Potter Artisan Specialization

Potters craft clay pottery into weapons and even troops.

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with potter’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also add the Orgone Engine, Earth, and Clay Material blueprints to your portfolio, and these additions do not count against your maximum number of blueprints owned. If you already have the engine or material in your portfolio, you learn another engine or material blueprint of your choice.

If you have an orgone engine available, you can combine it with your potter’s tools as an action to create power tools. These power tools allow you to build creations at a much faster speed than would normally be possible by a single individual.

Clay Bomb

At 3rd level you learn the art of making clay bombs. You add the Clay Bomb blueprint to your portfolio for free and collectively all the bombs you create count as one innovation; You can create a number of bombs equal to your class level + your Intelligence modifier. It takes an action and your potter’s power tools to create them. You can create these bombs as bullets, tankards, or jugs. A bullet counts as one bomb, a tankard as two, and a jug as three.

Type Size Damage Weight Radius
Bullet Tiny 1d4 0.1 lb. 5 ft.
Tankard Small 1d6 1 lb. 10 ft.
Jug Medium 1d8 10 lb. 15 ft.

Throwing a bomb requires an action. Bullets can be used in slings or firearms, while tankards and jugs must be thrown. Thrown bombs are simple weapons with a range of 10/20 feet. On a direct hit, your bomb inflicts fire damage equal to its size on the above table plus additional damage equal to your Intelligence modifier. Each creature within the radius must make a Dexterity saving throw against your artisan spell save DC or take the same damage.

Terracotta Automaton

At 3rd level, you can create a clay servant known as a terracotta automaton. You add the Terracotta Automaton blueprint to your portfolio for free and it counts as one active innovation. You create the terracotta automaton with an orgone engine and potter’s power tools as an action. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the terracotta automaton monster entry. You determine if it has two legs or four, which affects its speed. In combat, the terracotta automaton shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. If it has died within the last hour, you can use your potter’s power tools as an action to revive it, provided you are within 5 feet of it. The terracotta automaton returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new terracotta automaton if you have your potter’s power tools with you. If you already have a terracotta automaton from this feature, the first one immediately perishes.

Ceramics

At 5th level you can improve the effectiveness of any armor or object by adding ceramics to it. By spending one round with your potter’s power tools you can convert a clay object to ceramic. You can also increase the armor of your terracotta automaton to AC 18 using this method.

Improved Clay Bomb

At 9th level, your proficiency with clay bombs increases such that you can create a variety of different bombs. This damage replaces the fire damage of a typical clay bomb, which you determine when you create the bombs.

Bomb Damage Type
Carcass Necrotic
Caustic Acid
Concussive Thunder
Dazzling Radiant
Grapefruit Bludgeoning
Poisonous Poison
Flechette Piercing
Shrapnel Slashing

Superior Clay Bomb

Starting at 15th level, your bombs have a variety of additional effects. These effects can be added to a Clay Bomb or an Improved Clay Bomb. In all cases the effect is centered on the area of impact.

Weapon Properties

Blinding Bomb Each creature the bomb’s radius must succeed on your Spell Save DC Constitution saving throw or be blinded for 1 minute. Flash Bomb Each creature within the bomb’s radius at the start of its turn must succeed on your Spell Save DC Dexterity saving throw or have disadvantage on attack rolls for 1 minute. Creatures that can’t be blinded are immune to this effect. Itching Bomb Each creature within the bomb’s radius at the start of its turn must succeed on your Spell Save DC Constitution saving throw or become itchy and uncomfortable, ruining any concentration to maintain a spell. The effect lasts for 1 minute Smoke Bomb The area within the bomb’s radius is heavily obscured. A strong wind disperses the cloud, which otherwise remains for 1 minute. Stink Bomb Each creature within the bomb’s sphere at the start of its turn must make your Spell Save DC Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A strong wind disperses the cloud, which otherwise remains for 1 minute.

Section 15: Copyright Notice

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

This is not the complete license attribution - see the full license for this page