional Guild 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 weapons crafted or modified by you count as magical for the purposes of overcoming damage resistance and immunity. 

Rapid Modifications
Starting at 9th level, you gain the ability to quickly reconfigure your equipment. As an action, you can replace a masterwork property on a single piece of gear with any other masterwork property of the same level. You can’t replace a property that is a prerequisite for another of the weapon’s properties, and the weapon must meet all the prerequisites for the new property. 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.

Craftsman's Strike
You've learned how to build, but you also know how to destroy. Starting at 13th level, your weapon attacks deal maximum damage to objects, and an additional 1d8 damage to constructs.

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 common or uncommon magic item from your tool belt. The item become lost in your inventory and vanish when you a long rest. Once you use this ability, you can’t use it again until you finish a long rest.

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 magic item of very rare or legendary rarity. 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. This item does not count against your maximum number of attuned items, and you ignore all attunement requirements for the item. 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.

Sidebar: Crafting
The ability to forge and create items is central to the craftsman. 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 structures. 
  • 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 more much faster, and make progress equal to 50 gp × your craftsman level each day.


Artisans’ Guilds

All master craftsmen individually learn the basics of smithing, leatherworking, woodworking, and other necessary disciplines on the path to mastery, either on their own or under tutelage of another master artisan. However, as they hone their skills, they invariably find themselves drawn to gatherings of other like-minded craftsmen. These groups, formalized as Guilds, provide a means for craftsmen to compare notes and schematics, acquire resources, and provide a means for craftsmen to ply their trade.  

Armigers’ Guild
The Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.

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. Additionally, whenever 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, after which it is no longer fortified. 

Wall of Iron
Starting at 14th level, as a bonus action, you can gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Once you use this ability, can’t use it again until you finish a short or long rest. 

Master Armorsmith
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:
Invincible Plating
Legendary Property
Components Suit of exotic masterwork armor
You learn how to make your steel nigh indestructible to certain forms of strikes. Select either bludgeoning, piercing, or slashing damage; while wearing this suit of armor, you are immune to that type of damage.

Bladeworkers’ Guild
Blade and bow, axe and mace: these are the tools with which the Bladeworkers try to change the world. They believe that the right blade, in the right hand can make a warrior unstoppable.

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.
     Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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, after which it is no longer fortified.

Sundering Strike
Starting at 14th level, you can use your knowledge of the weak points of weapons and armor to render them useless. As an action on your turn, you can make a single attack against an enemy, targeting their weapon or armor in an attempt to sunder it. If you hit, that creature must succeed on a Dexterity saving throw against your Masterwork save 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 Legendary Masterwork Property. 
Devastating
Legendary property
Components Masterwork exotic weapon
This weapon scores a critical hit on a roll of 18, 19, or 20.

Filigrist’s Guild
The master artisans of the great fey elf cities are some of the most talented craftspeople anywhere in the multiverse. While they could make anything, they generally prefer to exhibit their incredible skills by fashioning decorative items: jewelry, sculptures, and ornaments. The masterpieces forged by a filigrist are treasures that will be passed down in families for generations, jealously buried in tombs, and unearthed centuries later, looking every bit as magnificent.

Ornamentation
When you enter this profession at 3rd level, you learn to craft armor and weapons that incorporate beautification not only as an aesthetic choice, but as an enhancement to the item’s capabilities. By spending 500 gold and 8 hours of work, you can apply the Ornamented property to a masterwork weapon or the Decorated property to a suit of Masterwork armor. 
Decorated
Apprentice property
Components Suit of masterwork armor
As a reaction when you are hit by an attack from a creature you can see, you can cause the attacker to reroll the attack against you and add your Intelligence modifier to your AC. The attacker must use the new roll.
     You can apply this property multiple times, once at each level of Masterwork properties. You can use this ability once for each time this property has been applied, regaining all expended when you finish a long rest.

Ornamented
Apprentice property
Components Masterwork weapon
Once per turn when you make an attack roll with this weapon and miss, you can reroll the attack, adding your Intelligence modifier to the roll. You must use the new roll.
     You can apply this property multiple times, once at each level of Masterwork properties. You can use this ability once for each time this property has been applied, regaining all expended when you finish a long rest. 

Formidable Finery  
At 3rd level, you also learn how to craft jewelry that is both beautiful and remarkably functional. You can designate a collection of rings, necklaces, bracelets, and other jewelry you have crafted that is worth at least 1,000 gp as a suit of finery. While wearing your finery, your Armor Class is equal to 10 + your Dexterity modifier + 1 per 1,000 gold your finery is worth (maximum +3). Your finery is treated as a suit of exotic masterwork light armor. You can continue to invest gold and jewels into your finery, improving the bonus it provides to your Armor Class, by spending the gold necessary as you work on your finery over a long rest.
     While wearing your finery, you can use your Intelligence modifier instead of your Charisma modifier for Deception, Intimidation, and Persuasion checks. 

Alluring Finery
Starting at 7th level, as an action, while wearing your finery, you can force one creature that you can see within 30 feet of you to make a Wisdom saving throw, opposed by your Masterwork save DC. On a failed save, the creature is drawn to you, compelled by your glorious accoutrements. For the next minute, it has disadvantage on attack rolls against creatures other than you.
     The effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
     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.

Magnificence
When you reach 10th level, you can spend 10 minutes polishing a suit of armor or a weapon until it sparkles, or up to 6 following a short or long rest. The polished piece of gear gains the following benefits: 
     Brilliant. The item sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. The item shines for 8 hours, after which the light fades. While the item is shedding light, if the creature using that item fails on a saving throw, it can use its reaction to reroll that saving throw; it must take the second roll. Once this ability is used, the item's light fades. A creature can only benefit from this ability once every 24 hours. 

Dazzling Defenses 
At 14th level, your weapons shine with the rainbow hues of dozens of gemstones. When you deal damage to a creature with a weapon that has the Ornamented property, you can use your bonus action to distract the creature, causing it to have disadvantage on the next attack roll or saving throw it makes. 
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Master Filigrist
At 18th level, you reach the peak of your craft. You learn the following Legendary property:
Royal
Legendary property
Components Suit of exotic masterwork armor
This armor, fit for a king or emperor, is layered with brilliant gold and gems. While wearing this armor, you can add your Intelligence modifier to all saving throws you make.




Changlog: 7/12/19: Masterwork: Masterwork weapons can only be used proficiently if they have a +1 Masterwork bonus

14 comments:

  1. Perfectly balanced, as all things should be.

    However... At 11th lvl, for a fairly low price (at that level), every armor and weapon of your group will be +2 (before having, for some reason, studded studded leather armor). That's definitely pushing the edge of 'balanced'.

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    Replies
    1. Also, in the rush to criticize I forgot to say how amazingly this is built and how much fun it looks, and especially how surprisingly easy the class is to use.

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    2. I should probably make a note that clarifies that you have to modify a weapon with properties to make it masterwork. Or rather, change it so that _any_ weapon a bonus is proficiently usable only by you. This +X bonus thing should really only apply to the craftsman.

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    3. Yeah, it would make better sense for the +1 to +3 bonus going only to the craftsman. An entire party packing large attack and damage bonuses will obliterate anything in front of them.

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  2. Glad to see this one finalized, it's been a long-time favorite among my group. Looks fairly different from the original, but hopefully that means all the kinks are out. Looks good so far, can't wait to play it!

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  3. My players already can't wait to try it out. Nor can I, for that matter!

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  4. All in all... this is really sweet and gets this class right where I want it to be. I only miss strength archers.... but this feels like pretty great work!

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  5. You forgot to add what the masterwork properties are.

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  6. So I finally got to building a craftsman character, but I'm finding a few things that could use tweeking.
    First, in starting equipment you get "one kit you're proficient with". I don't see any kits in the class proficiencies or 1st level abilities. What does this mean?
    Next up is the toolbox that lets you make anything and everything. I think it would make a bit more sense to stick to the original craftsman's tool proficiencies (smiths, leatherworkers, tinkers). Maybe swap out tinkers tools for jewelers, since there's now a filigree subclass. Having a character who covers every proffession kind of fades out the joys of shopping, especial with that crafting rate.
    Speaking of crafting rate, 50gp value per day? I know they're adventurers, but crafting/earning that much by working an every-day job (in the game) seems a bit over the top. Not saying this has to change, but I've gone by 5gp per craftsman level per day instead, and not during a long rest (smithing, after all, is not light activity). It doesn't bog down the game if you're giving players a little downtime here and there, and makes them not outfit the entire party with buffed armor since they just have time for their stuff.
    Lastly, I finally found where it says only a Craftsman can make exotic gear, down on pg21. Might I suggest putting that into one of their first abilities so it's more obvious to the lazy reader?
    It's a lot, but this is a really cool class that's been a favorite at my table in it's evolving forms. I'd like to see this last one come just a little closer to something I could show a player and not have too many questions. Keep up the good work!

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  7. Dragon Greatbow doesn't exist in the pdf but is referenced in weapon description section

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  8. I don't see the point of the rocket trait. Lessen the damage die by one step just to get a measly 1d4 damage ONCE per turn.

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  9. So can monks deflect missiles from weapons with the Blaster property?

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  10. can you make these with pact of the blade?

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  11. Got a question for Mountain Plate.
    The idea makes sense, the armor is so thick and heavy it requires 18 strength and reduces base speed to 20.
    However, if I were to apply the Mithral trait, would that negate the mountain plate's strength requirement and base speed reduction since mithral reduces weight in half and gets rid of strength requirements?

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