|Level||Proficiency Bonus||Features||Schematics Known||Unstable Prototypes||Technology Carrying Capacity||Technology Charges||Max Complexity Level|
|4th||+2||Ability Score Improvement||4||2||8||7||1|
|7th||+3||Flash of Genius||6||3||11||9||2|
|8th||+3||Ability Score Improvement, Land's Stride||6||3||12||9||2|
|12th||+4||Ability Score Improvement||8||4||16||12||3|
|16th||+5||Ability Score Improvement||10||5||20||16||4|
|19th||+6||Ability Score Improvement||12||6||23||19||5|
As a Artisan, you gain the following class features
Hit Dice: 1d6 per combat level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st
Armor: Light Armor
Weapons: Simple weapons
Tools: Tinker's tools, Slicer's Tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from History, Investigation, Medicine, Nature, Perception, Sleight of Hand, Technology
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- a blaster pistol
- combat suit
- slicers tools
At 1st level, you gain the ability to craft prototype items from schematics you draft.
At 1st level, you have access to two low-charge technology abilities of your choice from the technology ability list. You obtain additional low-charge technology of your choice at higher levels, as determined by the technology carrying capacity column.
The Artisan table shows a max charge level that dictates the highest charge level ability you may learn. To weave one of these charged technologies, you must expend a charge of the technologies charge level or higher. You regain all expended technology charges when you finish a short rest.
For example, if you know the 1st level technology ability Acid Spray and have two charges available, you can cast Acid Spray at either a +1 or +2 charge level.
Technology Charge Levels
Upon reaching level 3, you may know three 1st-level technology abilities of your choice from the technology ability list.
The Technology Charges column of the Artisan table shows when you learn more technology abilities of your choice. Each of these technology abilities must be of a level for which you have charges. For instance, when you reach 5th level in this class, you can learn one new technology of low, 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the technologies you know and replace it with another technology from the technology ability list, which also must be of a level for which you have charges.
Intelligence is the tech-weaving ability for your technologies. You use your Intelligence whenever a technology ability refers to your tech-weaving ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
Beginning at 2nd level, you gain the ability to craft prototype items from schematics you draft.
When you gain this feature, pick four artisan schematics to learn, choosing from the “Artisan Schematics” section at the end of the class’s description. You learn additional schematics of your choice when you reach certain levels in this class, as shown in the Schematics Known column of the Artisan table.
Whenever you gain a level in this class, you can replace one of the artisan schematics you learned with a new one.
Crafting a Prototype
Whenever you finish a long rest, you can craft an item from your known schematics. You can craft no more than one prototype from your known schematics at the end of a long rest. Some prototypes may be unstable, requiring attention throughout the day. Due to this, you may only have a specified amount of unstable prototypes. The maximum number of unstable prototypes appears in the Unstable Prototypes column of the Artisan table. If you try to exceed your maximum number of unstable prototypes, the oldest prototype explodes due to neglect and is beyond repair.
At 3rd level, you choose the type of specialist you are: Alchemist, droid engineer, each of which are detailed at the end of the class's description. Your choice grans you features at 5th level and again at 9th and 15th level.
Ability Score Improvement
When you reach 4th, 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.
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
When you reach 10th level, you achieve a profound understanding of how to craft and make prototypes:
- You can maintain up to four unstable prototypes at once.
- You can craft up to two prototypes after a long rest.
- The amount of credits needed for raw materials is halved for all prototypes.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
At 14th level, your skill crafting prototypes deepens more:
- You can maintain up to five unstable prototypes at once.
- You can craft up to three prototypes after a long rest.
Starting at 18th level, you can maintain up to six unstable prototypes at once.
At 20th level, your prototypes become an extension of you, which you can draw on for protection:
- You gain a +1 bonus on all saving throws equal to your crafted unstable prototypes.
- If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to un-equip a prototype, causing you to drop to 1 hit point instead of 0. Un-equipping the prototype places it in front of the attack causing it to be destroyed. This feature cannot be used if the ability is a mind force power.
Your metallurgical pursuits have led to you making great strives in armor technology. Once per long rest, you can turn a suit of heavy armor you are wearing into advanced armor, provided you have armorsmith's supplies.
You gain the following benefits while wearing the advanced armor:
- If the armor normally has a Strength requirement, the advanced armor lacks this requirement for you.
- The advanced armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
The armor only responds to your biological frequency. If you doff the armor or die your advanced armor reverts back to its pre-engineered state.
You can customize your advanced armor. When you do so, choose one of the following armor models: protector or infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can change your advanced armor’s model whenever you finish a short or long rest, provided you have armorsmith's supplies.
You customize your armor for subtle undertakings. It has the following features:
Static Scrambler: A cannon-like weapon appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Thrusters: Your walking speed increases by 5 feet. Additionally, you gain a flying speed of 10 feet.
Second Skin: The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the advanced armor doesn’t.
You design your armor to be in the frontline of conflict. It has the following features:
Kinetic Knuckler: Your armored fists each count as a simple melee weapon, and each deals 1d8 kinetic damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor emits a distracting kinetic pulse when the creature attacks someone else.
Recharging Reactor: You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.
Intimidating Innovation: After dealing damage to a creature you have advantage on taunt rolls against them. Additionally, you gain an initiative bonus equal to your constitution modifier.
Tools of the Trade
Beginning when you pick this specialization at the 3rd level, you gain proficiency with heavy armor. You also gain proficiency with Armorsmith's Supplies. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
At 9th level, you learn how to use your artisan prototypes to specially modify the armor enhanced by your Advanced Armor feature. That armor now counts as separate items for the purposes of your Prototypes feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your prototypes. In addition, the maximum number of unstable prototypes you can manage increases by 2, but those extra prototypes must be part of your advanced armor.
Upon reaching 15th level, your advanced armor gains additional benefits based on its model:
Any creature that takes lightning damage from your Static Scrambler glimmers with light and is highly conductive until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.
Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your technology save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once) You regain all expended uses of it when you finish a long rest.
When you adopt this specialization at 3rd level, you gain proficiency with chemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Beginning at 3rd level, whenever you finish a long rest, you can produce experimental elixirs in an empty flask using your chemist's supplies. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can produce more elixirs at the end of a long rest: three at 3rd level, four at 6th level, and five at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
|1||Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.|
|2||Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.|
|3||Resilience. The drinker gains a +1 bonus to DR for 10 minutes.|
|4||Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.|
|5||Adaptable. The drinker has advantage on all saving throws for 1 hour.|
|6||Energized. The drinker can make an additional attack if their first one misses for 30 seconds.|
At 5th level, you develop masterful knowledge of chemicals, enhancing the healing and damage you create through them. Whenever you attack with a technology you may chose to reroll either the attack roll or applicable saving throw (your choice).
Starting at 9th level, you can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- Healing technologies restore additional hit points equal to your Intelligence modifier.
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
- Healing technologies do not count towards your technology charge total.
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
When you reach 3rd level, your combat training and your experiments with technology have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
By 3rd level, your tinkering has borne you a faithful companion, a probe droid. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics below, which uses your proficiency bonus in several places. You determine the creature's appearance, your choice has no effect on its game statistics.
In combat, the droid shares your initiative count, but it 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend two tech charges. The probe droid returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new probe droid if you have your smith's tools with you. If you already have a probe droid from this feature, the first one immediately self destructs. The defender also self destructs if you die.
|Probe Droid|| |
Skills Athletics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak and binary
Proficiency Bonus (PB) equals your bonus
Blast. Ranged Weapon Attack: your tech attack modifier to hit, reach 20 ft., one target you can see. Hit: 1d8 + PB force damage.
Deflect. The droid imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the droid.
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
At 9th level, you learn new ways to aid the battlefield, to harm or heal. When either you hit a target with a weapon attack or your probe droid hits a target, you can create one of the following effects:
- You or your probe droid discharge static buildup, causing the target takes an extra 2d6 lightning damage.
- Choose one creature or object you can see within 30 feet of the target. Your probe droid heals administers bacta restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
At 15th level, your Arcane Jolt and steel defender become more powerful:
- The extra damage and the healing of your Arcane Jolt both increase to 4d6.
- Your steel defender gains a +2 bonus to Armor Class.
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
When you adopt this specialization at 3rd level, you gain proficiency with droid tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Starting at 3rd level, you can learn to craft droids of various classes from schematics obtained on the holonet. Droid schematics count against your artisan schematics known. Droid schematics can be seen at the droid schematics page.
At 5th level, you develop masterful knowledge of engineering, learning to craft prototypes for your droid companions. The list of schematics can be found in the Engineer Schematics section at the end of this specialization.
Beginning at 9th level, you have modified your droids to carry various technologies and weave them in combat. Whenever you would use a known technology, you may instead have your droid weave the tech.
Intelligence is your droid's tech-weaving ability for your technologies. Your droid uses it's Intelligence whenever a technology ability refers to tech-weaving ability. In addition, you use your droid's Intelligence modifier when setting the saving throw DC for a technology ability your droid weaves and when making an attack roll with one.
Tech save DC = 8 + your droid's proficiency bonus + your droid's Intelligence modifier
Tech attack modifier = your droid's proficiency bonus + your droid's Intelligence modifier
At 15th level, your droid companions have become so advanced that they are capable of monitoring and maintaining unstable prototypes. Droid companions are able to maintain 3 unstable prototypes. These additional unstable prototypes do not count against your maximum unstable prototypes.