Artisan Schematics

Artisan Schematics

The key to any Artisan's success, schematics layout the plans to craft incredible creations.

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 NamePrerequisiteMaterialsSlotUnstable PrototypeDescription
Enhanced Weapon Scope2nd-level ArtisanWeapon ScopeWeapon AttachmentYesWhile 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 Armor2nd-level ArtisanA set of ArmorArmorYesA 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 Weapon2nd-level ArtisanA simple or martial melee weaponWeapon AttachmentYesThis 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 Weapon6th-level ArtisanA simple or martial weaponWeaponYesThis 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 Arm2nd-level Artisan200 Credits in Droid PartsAccessoryYesAs 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 Breather2nd-level Artisan50 Credits in Raw MaterialsNoneNoAllows 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 Goggles2nd-level Artisan50 Credits in Raw MaterialsNoneNoWhile 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 Generator6th-level ArtisanShield GeneratorWeaponYesA 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 Armor6th-level ArtisanA set of ArmorArmorYesWhile 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 Boots6th-level ArtisanA pair of BootsFeetYesWhile 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 Suit6th-level ArtisanCombat SuitArmorNoWhile 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 Boots6th-level ArtisanA pair of BootsFeetYesWhile 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.
Repeater10th-level ArtisanA Weapon with the heat propertyWeapon AttachmentYesThis 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 Boots10th-level ArtisanA pair of BootsFeetYesWhile 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 Cloak10th-level ArtisanA set of Weave ArmorBackYesWhile wearing this cloak, you gain +1 to DR and you have resistance to fire damage.
Power Gloves10th-level ArtisanA pair of GlovesHandsYesYour 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 Stimulator10th-level Artisan500 Credits in Raw MaterialsAccessoryYesWhile 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 Hook10th-level Artisan200 Credits in Raw MaterialsAccessoryNoAs 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 Arm14th-level Artisan1000 Credits in Droid PartsAccessoryYesWhile attached, the arm provides these benefits:
  • As a bonus action, once per round, you may interact with your environment an additional times, as long you are not holding anything in this arm.
  • 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.
  • The arm may be used as a melee weapon. It deals 2d10 lightning damage on a hit and is a bonus action.
Exo-Suit14th-level ArtisanA set of ArmorArmorYesA 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 Boots14th-level ArtisanA pair of Boots, Two MissilesFeetYesWhile 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 Shackles14th-level Artisan400 Credits in Raw MaterialsNoneNoYou 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 Amplifier14th-level Artisan600 Credits in Raw MaterialsNoneNoYou 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 NamePrerequisiteMaterialsSlotUnstable PrototypeDescription
Class I3rd-level Droid Engineer500 Credits in Droid PartsCompanionNo

CLASS I 
Medium or small (your choice) utility droid, neutral

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 Features

As a Class I, your companion gain the following features

Hit Points
Hit Dice: 1d4 per combat level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 + your Constitution modifier per level after 1st

Proficiencies
Armor: Light armor plating
Saving Throws: Intelligence, Wisdom
Skills: Medicine and Nature
Languages: Class I droids can speak, read, and write Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it.

Attributes
Strength: 8 (-1)
Dexterity: 12 (1)
Constitution: 11 (0)
Intelligence: 15 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)

Features
Defense Rating: 12 (natural armor)
Speed: 25 ft.

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 II3rd-level Droid Engineer500 Credits in Droid PartsCompanionNo

CLASS II 
Small utility droid, neutral

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 Features

As a Class II, your companion gain the following features

Hit Points
Hit Dice: 1d6 per combat level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier per level after 1st

Proficiencies
Armor: Medium armor plating
Saving Throws: Intelligence, Dexterity
Skills: Slicing and History
Languages: Class II droids can speak, read, and write binary. Additionally, they can understand one language of your choice.

Attributes
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (0)

Features
Defense Rating: 12 (natural armor)
Speed: 25 ft.
Navigator: You have advantage on all navigation (survival) rolls.

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 III3rd-level Droid Engineer500 Credits in Droid PartsCompanionNo

CLASS III
Medium utility droid, neutral

Class three droids are programmed to interact with humans. They are often said to be the most advanced droids ever invented.

Droid Features

As a Class III, your companion gain the following features

Hit Points
Hit Dice: 1d4 per combat level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 + your Constitution modifier per level after 1st

Proficiencies
Armor: Light armor plating
Saving Throws: Intelligence, Wisdom
Skills: History and Religion
Languages: Class III droids can speak, read, and write all known languages. They can understand spoken and written Binary, but can not speak it.

Attributes
Strength: 8 (-1)
Dexterity: 8 (-1)
Constitution: 8 (-1)
Intelligence: 15 (+2)
Wisdom: 15 (+2)
Charisma: 15 (+2)

Features
Defense Rating: 12 (natural armor)
Speed: 25 ft.

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 IV5th-level Droid Engineer1000 Credits in Droid PartsCompanionNo

CLASS IV
Medium combat droid, neutral

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 Features

As a Class IV, your companion gain the following features

Hit Points
Hit Dice: 1d10 per combat level
Hit Points at 1st Level: 10+ your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st

Proficiencies
Armor: Heavy armor plating
Weapons: Simple blasters, martial blasters, martial melee weapons, simple melee weapons
Saving Throws: Strength, Dexterity
Skills: Athletics
Languages: Class IV droids can speak, read, and write Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it.

Attributes
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 10 (0)
Charisma: 8 (-1)

Features
Defense Rating: 12 (natural armor)
Speed: 30 ft.

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.

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