Artisan Schematics
Artisans have invented numerous schematics, extraordinary blueprints that help rapidly create prototypes. To many, artisans seem like wonderworkers, accomplishing in hours what others need weeks to complete.
The description of each of the following schematics details the necessary materials, along with whether the prototype is unstable. Additionally, prototypes are broken up by "slots". You cannot equip two prototypes of the same slot, with the exception of accessory's.
Some schematics specify a minimum artisan level. You can’t learn such an schematic until you are at least that level.
Schematic Name | Prerequisite | Materials | Slot | Unstable Prototype | Description |
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Enhanced Weapon Scope | 2nd-level Artisan | Weapon Scope | Weapon Attachment | Yes | While equipping this item, a creature gains a +1 bonus to ranged weapon attack rolls. In addition, the creature ignores half cover when making a ranged weapon attack. The bonus increases to +2 when you reach 10th level in this class. |
Enhanced Armor | 2nd-level Artisan | A set of Armor | Armor | Yes | A creature gains a +1 bonus to defense rating while wearing (armor) this prototype. The bonus increases to +2 when you reach 10th level in this class. |
Enhanced Weapon | 2nd-level Artisan | A simple or martial melee weapon | Weapon Attachment | Yes | This prototype grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class. |
Solar Weapon | 6th-level Artisan | A simple or martial weapon | Weapon | Yes | This prototype weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to emit bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn. |
Droid Arm | 2nd-level Artisan | 200 Credits in Droid Parts | Accessory | Yes | As a bonus action, once per round, you may interact with your environment an additional times, as long you are not holding anything in your droid arm. In addition, this arm may be used to hold items (such as extra weapons or ammunition), although they do not necessarily grant you additional actions to attack. |
Aquata Breather | 2nd-level Artisan | 50 Credits in Raw Materials | None | No | Allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
Night Goggles | 2nd-level Artisan | 50 Credits in Raw Materials | None | No | While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
Repulsion Shield Generator | 6th-level Artisan | Shield Generator | Weapon | Yes | A creature gains a +1 bonus to Defense Rating while wielding this shield generator. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away The shield regains 1d4 expended charges daily at dawn. |
Resistant Armor | 6th-level Artisan | A set of Armor | Armor | Yes | While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, lightning, or poison. |
Sonic Suppressor Boots | 6th-level Artisan | A pair of Boots | Feet | Yes | While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. |
Diving Suit | 6th-level Artisan | Combat Suit | Armor | No | While wearing this suit (must remove any armor, requires 1 minute to don), you can breathe underwater, and you have a swimming speed of 60 feet. |
Propulsion Boots | 6th-level Artisan | A pair of Boots | Feet | Yes | While wearing these boots, a creature can disengage up to 15 feet as a bonus action to an unoccupied space the creature can see. These boots have 3 charges before a long rest is required to recharge. |
Repeater | 10th-level Artisan | A Weapon with the heat property | Weapon Attachment | Yes | This prototype weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack. This weapon adds 2 to the heat property to a weapon. |
Kinetic Rupture Boots | 10th-level Artisan | A pair of Boots | Feet | Yes | While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
Armorweave Cloak | 10th-level Artisan | A set of Weave Armor | Back | Yes | While wearing this cloak, you gain +1 to DR and you have resistance to fire damage. |
Power Gloves | 10th-level Artisan | A pair of Gloves | Hands | Yes | Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
Heart Stimulator | 10th-level Artisan | 500 Credits in Raw Materials | Accessory | Yes | While you wear this simulator, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
Grappling Hook | 10th-level Artisan | 200 Credits in Raw Materials | Accessory | No | As a action you can fire a grappling hook. This allows you to move up, down, and across vertical surfaces and upside down along ceilings. You have a climbing speed equal to half your walking speed. |
Electro-Droid Arm | 14th-level Artisan | 1000 Credits in Droid Parts | Accessory | Yes | While attached, the arm provides these benefits:
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Exo-Suit | 14th-level Artisan | A set of Armor | Armor | Yes | A creature gains a +2 bonus to Armor Class while wearing this prototype. Additionally, your Strength score changes to 21. This prototype item has no effect on you if your Strength without the suit is equal to or greater than 21. |
Rocket Boots | 14th-level Artisan | A pair of Boots, Two Missiles | Feet | Yes | While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. |
Shock Shackles | 14th-level Artisan | 400 Credits in Raw Materials | None | No | You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using force powers. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
Sonic Amplifier | 14th-level Artisan | 600 Credits in Raw Materials | None | No | You can use an action to speak into the necklace, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. |
Droid Engineer Schematics
Droids share your level, proficiency bonus, and initiative. Droids cannot wear armor. As you level you advance the complexity of your droids, granting them new abilities and features.
Whenever you gain the Ability Score Improvement class feature, your droid’s abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Droids cannot increase an ability score above 20 using this feature unless its description specifies otherwise.
While you may craft multiple droids (no more than one of each class), you may only take one utility and one combat droid with you at a time. Additional droids must remain at "hub" locations that the DM deems. These areas include but are not limited to: ships, storage facilities, and lodging locations.
Schematic Name | Prerequisite | Materials | Slot | Unstable Prototype | Description |
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Class I | 3rd-level Droid Engineer | 500 Credits in Droid Parts | Companion | No | CLASS I Class one droids work in the fields of mathematics, physics, physical sciences, and medicine. Although they have in-depth knowledge of their field, they are rarely programmed to apply their knowledge to everyday situations. Class one droids were considered little more than computers since all they usually do is perform calculations. Droid FeaturesAs a Class I, your companion gain the following features Hit Points Proficiencies Attributes Features Actions (Requires Your Action) Bash. Melee Weapon Attack: +2 to hit, reach 5 ft, one target you can see. Hit: 1d8 + 2 kinetic damage. Bacta Spray. Heal a creature for 1d4 + your intelligence modifier. This ability no effect on droids or constructs. When you use this action at a higher levels the amount restored increases by 1d4 per artisan schematics known, halved (rounded down). Kolto Injection. (Requires level 5) A creature regains hit points equal to 2d4 + your intelligence modifier. This ability no effect on droids or constructs. When you use this action at a higher levels the amount restored increases by 1d4 per artisan schematics known, halved (rounded down). |
Class II | 3rd-level Droid Engineer | 500 Credits in Droid Parts | Companion | No | CLASS II Class II droids are programmed for engineering and other technical sciences. They differ from class one droids because they applied the science to real-life situations. Class two droids are rarely equipped with Basic vocabulators, instead communicating through Binary. Droid FeaturesAs a Class II, your companion gain the following features Hit Points Proficiencies Attributes Features Actions (Requires Your Action or Bonus Action) Shock. Melee Weapon Attack: +2 to hit, reach 5 ft, one target you can see. Hit: 1d6 + 2 lightning damage. Rocket Booster. (Requires level 5) Whenever you take the disengage action you gain the flying status. You can maintain the flying status for 1 minute. Your flying speed is 30 ft. |
Class III | 3rd-level Droid Engineer | 500 Credits in Droid Parts | Companion | No | CLASS III Class three droids are programmed to interact with humans. They are often said to be the most advanced droids ever invented. Droid FeaturesAs a Class III, your companion gain the following features Hit Points Proficiencies Attributes Features Actions (Requires Your Action) Bash. Melee Weapon Attack: +2 to hit, reach 5 ft, one target you can see. Hit: 1d6 + 2 kinetic damage. |
Class IV | 5th-level Droid Engineer | 1000 Credits in Droid Parts | Companion | No | CLASS IV Class four droids are programmed to fight. Almost all class four droids carry weapons. Armed combat droids were among the first droids ever created. Droid FeaturesAs a Class IV, your companion gain the following features Hit Points Proficiencies Attributes Features Actions A player may order this droid to make any of the following actions as their bonus action. The Droid Engineer may overrule any command given by a friendly ally and may all tell the droid to ignore certain players orders. The droid would take their ordered action on the Droid Engineer's turn. Bash. Melee Weapon Attack: +2 to hit, reach 5 ft, one target you can see. Hit: 1d6 + 2 kinetic damage. Weapon Attack. Utilize a ranged weapon attack. Calculate values like a player character would. |