A shipwright turns as a cannonball comes flying towards her. She quickly constructs a wall to block the attack and returns fire with a cannon of her own.
A blacksmith pulls out a superheated weapon and slashes down at the marines raiding his shop singing and cutting them down in a single blow.
On the sea craftsman are the people that keep pirates and marines afloat and have learned to hold their own on any side of a conflict.
Character Inspirations
This class is designed with the intent of allowing players to create and use unique items, structures, and weaponry. Changing the conditions of any combat encounter.
The craftsman in One Piece can be found in many forms. Figures such as Franky, Usuop, and Kozuki Sukiyaki would all be considered craftsman.
Craftsman can expect to be able to use unique weapons and create unique objects that noone else can use.
Quick Build
To quickly create a Craftsman, follow these suggestions. First put your highest ability score in Intelligence followed by Strength. Second choose Cyborg as your species.
HIT POINTS
Hit Dice: 1d10 per Craftsman level
Hit Points at 1st Level and beyond: 10 + your constitution modifier
ENERGY POINTS
Energy Dice: 1d8 per Craftsman level
Energy Points at 1st Level: 8 + your Constitution modifier
Energy Points at Higher Levels: 1d8 (or 8) + your Constitution modifier per Craftsman level after 1st
PROFICIENCIES
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: Two of your choice
Saving Throws: STR, INT, CON
Skills: Four from Athletics, Artifact Knowledge, Perception, Investigation, Insight, Persuasion, Endurance, Culture, Investigation, or Nature
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
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Special
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
Unique Weaponry
You are used to using unique creations. At 1st level, You gain proficiency with Exotic Weapons.
Decked Out
You’ve begun to deck out a weapon or armor you cherish with all the bells and whistles that make it stand out against other crafter’s work. At 1st level, choose between armor or weapons and this choice can’t be changed later. You then create a Masterwork piece of equipment that is one of the pieces of equipment that is in the section you chose, armor or weapons.
This piece of equipment is given the Masterwork property, meaning it only works in your hands and becomes ineffective to anybody else that tries to use it. Your Masterwork piece acts as a +1 version of that equipment(+1 to AC or +1 to Attack and Damage rolls) and can be given a free T1 upgrade of your choice that it qualifies for. This upgrade does not count against the number of upgrade slots that your Masterwork piece would normally have. As well, your Masterwork equipment classifies as 1 tier higher when upgrading it or for any features that need to know what tier your equipment is, maxing out at T4.
Whenever you hit the levels listed below, you may spend 3DT and 15,000 Berri to add an upgrade of that quality which doesn’t count against the number of upgrades possible to your Masterwork Weapons. During a long rest, you may switch your masterwork property to a different piece of equipment that falls into the category you chose, signifying your dedication to a new piece. If this is done, the equipment that was considered Masterwork loses any abilities that would come from being considered Masterwork.
|Tier 1| |2nd|
|Tier 2| |6th|
|Tier 3| |11th|
|Tier 4| |17th|
Jury Rig
You can always find a way to craft your way out of a situation even with limited supplies on hand. At 2nd level, you gain access to 2 Jury Rigs listed at the end of the class and gain more Jury Rigs as it is described on the class table. These Jury Rigs can be created on your turn as an action into a space adjacent to you and can be created a number of times equal to your proficiency bonus + your Intelligence modifier per long rest. You may have any number of Jury Rigs activated at a given time which each last for 1 hour before falling apart. If your Jury Rig is a vehicle or has a weapon attack you are always considered proficient with it even if you wouldn't be otherwise. When you create a structure its AC is equal to 10 + Half your proficiency(rounded down) + Intelligence Modifier and its HP is equal to 8 + Intelligence Modifier per Craftsman Level. Jury Rigged structures are vulnerable to fire and immune to poison and psychic damage. They are also immune to all mental status conditions. At 8th Level, you may start to infuses Haki into your creations, any damage done by your Jury Rigs is considered to be Haki damage for the purposes of bypassing resistances of immunities. At 11th Level, your Jury Rigs grow stronger and gain new benefits detailed by the 11th level section on the Rig itself.
Tower
This structure occupies a 10 ft square and can be constructed up to 30 ft in the air. It has a ladder built as part of the structure which allows creatures to move at their normal movement speed while climbing the tower. While on the top of the tower creatures gain an additional 45ft to both the long and short distances with ranged weapons and a +2 to hit with them as well. At 11th Level, the tower can now be constructed up to 60 ft tall, takes up a 15ft square, adds 75 ft to long and short range, and gives ranged weapons a +4 to hit and a +1 to damage.
Barricade
This structure occupies a 20ft line and is 5ft tall. While adjacent to the Barricade a creature gains half cover versus creatures on the opposite side of the structure. At 11th Level, the structure becomes a 50ft line which is 15ft tall and gives three-quarters cover to those that hide behind it.
Bunker
This structure occupies a 15ft square and is 10ft tall. A creature may enter or exit the bunker using their full movement. While inside the bunker a creature gains total cover from outside effects. At 11th Level, the structure occupies a 30 ft square which is 25 ft tall and only requires half your movement to enter.
Trebuchet
This structure occupies a 5ft square and is 5ft tall. As an action, you may load it with an of 50 pounds or more (your character must be strong enough to do this). Once loaded, it can be fired as a Bonus Action with a range of 75/145. Make a ranged attack roll using your Special Modifier, on a hit the object shatters and deals a number of d6 in bludgeoning damage which is equal to half your proficiency bonus(rounded down). Additionally, a creature may load themselves into the Trebuchet using half their movement and be fired at a space within range as part of the same bonus action. If this is done, the launched creature must make a DC 15 Dexterity Saving Throw or take bludgeoning damage as if they were hit by the trebuchet. At 11th Level, the trebuchet now has a range of 100/170, adds an additional +2 to hit, deals a number of d8s equal to your full proficiency modifier, and no longer forces allies to make the save to take damage.
Ditch
This structure occupies a 30ft line and is 10 ft deep. The ditch is hard to spot granting creatures inside of it advantage on Stealth checks versus creatures more than 15ft away from it. A creature inside the ditch is treated as if they were prone for the purposes of being targeted by and making attacks. At 11th level, the ditch is now 50ft long and 15ft deep, gives advantage on stealth if the creature you are making the stealth against is more than 10ft away, and no longer considers someone prone if their height is lower than 15ft.
Belay Reel
This structure occupies a 5ft square. It contains a reel with 200 ft of rope. For half of a creature's movement speed they can clip themselves into or out of the harness attached to this. While clipped on the Belay Reel, climbing is no longer difficult terrain for where the belay drops and 5ft on either side of it. As a Bonus action, the creature clipped or any other creature may extend or retract a number of feet equal to their proficiency bonus multiplied by 5. At 11th level, the reel now contains 450ft of rope, effects 10ft on either side of the rope, and can be retracted for proficiency bonus multiplied by 10.
Barbed Wire
This structure occupies a 25ft line that is 5ft wide. This wire is considered difficult terrain and any creature may try and cross this wire line but they must make a dex save for every 5 ft of wire they cross. On a failure, they take a number of d4s of piercing damage equal to your proficiency bonus and gain 1 rank of bleed which lasts for 1 minute. On a success, they take half damage and don’t gain bleed. At 11th level, the Barbed wire is now a 50ft line that is 10ft wide, deals d6s, and gives 2 ranks of bleed on a failure.
Grappling Ballista
This structure occupies a 5ft square and contains 80 ft of rope. Any creature you deem friendly may shoot the ballista as an action. If it targets a creature, the user must make a ranged attack roll using your Special Modifier, dealing 3d8+your Intelligence Modifier of piercing on a successful hit. On a hit, the creature targeted must make a Strength Saving Throw versus the your Special Save DC or be grappled. After this has been fired, any creature may reel it in as a bonus action, taking a creature grappled by the ballista with it to its space. If it targets an object, the rope becomes taught and acts like a bridge but is considered difficult terrain. This also takes a bonus action to reel back in. At 11th Level, it now has 140ft of rope, deals 4d10+your Intelligence Modifier of piercing, and the saving throw to resist the grappling effect is subtracted by a quarter of the damage dealt.
Windmill
This structure occupies a 5ft square and is 10 ft tall. When the Windmill is created, designate a square that is adjacent to it which is the starting point for a 20ft cone of blowing air. Any ranged attacks that enter within this cone and are aiming in the same direction as the cone gain an extra damage die on a successful hit. Ranged attacks that cross the cone of wind going the opposite direction of the cone have a -3 penalty to hit. At 11th level, the cone turns into a 45ft cone, ranged attacks that enter going with the wind deal 2 additional damage and have a +2 to hit, and ranged attacks against the wind have a -5 to hit.
Treadmill
This structure occupies a 20 ft line that is 5ft wide. When you create the treadmill, choose a direction the treadmill is facing. Creatures that step on any of the squares that the treadmill occupies can move to the end of the treadmill by using 5ft of movement. Creatures moving against the treadmill’s direction treat it as difficult terrain. If a creature ends its turn on the treadmill it is moved 5ft in the direction it is facing at the end of its turn. At 11th Level, the treadmill now occupies 60ft and moves creatures that end their turn on it 15ft instead of 5.
Chosen Trade
At 3rd level, you specialize in a chosen Trade Craft. This selection gives you additional Jury Rig options and additional features at 3rd, 10th, 14th and 18th.
Ability Score Improvement
When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. 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.
Engineer
You are not only innovative with your craft, but ahead of your time. At 5th level, you have figured out how to create an Engine, a valuable material for property recipes. An engine is a special material, capable of supplementing certain material costs for various properties, such as Elemental or Hooked. You can build an Engine by spending 6 DT and 45,000 Berri.
Enhanced Rigging
Your rigging has become more enhanced, allowing you to use different properties when creating your Rigs. At 7th level, you may perform one of the following actions to your Jury Rigs a number of times equal to your intelligence modifier per short rest:
Hurried Construction:
You are able to create a Jury Rig as a Bonus Action instead of an action, but in doing so it suffers one of the following penalties of your choice. It can only qualify for a penalty that would affect it.
The structure's length or height is reduced by 10 ft. This cannot be used on a Jury Rig that occupies a 5ft square.
The structure's AC is reduced by half your proficiency modifier rounded down.
The structure's HP is reduced by your intelligence modifier per Craftsman level.
Fortified Materials:
When creating a Jury Rig, you are able to increase your structure's AC by your Strength Modifier, or increase its number of hit points by your Strength modifier per Craftsman level. Alternatively you can perform this to an existing Jury Rig as a bonus action. If used on a Mechanaut's Apparatus, it instead gains temporary HP equal to your Craftsman Level*2.
Special Coating:
When creating your Jury Rig you may grant it resistance to Bludgeoning, Slashing, and Piercing, or a single other damage type of your choice. Alternatively you can perform this to an existing Jury Rig as a bonus action. If used on a Mechanaut's Apparatus, it instead gains the chosen resistance for 1d6+ your Intelligence Modifier amount of turns.
Extended Structure:
When creating your Jury Rig, if it has a length or height you may choose to increase it by 5 x your Strength Modifier in either direction. Alternatively you can perform this to an existing Jury Rig as a bonus action. If used on a Mechanaut's Apparatus, its Melee weapons gain an additional 10 ft reach for 1d6+ Your Intelligence Modifier amount of turns instead.
Crafter's Touch
You've started to develop a signature touch to your works that no other crafter could mimic. At 9th level you can immediately identify the properties of a Meito or Haki infused armor when you come into contact with them. Additionally, choose one of the benefits below. This choice cannot be changed at later levels.
Tempered Steel (Requires Decked Out Weapons)
Your masterwork weapons count as Haki imbued and can deal force damage and gain an additional +1 to attack and damage rolls which stack with Meito bonuses and other upgrades. At 15th level, you may add an additional masterwork upgrade to your masterwork weapons at no cost that follow the same restrictions as your masterwork weapons. In addition, the bonus to attack and damage rolls becomes a +2 .
Reinforced Plating (Requires Decked Out Armor)
Your masterwork armor gains 5 UDR and grants a +1 to all Saving Throws. At 15th level, you may add an additional masterwork upgrade to your masterwork armor at no cost that follows the same restrictions as your masterwork armor. In addition the UDR becomes 10 your armor now has +2 to all Saving throws.
Protecting Walls
You've learned to defend you and your allies with your constructions. At 13th level, as a reaction when you or a creature adjacent to you are targeted by an attack you can create a Jury Rig which takes the attack in place of the targeted creature. If this attack would cause the Jury Rig to become destroyed, the creature originally targeted takes the excess damage but is considered to have resistance to the damage dealt. If the size of the structure would move a creature(s), they are moved after the attack. You can use this ability a number of times equal to your Intelligence Modifier per long rest.
Expert Blueprints
Instead of heading into battle and crafting in the heat of the moment, you’ve made blueprints that allow you to craft with greater efficiency. At 15th level, you may add your Craftsman level*2 to the HP of your Jury Rigs and when you create Jury Rig you may choose for your structures to have one of the following benefits:
You’ve blueprinted your creations to deal additional damage. Any damage done by Jury Rigs that can do so have their damage die increased by 2 steps.
You’ve begun to blueprint heavier protections for your creations. They gain 2 damage resistances of your choice but if you choose the same resistance twice, it gains immunity instead.
Perfected Craft
Your work bests those of the rumored legends of old. At 20th level, you are able to bring out the best in your creations. Once per long rest, as a bonus action you gain the following benefits for 1d8+half your proficiency bonus (rounded down) turns.
Masterwork Weapons ignore immunity and resistances and the first time they successfully hit an attack on a turn, the target is treated as vulnerable to the damage.
Masterwork Armor gains resistance to all damage types except for force.
Jury Rigged creations are restored to full hit points and deal three extra dies of damage
In addition, you gain the ability to craft a Masterwork piece of the category you didn’t choose with the same restrictions as your original Masterwork piece.