Artisan (Mal and Tal)

Artisans come from all walks of life, but the most iconic are gnomes. Some gnomes have elevated the art of crafting to new technological heights, followed only by dwarves in their craftsmanship and attention to detail. The gnomes are fond of most of the specializations, with a guild dedicated to each. Apothecaries, carpenters, cobblers, leatherworkers, weavers, and woodcarvers are popular with elves and lizardfolk. Bankers, brewers, merchants, metalworkers, stonemasons, and tinkers are popular with dwarves.

Level Proficiency Bonus Blueprints Owned Invented Items Deconstruct Dice Repair Pool Features
1st +2 6 3 Mastercraft, understand tech
2nd +2 8 4 20 Repair, invent item
3rd +2 8 4 30 Artisan specialist, the right tools for the job
4th +2 8 4 40 Ability score improvement
5th +3 8 4 50 Artisan specialist feature
6th +3 10 5 2d6 60 deconstruct (2d6), tool expertise
7th +3 10 5 2d6 70 Flash of Genius
8th +3 10 5 2d6 80 Ability Score Improvement
9th +4 10 5 3d6 90 Artisan Specialist Feature
10th +4 12 6 3d6 100 High Tech Adept
11th +4 12 6 3d6 110 Deconstruct (3d6)
12th +4 12 6 3d6 120 Ability score improvement
13th +5 12 6 4d6 130 Deconstruct (4d6)
14th +5 14 7 4d6 140 High tech savant
15th +5 14 7 4d6 150 Artisan specialist feature
16th +5 14 7 4d6 160 Ability score improvement
17th +6 14 7 5d6 170 Deconstruct (5d6)
18th +6 16 8 5d6 180 High tech master
19th +6 16 8 5d6 190 Ability score improvement
20th +6 16 8 5d6 200 Integrated punktech

Class Features

As an artisan, you gain the following class features.

Hit Points

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

Proficiencies

Equipment

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

  • any two simple weapons
  • a firearm and 20 bullets
  • (a) studded leather armor or (b) scale mail
  • Tinker’s tools and a dungeoneer’s pack
  • 5 lb. of clay, iron, glass, leather, or wood

Mastercraft

You’ve learned how to create a masterwork product using your guild’s secret arts. To use this ability, you must have your artisan’s tools in hand. You then touch a nonmagical object or structure it gains the following properties. The size of the object you effect varies based on whether your guild creates consumables, materials, objects, or structures.

Consumables Tools Healing
Consumable (Potion) Alchemy When consumed by a living creature, it heals 2d4 + 4 hit points.
Consumable (Alcohol) Brewer
Consumable (Food) Cook
Materials Tools Dex or AC
Material (Glass)
Glassblower Armor Dex modifier or object’s AC increases by 1.
Material (Leather) Leatherworker
Material (Clay) Potter
Material (Iron) Smith
Material (Wood) Woodcarver
Objects Tools Advantage
Object (Scroll) Calligraphy Deception (written only)
Object (Map) Cartography Survival
Object (Shoes) Cobbler Athletics
Object (Jewelry) Jeweler Persuasion
Object (Compass) Navigator Investigation
Object (Art) Painter Insight
Object (Lockpicks) Thieves Sleight of Hand
Object (Device) Tinker Performance
Object (Clothing) Weaver Stealth
Structures Tools Armor Class
Structure (Wood) Carpentry AC increases by 1.
Structure (Stone) Mason

The chosen property lasts indefinitely. You can bestow this craftsmanship on multiple products, touching one product each time you use this feature, though a single product can only bear one property at a time. The maximum number of products you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one product). If you try to exceed your maximum, the oldest property immediately ends (the product breaks and cannot be used again), and then the new property applies. If you applied Mastercraft to a structure, a 10 foot square area on the structure is destroyed and the remaining structure loses the property.

Understand Tech

When attempting to use a high tech item, you have advantage on Tech Checks even if you’ve never used the item before or don’t have the instruction manual. At 8th level you automatically pass Tech Checks unless you roll a 1.

Repair

At 2nd level, you know how to fix things. You have a pool of healing that replenishes when you take a long rest. With this pool, you can restore a total number of hit points equal to your artisan level x 10. As an action, you can touch a construct, object, item, structure, or vehicle and use the pool to restore a number of hit points to the target, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 points from your Repair Pool to cure the target of one Breakdown Level or condition affecting it. You can cure multiple Breakdown Levels or conditions with a single use of Repair, expending hit points separately for each one. This feature has no effect on creatures of other types unless dictated by an Artisan Specialization. If you do not have the appropriate artisan tools on your person (as determined by the target’s material makeup), it costs twice the number of Repair Pool points to repair it. This feature supersedes the repair rules in Chapter 3: Repairing an Innovation.

Invent Item

At 2nd level, you gain the ability to imbue mundane items with certain technical innovations. The tech items you create with this feature are effectively prototypes of permanent items.

Blueprints

When you gain this feature, pick four artisan innovations to learn, one material, and one engine. The secrets to their creation and use are laid out in the form of blueprints. You acquire additional blueprints of your choice when you reach certain levels in this class, as shown in the Blueprints Owned column of the Artisan table. Whenever you gain a level in this class, you can replace one of the blueprints you learned with a new one.

The blueprints that you add to your portfolio as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other blueprints during your adventures. You could discover a blueprint recorded on a scroll in an evil artisan’s chest, for example, or in a dusty tome in an ancient library.

Copying A Blueprint into the Portfolio

When you find an artisan blueprint of 1st level or higher, you can add it to your portfolio if it is of a blueprint level you can prepare and if you can spare the time to decipher and copy it. Copying a blueprint into your portfolio involves reproducing the basic form of the blueprint, then deciphering the unique system of notation used by the artisan who wrote it. You must transcribe it into your portfolio using your own notation. For each level of the blueprint, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the blueprint to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can create an innovation from the blueprint just like your other blueprints.

Replacing the Portfolio

You can copy a blueprint from your own portfolio into another portfolio—for example, if you want to make a backup copy of your portfolio. This is just like copying a new blueprint into your portfolio, but faster and easier, since you understand your own notation and already know how to cast the blueprint. You need spend only 1 hour and 10 gp for each level of the copied blueprint. If you lose your portfolio, you can use the same procedure to transcribe the blueprints that you have prepared into a new portfolio. Filling out the remainder of your portfolio requires you to find new blueprints to do so, as normal. For this reason, many artisans keep backup portfolios in a safe place.

The Portfolio’s Appearance

Your portfolio is a unique compilation of blueprints, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous portfolio in a mishap.

Inventing an Item

Whenever you finish a long rest, you can touch a nontechnical material and apply one of your blueprints, turning it into an innovation. You must pick an engine type before creating the innovation and apply it to the object. The engine does not count towards the number of innovations you can apply to an object. An innovation works on only certain kinds of objects, as specified in the innovation’s description. If the item requires attunement, you can attune yourself to it the instant you invent the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.

Your innovation remains in an item indefinitely, but when you die, the innovation breaks after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The innovation also breaks if you give up your knowledge of the innovation for another one.

You can invent more than one nontechnical object at the end of a long rest; the maximum number of objects appears in the Invented Items column of the Artisan table. You must touch each of the objects, and each of your innovations can be in only one object at a time. Moreover, no object can bear more than one of your innovations at a time. If you try to exceed your maximum number of innovations, the oldest innovation immediately breaks, and then the new innovation applies.

Spellcasting Ability

Intelligence is your spellcasting ability for your artisan technology. You use your Intelligence whenever an artisan ability refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artisan effect 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

Artisan Specialist

At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tools for the Job

At 3rd level, you learn how to produce exactly the engine you need: with tinker’s tools in hand, you can create an engine you know the blueprint to in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. The engine deactivates when you use this feature again, but can be reactivated later if need be.

You can also source raw material from your surroundings. With the DM’s permission, you can make a DC 10 Intelligence (Investigation) check and spend 1 minute to see if you can find the material you’re searching for: clay, cloth, dough, glass, iron, leather, stone, or wood. On a successful check, you find 1 lb. of material. Each subsequent check increases the DC by 1. Depending on the situation, the DM can rule that certain material is not available; for material to be obtainable, the character must be in a place where the object logically would be.

Ability Score Improvement

When you reach 4th level, 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.

Deconstruct

At 6th level, you inflict more damage when using an innovation you crafted yourself or a high tech weapon. Once per turn, you can deal an extra 2d6 damage to one construct, object, or structure you hit with an attack if you are wielding an innovation you created, a high tech item, or a creature you created attacks. Deconstructing an object or structure in this fashion turns it into raw material equal to one half its original weight. The amount of the extra damage increases as you gain levels in this class: 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

High Tech Adept

When you reach 10th level, you achieve a profound understanding of how to use and make high tech items: You can attune to up to four high tech items at once. If you craft a high tech item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

High Tech Savant

At 14th level, your skill with high tech items deepens more: You can attune to up to five high tech items at once. You ignore all class, species, spell and level requirements on attuning to or using a high tech item.

High Tech Master

Starting at 18th level, you can attune up to six high tech items at once.

Personal Punksthetics

At 20th level, you integrate a high tech item or innovation into your body. Each attuned item takes up an item slot as per the innovations list in Chapter 3: Equipment (Step 1: Determine Innovation Type). The maximum number of punksthetics you can add to your body is increased by both your Con modifier and your Int modifier. You gain a +1 bonus to all saving throws per item you are currently attuned to. If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to destroy one of your artisan innovations or high tech items, causing you to drop to 1 hit point instead of 0.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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