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The Artisan

This class is a work in progress that has spanned into its third year of development for me. Each iteration using new skills and techniques as a homebrewer that I have developed. It was the first homebrew I ever made, and while it was steeped in issues regarding wording and balance - it was the turning point for me to step into the homebrew world.

Each year I revisit the brew and start again from scratch, building something new. This is the third iteration, returning to its roots as a martial engineer-style class, quickly crafting unique devices and situational pieces while fighting from a distance with an array of explosive shots, bombs, and traps.

In this iteration, I have decided to hook the Wild Shape feature from the Druid and turn it into a Pet Class style feature that could also find a home on a less martial Ranger or any Eidolonist/Summoner type. The 'out of body' Wild Shape feature has all sorts of unique advantages over custom statblock style constructs or build-a-bot style. The most important being that WotC built Beasts with Wild Shape and Polymorph in mind, they are tuned to be a player option and I am happy to lean on that balance.

Presentation

I have personally moved away from the idea of creating a 20 level class and dumping it onto the homebrew community for review, without any playtest feedback. Every class is a product of what they gain in the first 5 levels; and every level after that is just improvements and adjustments to those first 5 levels. I am now going to be taking a similar approach to WotC in terms of how I build a class. Once I have significant enough playtest data from the 5 level iteration, I will make revisions and move onto a 10 level presentation; and so on.

I've also chosen to use a three column landscape approach on a black/white UA style background to remove the flourish and let the focus be on the text. The three column layout helps with comparing features side by side; since the majority of people use landscape orientation monitors. It also harkens back to the supplementary material of 4th Edition which used landscape orientation.

 
 

Version 0.1
(Updated 2018-03-21)
  • Created by Steve Fidler (reddit user u/Layhnet)
  • Developed with help and feedback from the Discord of Many Things community
  • Special thanks to u/Cometdance and u/SwordMeow

The most up to date version of this document can be found at this link: Artisan

Changelog (0.0 -> 0.1)
  • Uh, made the thing.
Artisan
Level Proficiency Bonus Features Blueprints Known
1st +2 Engineered Armory, Deeper Understanding 2
2nd +2 Facsimile, Student of Life (1/4 CR) 2
3rd +2 Dismantle, Discipline 2
4th +2 Ability Score Improvement, Student of Life (1/2 CR) 3
5th +3 Finite Control 3

Class Features

As a Artisan, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per artisan level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artisan level after the first.

Proficiencies


  • Armor: light armor
  • Weapons: club, light hammer, darts, slings, quarterstaffs, and light crossbows
  • Tools: tinker's tools and one other artisan's tool of your choice

  • Saving Throws: Intelligence, Wisdom
  • Skills: Investigation, plus two of your choice from Arcana, History, Insight, Perception, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff and fine robes or (b) a dagger and light armor
  • (a) 10 darts or (b) a light crossbow and 20 bolts
  • a set of tinker's tools and a component pouch

Engineered Armory

Starting at 1st level, your tinkering has produced you a reliable method of arming yourself and engaging your foes. You know all of the blueprints listed at the end of this document, and can prepare the materials required for a number of them equal to your Blueprints Known during a long rest. During a short or long rest, you can craft any ammunition blueprints you have prepared, producing pieces of ammunition equal to twice your Intelligence modifier (minimum of 2) in any combination.

Otherwise, using a blueprint is an action, and requires you to interact with your component pouch. There are three types of blueprint, each with individual rules listed here.

Ammunition. These blueprints allow you to create a number pieces of ammunition equal to your Intelligence modifier as an action that functions as detailed. If you know more than one blueprint that crafts ammunition, you can craft any combination of pieces. If you attempt to create a number of pieces of ammunition equal to more than twice your Intelligence modifier this way, any previously existing ammunition detonates harmlessly and is destroyed.

Device. A device is a small object that functions as described in the blue print. You can only have one of each device in existence at a time, and if you attempt to create another device of the same type the first one detonates harmlessly.

Weapon Modification. When modifying a weapon with this type of blueprint, you can only have one weapon modified at a time. Modified weapons cease to function if you are not wielding them, and must be modified again to gain the benefit. If you modify another weapon this way, any previous modifications cease to function.

[more to be added, most likely traps]

Some blueprints can fail when being used. A blueprint that can fail has a failure rate shown in parentheses in the blueprint description, followed by a description of what happens when it fails. The first number is the blueprint's failure rate when being used by the artisan who created it, the second is the failure rate when used by anyone else. A blueprint fails when the attack roll results in a value equal to or lower than the failure rate.

Dismantle

Also at 1st level, you have a greater understanding than most of how things function.

When you take the Attack action on your turn, you can forgo an attack to make a special melee spell attack against an object or creature you can touch using your Intelligence modifier. On a hit, you deal 1d6 force damage to the target. If the target is a construct or object, this attack deals 1d12 force damage instead.

This spell attack's damage increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).

Object Stats

Refer to the Running the Game: Objects section of the Dungeon Master's Guide (page 246) for suggested Armor Class and Hit Points for objects based on size and materials.

Student of Life

Starting at 2nd level, you can use your action to artificially replicate the shape of a beast you have seen before, using various scraps of metal and material you have available in your component pouch. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your artisan level determines the constructs you can create, as shown in the Constructs table. At 1st level, for example, you can create any beast as a construct that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Any beast you create with this feature is a construct creature type instead of a beast.

Constructs

Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant eagle

A construct created this way can function for a number of hours equal to half your artisan level (rounded down, minimum of 1) at which point it collapses into a pile of parts. You can disassemble your construct early by using a bonus action and touching it. It automatically falls apart if you fall unconscious, drop to 0 hit points, or die.

You can communicate simple ideas to your construct with a remote control that you create at the same time. In combat, it rolls its own initiative and acts on its own turn. A construct can’t attack, but it can take other actions as normal.

Finally, when you cast a spell or use a class feature with a range of touch, your construct can deliver the spell as if it had cast the spell. Your construct must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell or feature requires an attack roll, you use your action modifier for the roll.

Facsimile

Starting at 2nd level, you can use your action to rapidly build an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The objective is visibly a facsimile and cannot pass for an original, but otherwise functions as intended.

The object falls apart after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.

Discipline

At 3rd level, you have chosen a discipline to hone your talents. This is a subsection of abilities that you only gain through focused research and practice. You can choose the discipline of the Craftsman, the Researcher, or the Savant. You gain features related to this choice at 3rd level and again at *th [feature levels].

 

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Finite Control

Starting at 5th level, you can instruct your construct created by the Student of Life feature to engage in combat. When you take the Attack action, you can forgo one of your own attacks to allow your construct to use its reaction to make one attack of its own.

Starting at 11th level, when you forgo an attack to have your familiar attack this way, it can use its reaction to take the Multiattack action.

Craftsman

The quintessential craftsman devotes their life to working with unique and wonderful materials. Carving their vision from a blank slate and creating something new and wonderful.

Master Craftsman

Starting at 3rd level, your talents with working materials into tangible results extends to all forms of crafting. You add half your proficiency bonus (rounded down) to any ability check with an Artisan's Tool that you aren't already proficient in.

Rare Materials

Also at 3rd level, your ability to work materials that are otherwise foreign to the layman gives your work a unique advantage. Your creations gain the following benefits:

  • Damage dealt by weapons or ammunition you've created or altered with blueprints ignores any resistance the target has to those damage types.
  • Objects you create with your Facsimile feature last up to 8 hours. In addition, they are not destroyed by dealing or receiving damage.
  • Constructs you create with your Student of Life feature are created with temporary hit points equal to your artisan level.

Savant

A born craftsman. One who shapes their world with ease and can make their visions come to life effortlessly. Those who are considered Savants often don't focus on honing their craft, simply utilizing it as it comes to easy to them.

Ready and Able

Starting at 3rd level, you can wield any weapon with success as weapons are just tools with a unique application. You gain proficiency in all simple and martial weapons.

In addition, you can perform ability checks with any tools that you do not have proficiency in.

 

Functional Weaponry

Also starting at 3rd level, your blueprints are less prone to failure. The failure rate for ammunition blue prints becomes 0 for you, and 3 for others who use your ammunition.

Researcher

Those who focus more on research in their crafting invariably are lead to the arcane arts. Learning to infuse their creations with magic is a natural progression. A limited purview of magic combined with an ingenious mind for crafting can have devastating effect.

Spellcasting

When you reach 3rd level, you augment your machinations with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the wizard spell list.

Ritual Book. At 3rd level, you have a ritual book containing two 1st-level wizard spells of your choice with the ritual tag. These spells can come from any school of magic. Your ritual book is the repository of the wizard ritual spells you know. You can copy any spell into your ritual book, as described in the Spellbook sidebar on Page 114 of the Player's Handbook, as long as it has the ritual tag.

Spell Slots. You know three 1st-level wizard spells of your choice, which you must choose from the abjuration and transmutation spells on the wizard spell list.

The Spells Known column of the Researcher Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your ritual book. You don't need to have the spell prepared.

Researcher Spellcasting Table
Artisan Level Spells Known 1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3

Infused Armory

Also starting at 3rd level, your dabbling in the arcane arts has left you residual power with which to charge your blueprint devices. After casting a spell of 1st level or higher, your next attack made with an object created with a blueprint becomes magical. You have advantage on this attack.

Blueprints

Explosive Tip

Ammunition

Ranged attacks made with this ammunition deal an additional 1d4 fire damage on hit.

Failure (1/5). If your attack roll falls in the failure threshold, this ammunition explodes prematurely dealing 1d4 fire damage to you.

Ensnaring Shot

Ammunition

Ranged attacks made with this ammunition entangle them on hit, reducing their speed by 10 feet.

Failure (1/5). If your attack roll falls in the failure threshold, the ammunition partially unravels and tangles within your weapon, rendering it unable to be fired until the start of your next turn.

Static Charge

Ammunition

Ranged attacks made with this ammunition disrupt the target on hit, making it unable to take a reaction until the start of its next turn.

Failure (1/5). If your attack roll falls in the failure threshold, the ammunition discharges while firing and shocks you, rendering you unable to take a reaction until the start of your next turn.

Deadblow Weapon

Weapon Modification

You temporarily adjust the balance of a single weapon you are holding that does not have the ammunition property. Attacks made with this weapon deal a minimum amount of damage equal to twice your ability modifier.

Failure (1/5). If your attack roll falls in the failure threshold, the weapon proves to be unbalanced and drops from your hand to an empty space 10 feet away from you.

 

Unstable Device

Device

You rapidly put together an unstable contraption. This object is harmless but generates one of the following effects:

  • Sparks and crackling sounds emit from the device rapidly and randomly for 1 minute.
  • A countdown starting at 60 is broadcast in Common from the device for 1 hour, announcing a number one less each minute until it reaches 0.
  • Harmless flames surround the device and generate smoke for 1 minute.
  • You can choose a trigger, as you would when readying an action. If that trigger occurs within 30 feet of the device, it makes an audible explosion sound that can be heard from up to 300 feet away. The device ceases to function after it creates this sound or 1 minute.

Channeling Gloves

Device

You assemble a glove that is capable of focusing spell attacks. When you target a creature within 5 feet of you with a ranged spell attack, you can consider it a melee spell attack instead. You can only deliver a single attack this way per turn.

Failure (1/5). If your attack roll falls in the failure threshold, the spell energy discharges in your hand, destroying the glove and disrupting your ability to cast spells. You cannot cast spells other than cantrips until the end of your next turn.

Extraordinary Weapon

Weapon Modification

You temporarily adjust a light hammer or light crossbow you are holding to allow you to deliver effective attacks based on your knowledge of the weapon. A weapon modified this way uses your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls made with it, and the weapon's damage die becomes d8. You ignore the loading property of a light crossbow modified this way.

Failure (1/5). If your attack roll falls in the failure threshold, the weapon's modifications become unreliable. The modifications sunder in your hand and deal 1d8 force damage to you.

Homing Beacon

Device

As part of the action to create this device, you affix it to the construct made by the Student of Life feature. As long as your construct is within 5 feet of a creature, attacking at long range does not impose disadvantage on your attack roll against that creature.

Propellant Boots

Device

While wearing these boots, your jump distance increases. You can add your Intelligence score to your long jump distance, and your Intelligence modifier to your high jump distance.

[more in development]