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
ENERGY POINTS
Energy Dice: 1d8 per craftsman level
Energy Points at 1st Level: 8 + your Constitution modifier
Energy Points at Higher Levels: 8 + your Constitution modifier per craftsman level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: All artisan’s tools
Saving Throws: Constitution, Intelligence, Strength
Skills: Choose four from: Artifact Knowledge, Athletics, Endurance, History, Investigation, Medicine, Perception, and Persuasion
CRAFTSMAN'S TOOLS
As a craftsman, you start with a set of craftsman’s tools, a combined toolkit that covers a broad range of applications. You can use a set of craftsman’s tools for any ability check you would make with any set of artisan’s tools. A set of craftsman’s tools costs 75,000 berry.
Exotic Proficiencies
Starting at 1st level, you gain proficiency with exotic weapons and exotic armor, which are unconventional, yet effective items with which no other class is proficient. If a feature or effect grants proficiency with a weapon or suit of armor, it doesn’t grant proficiency with exotic weapons or exotic armor, unless otherwise stated.
Expertise
At 1st level, you gain expertise in one set of artisan’s tools of your choice
Active Crafting
Also at 1st level, you pay half of the DT cost for crafting checks you make
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. To create a masterwork version of an item, add 5,000 to the cost in materials you pay to craft the item. Masterwork weapons you create have a +1 bonus to attack rolls. A magic weapon that adds a bonus to your attack and damage rolls doesn’t add this bonus to attack rolls. When you gain this feature at 2nd level, you can create 1 masterwork item for free.
MASTERWORK PROPERTIES
Masterwork weapons and armor can be modified with masterwork properties, advanced modifications that transform them into truly unique weapons and armor. Masterwork properties are separated into 4 levels: Apprentice, Journeyman, Master, and Legendary. You can apply up to three Apprentice properties to a masterwork item. Additionally, you can apply one Journeyman, one Master, and one Legendary property to each masterwork item. These properties do not count towards the normal upgrade slots of the item. If you add a Master or Legendary property to an item, only you can use it.
MODIFYING EQUIPMENT
Improving Equipment. You can make any weapon or suit of armor masterwork for a cost of 5,000 berry in materials.
Adding Masterwork Properties.
Adding masterwork properties of Journeyman level or higher requires a cost in gold pieces and also requires you to be of a high enough level in this class, as shown in the Masterwork Properties table. When you learn a new level of masterwork properties, you can apply a property from that level to a masterwork item at no cost. Whenever you modify the properties of a masterwork weapon, you can change its damage type to bludgeoning, piercing, or slashing damage, if its damage was already one of these types.
Removing Properties.
You can remove any properties of a masterwork item, including those a weapon had when you first created it. You can’t remove a property from an item that is a prerequisite for another of the item’s properties. You also can’t remove a detrimental property this way unless that property also adds a helpful effect. If you replace a property of Journeyman level or higher with a property of the same level over the same long rest, you can do so without an additional cost in materials.
CRAFTING ABILITY
Intelligence is the primary ability you use when crafting items. You use your Intelligence modifier when setting the saving throw DC for items that you craft.
Masterwork save DC = 8 + your proficiency bonus + your Intelligence modifier
Tool Belt
By 2nd level, you always have the right tool at hand. You can use your action to retrieve a piece of non-magical gear from your belt, pack, cart, or wherever you keep your tools, even if you didn’t have it in your inventory before. The item’s gold piece cost can be up to 50,000 berries. You can’t use this feature to produce a weapon, suit of armor, shield, or consumable. An item retrieved in this way becomes lost in your inventory and vanishes when you finish a long rest. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest. You cannot sell anything you get with this feature.
Artisans’ Guild
At 3rd level, you join an Artisans’ Guild. Select one of the Guilds from those listed below; you gain the 3rd level feature of that guild. You gain an additional Guild feature 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.
Enginecraft
You are not only innovative with your craft, but ahead of your time. At 5th level, you gain proficiency in and 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 5 DT and 50,000 Berry.
Folded Steel
Also at 6th level, you discover how to imbue your masterwork weapons with haki. Masterwork weapons crafted or modified by you count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Eye for Quality
Starting at 9th level, you can cast the identify spell at will, without using a spell slot or spell components. Additionally, when you cast the spell, you also appraise the target item, learning its market value in berries.
Flawless Construction
Beginning at 13th level, masterwork items you create don’t rust, pit, fray at the edges, or otherwise show signs of aging. Additionally, they have resistance to all damage. Items you create can only be destroyed by effects that can destroy magic items.
Uncanny Tool Belt
By 15th level, you have a knack for finding the most useful things buried away in your cart. You can produce a single tier 1 or 2 consumable item from your tool belt. The item becomes lost in your inventory and vanishes when you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
True Masterwork
At 20th level, you can add an additional property of each type to masterwork weapons you create. In addition, other creatures can use your masterwork weapons with master properties.