An artisan is a specialist who makes what they need by hand. They are masters of equipment and know better than most just how dangerous a tool can be in the right hands.
Quick Build
You can make an artisan quickly by following these suggestions. First, choose the Guild Artisan background, with Craftsman (Wis), Inventor (Int), or Traveling Merchant (Cha) as your martial tradition. The martial tradition you choose determines your highest ability score. Your next-highest score should be Strength or Dexterity, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your third-highest score should be Constitution.
Class Features
As an artisan, you gain the following class features.
Hit Points
Hit Dice: 1d8 per artisan level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artisan level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Constitution, Intelligence
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background and martial tradition:
- *(a)* a burglar's pack, *(b)* a dungeoneer's pack, or *(c)* an explorer's pack
Tradition
If this is your first level in any class, you may select a martial tradition
Martial Training
You gain 3/4ths of a martial talent every level, according to Table: Artisan.
Table: Artisan| Level | Proficiency Bonus | Features | Martial Talents | Insights | Tradecrafts |
|---|---|---|---|---|---|
| 1st | +2 | Martial Training, Artisan Training, Trade Specialty | 0 | — | 2 |
| 2nd | +2 | Trade Insight | 1 | 1 | 2 |
| 3rd | +2 | Improvised Implements, Magic Tools | 2 | 1 | 2 |
| 4th | +2 | Ability Score Improvement | 3 | 1 | 2 |
| 5th | +3 | Extra Attack, Trade Insight | 3 | 2 | 2 |
| 6th | +3 | Tool Expertise | 4 | 2 | 2 |
| 7th | +3 | Magic Tools (+1) | 5 | 2 | 3 |
| 8th | +3 | Ability Score Improvement | 6 | 2 | 3 |
| 9th | +4 | Trade Insight | 6 | 3 | 3 |
| 10th | +4 | 7 | 3 | 4 | |
| 11th | +4 | Magic Tools (+2) | 8 | 3 | 4 |
| 12th | +4 | Ability Score Improvement | 9 | 3 | 4 |
| 13th | +5 | Trade Insight, Use Magic Device | 9 | 4 | 4 |
| 14th | +5 | 10 | 4 | 5 | |
| 15th | +5 | Magic Tools (+3) | 11 | 4 | 5 |
| 16th | +5 | Ability Score Improvement | 12 | 4 | 5 |
| 17th | +6 | Trade Insight | 12 | 5 | 5 |
| 18th | +6 | 13 | 5 | 6 | |
| 19th | +6 | Ability Score Improvement | 14 | 5 | 6 |
| 20th | +6 | Trade Specialty feature | 15 | 5 | 6 |

Artisan Training
You gain the Toolkit Training (discipline) talent from the Equipment sphere as a bonus martial talent. If you already possess the Toolkit Training talent, you instead gain a bonus talent from the Equipment sphere of your choice.
Trade Specialty
Every artisan possesses a trade specialty, determined by what style of craftsmanship they specialize in: Chef, Sapper, Smith, or Technician, all detailed at the end of the class description. Each trade specialty grants you additional benefits at 7th, 10th, 14th, 18th, and 20th level.
Insight
At 2nd level, the artisan learns an insight from the universal insight list; Each trade specialty also expands the list of insights that can be chosen. The universal insight options are detailed at the end of the class description. The artisan gains additional insights at 5th, 9th, 13th, and 17th level.
Improvised Implements
Beginning at 3rd level, the artisan is treated as always having the set of tools granted by their trade specialization in the Tools of the Trade feature.
Magic Tools
At 3rd level, tools are treated as magic weapons in the hands of an artisan. At 7th level, the tools grant a +1 bonus to Attack and Damage, improving by +1 at 11th (+2) and 15th level (+3).
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 usual, 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.
Tool Expertise
Beginning at 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Trade Specialty
An artisan’s craft can define their very character, so pick your trade specialty carefully.
Chef
A chef supports the rest of the party by ensuring that they have a steady and healthy diet, adventuring after all requires a lot of energy.

Tools of the Trade
At 1st level, the chef gains proficiency with Cook’s Utensils, and can treat cook’s utensils as alchemist’s supplies, and vice versa. In addition, you gain the Alchemy sphere as a bonus sphere, choosing the Treats (formula) talent as their chosen talent. If you already possess the Treats (formula) talent, you instead gain a bonus (formula) talent of your choice from that sphere. If you possess a variant that would prevent you from creating Treats, you still get the Treats (formula) talent, but are unable to create them.
Entrée
At 1st level, the chef gains the ability to create entrées. Entrées are special dishes of food that you can prepare as part of a short rest, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food is treated as having eaten a sufficient amount of food to stave off any harmful effects from hunger or starvation for that day.
Tradecraft: Recipes
Every trade specialty has formulated a series of directions related to their occupation or hobby. For the chef, these tradecrafts are recipes that determine the primary benefit of the entrées they prepare. At 1st level, the chef learns two recipes of their choice, learning an additional recipe at 7th (3 recipes), 10th (4 recipes), 14th (5 recipes), and 18th level (6 recipes).
Bread (recipe)
Any creature who eats the food also gains advantage on one Strength check or saving throw of their choice. The creature has 24 hours (or until they consume another entrée) to use this entrée benefit.
Fish (recipe)
Any creature who eats the food also gains advantage on one Intelligence check or saving throw of their choice. The creature has 24 hours (or until they consume another entrée) to use this entrée benefit.
Fowl (recipe)
Any creature who eats the food also gains advantage on one Dexterity check or saving throw of their choice. The creature has 24 hours (or until they consume another entrée) to use this entrée benefit.
Mycoprotein (recipe)
Any creature who eats the food also gains advantage on one Wisdom check or saving throw of their choice. The creature has 24 hours (or until they consume another entrée) to use this entrée benefit.
Red Meat (recipe)
Any creature who eats the food also gains advantage on one Constitution check or saving throw of their choice. The creature has 24 hours (or until they consume another entrée) to use this entrée benefit.
Vegetables (recipe)
Any creature who eats the food also gains advantage on one Charisma check or saving throw of their choice. The creature has 24 hours (or until they consume another entrée) to use this entrée benefit.
Chef Insights
Chef insights generally improves the effects of created entrées and treats, but may also affect the chef in other ways as well. Insights that directly modify an entrée or treat will be designated as (entrée) or (treat) respectively.
Alluring Meal
You can prepare a special entrée that is not consumed during a short rest, that is especially appealing in both sight and smell; If you do, you can choose a non-humanoid creature type, or two humanoid races. Creatures of the chosen type or race, who are within sight or smell of the entrée, must succeed a Wisdom saving throw or be compelled to spend its movement to approach the food. A new saving throw is made at the start of the compelled creature’s turn. If the creature starts its turn within reach of the entrée, it must succeed a Wisdom saving throw or be compelled to consume the food with its action. Once an individual creature has succeeded on a Wisdom saving throw against an Alluring Meal, it is immune to the effects of the Insight for 24 hours.
Banquet
Once per month, you can prepare an especially massive entrée as part of a long rest; If you do, you prepare enough food for upto five times the amount of creatures, and can apply all (recipe) recipes that you know to any creature who eats it. Food prepared in this way loses all recipe and insight benefits if not eaten within 24 hours, and reduces in quality every 24 hours thereafter. You are assumed to slowly gather and store the needed resources and supplies, over the course of a month, allowing you to prepare the banquet at no monetary cost to yourself.
Culinary War Paint (entrée, treats)
Gain the War Paint (formulae) talent from the Alchemy sphere as a bonus talent.
Entrée: Any creature who consumes one of your entrées also gains the benefits of any two colors that you know from that talent; these benefits replace any War Paint benefits the creature are under the effects of.
Treat: Any creature who consumes one of your treats can instead gain the benefit of any one color you know from that talent; If the creature is already benefiting from the War Paint talent, this benefit replaces one color they are under the effects of.
Special: This insight may be taken multiple times; however, each time after the first, this insight only grants an additional War Paint (formula) talent from the Alchemy sphere as a bonus talent.
Hearty Meal (entrée, treats)
Gain a (medic) talent of your choice from the Alchemy sphere as a bonus talent.
Entrée: Any creature who consumes one of your entrées also gains the benefits of any one (medic) talent you know from the Alchemy sphere.
Treat: Any creature who consumes one of your treats can instead regain a number of hit points equal to your proficiency bonus.
Special: This insight may be taken multiple times; however, each time after the first, this insight only grants an additional (medic) talent from the Alchemy sphere as a bonus talent.
Iron Nose and Stomach
You gain advantage on all Wisdom (Perception) checks that rely on scent and on all saving throws against poison or the poisoned condition.
Waste Not
As an action, a chef can target a recently dead or destroyed creature, of Medium size or larger, and systematically cut up parts of the creature. These portions of the corpse are then stored as provisions that can be made into rations during a short or long rest. Portions can create a number of rations equal to 1 plus the number of size categories above Medium that the creature was.
Master Chef
At 20th level, the chef is always treated as having access to an operational kitchen and may prepare twice the number of entrées (twenty); A chef using the Banquet insight can produce enough food for upto a hundred creatures.
Sapper
A sapper supports the party by clearing or deploying structures and traps.

Tools of the Trade
At 1st level, the sapper gains proficiency with mason's tools, and can treat mason’s tools as thieves’ tools, and vice versa. In addition, you gain the Trap sphere as a bonus sphere. If you already possess the Trap sphere, you instead gain a bonus talent of your choice from that sphere.
Frame Stacks
At 1st level, the sapper gains the ability to create frame stacks (see New Adventuring Gear). Frames are collapsible materials that you can build as part of a long rest, provided you can gather the materials and have mason’s tools on hand. You can prepare a number of frame stacks equal to your proficiency bonus.
As an action, you can expend your martial focus to deploy or dismantle a (blueprint) you know. Deploying a (blueprint) builds the relevant structure, while dismantling causes the structure to collapse back into frame stacks.
Tradecraft: Blueprints
Every trade specialty has formulated a series of directions related to their occupation or hobby. For the sapper, these tradecrafts are blueprints that determine what structures that the sapper can build at a moment's notice. At 1st level, the sapper learns two blueprints of their choice, learning an additional blueprint at 7th (3 blueprints), 10th (4 blueprints), 14th (5 blueprints), and 18th level (6 blueprints).
Structure
Armor Class: equals to 8 + your proficiency bonus + your key ability modifier
Hit Points: equal to 5 x your artisan level. If your structure is reduced to 0 hit points, it collapses and can’t be used again until repaired.
DC: equal to 8 + your proficiency bonus + your key ability modifier
Missing hit points to your structure can be restored with the mending spell (or the Repair ability of the Creation sphere), or by completing a short or long rest. Casting the mending spell restores a number of missing hit points equal to their casting ability modifier (minimum of one), but it can’t be repaired to more than half its hit point maximum in this way. Completing a short rest restores your structure to half its hit point maximum, and completing a long rest restores it to its hit point maximum.
Battering Ram (blueprint)
(*Frame Stacks: 1*)
You can deploy a Large-sized siege structure intended for breaking down castle gates and portcullises. It takes 4 Medium or Small-sized creatures to use this structure. When doing so, you gain a +12 bonus on the Strength check. Four additional other characters can help you use the battering ram, giving you advantage on this check. Even on a failure, the ram deals an amount of damage to the door or portcullis equal to 1d8 damage per creature using this structure.
When deploying a battering ram, you can increase the number of used frame stacks; For each additional frame stack used, increase the maximum number of additional characters who can help you use the structure by 4.
Bridge (blueprint)
*(Frame Stacks: 1)*
You can deploy a bridge that is 30 feet long and 5 feet wide, and 3 feet thick. The bridge starts from the point at which you deploy it, and extends in a direction of your choice. When you dismantle your bridge, it retracts toward a supported end nearest you.
At least one end of the bridge must be supported. A bridge with two or more ends supported can hold up to 1,000 lbs. If only one end of the bridge is supported, it can only hold up to 200 lbs. Any weight above its maximum causes the bridge to instantly drop to 0 hit points, destroying it.
If a creature is on the bridge when it is destroyed or dismantled, it must make a Dexterity saving throw against your structure DC. On a successful saving throw, it reaches the closest part of the bridge that has stable support, or it maintains a grip on your bridge as it retracts, as appropriate. On a failed save, it falls.
Multiple bridges may be combined to create longer or wider bridges.
Cage (blueprint)
*(Frame Stacks: 1)*
You deploy a cage no larger than a Medium-sized cube centered on the target location. The cage is surrounded on all sides by 2-inch-thick interlocked rods. When deploying the cage, you can choose whether the walls and roof are covered with canvas, obstructing the vision inside and out of the cage. The cage is naturally permeable, allowing air, water, and sound to pass through it.
You can attempt to trap unwilling creatures inside a cage whose combined size is one or more sizes smaller than the cage. When you deploy this structure in an unwilling creature’s space, it must make a Dexterity saving throw against your structure DC. On a successful save, it can immediately move to the nearest unoccupied space outside of the cage. Otherwise, it is trapped within the structure when it is deployed.
When deploying the cage you can increase the number of used frame stacks; For each additional frame stack used, increase the cage size by one step (2 frames for Large-size cage, 3 frames for Huge-size cage, etc.).
Hitch Prowler (blueprint)
*(Frame Stacks: 1)*
You deploy a structure that is capable of performing fine manipulations, such as turning a key in a lock, unrolling a scroll, tying a knot, or using tools. You can make Dexterity checks at a distance of upto 60 feet, as well as making Wisdom (Perception) checks to search for traps. When performing an action at a distance, you can use your key ability modifier in place of the normal ability modifier, but you also suffer disadvantage on the check.
When deploying the hitch prowler, you can increase the number of used frame stacks; For each additional frame stack used, increase the maximum safe distance by 60 feet.
Shelter (blueprint)
*(Frame Stacks: 1)*
You deploy a Large-sized shelter in the nearest unoccupied space. It has a single door along its walls in a location of your choice. The building has temperature control, and can withstand harsh winds, heavy rain and snow.
Any creature inside the shelter is protected from hazardous environmental effects outside the shelter, reducing the severity level of weather effects by 1 step. The structure does not provide additional breathing air for anyone inside if the environment it is placed in is not breathable. The shelter can comfortably support up to 8 Medium creatures.
When deploying the shelter, you can increase the number of used frame stacks; for each additional frame stack used, sheltered creatures treat the severity level of weather effects by 1 additional step (2 frames for -2 severity levels, 3 frames for -3 severity levels).
Tower (blueprint)
*(Frame Stacks: 1)*
You deploy a tower from a 5-foot square platform centered on the target location that rises up to 10 feet. If the tower is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the tower. A creature can choose to fail the save. The tower comes equipped with a ladder that reaches from the ground to the platform.
When deploying a tower, you can increase the number of used frame stacks; for each additional frame stack used, increase the height of the tower by 10 feet (2 frame stacks for 20 feet, 3 frame stacks for 30 feet, etc.).
Wall (blueprint)
*(Frame Stacks: 1)*
You deploy a wall up to 30 feet long and 10 feet high, or a ringed wall up to 10 feet in diameter and 10 feet high. The wall includes a ladder on the side of your choice. You choose whether the wall contains any openings otherwise. Any openings chosen in this way can be seen through on both sides.
The wall can be climbed, but requires a Strength (Athletics) check against your structure save DC for any creature without a climbing speed. A creature can only make this check once per turn. You can deploy multiple walls simultaneously; increasing the height, length, or diameter of the wall.
Sapper Insights
Sapper insights generally improves the effects of structures or traps, but may also affect the sapper in other ways as well. Insights that directly modify a structure or trap will be designated as (structure) or (trap) respectively.
Deadly Traps (trap)
Any attack rolls made by traps you set score a critical hit on a roll of a 19 or 20. When your trap damages a target outside of combat who is unaware of the trap, the trap deals extra damage equal to your key ability modifier.
Demolitionist
Gain the Alchemy sphere as a bonus sphere, choosing the Alchemist Fire (formula) talent as their chosen talent. If you already possess the Alchemist Fire (formula) talent, you instead gain a bonus talent of your choice from that sphere. For the purpose of bypassing the Damage Threshold of objects, any Alchemist Fire, Bomb, or Dynamite, you use deals twice as much damage.
Disable Magic
Magic is just another branch of craftsmanship and can be manipulated and broken just as easily as any other obstacle. You may touch a creature or object and make a key ability (tool) check with a set of artisan tools in your hands. The DC equals 10 + the spell’s level. On a successful check, any magic or curses on the target end. Permanent curses or magic are not destroyed, instead being suppressed for 3 rounds. You must take a long rest to use this ability again.
Durable Blueprints (structure)
Your blueprints have a number of hit points equal to 10 x your artisan level, and have resistance against non-magical bludgeoning, slashing, and piercing damage.
Evasion
(Requires 9th level) You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Hospice Shelter (structure)
(Requires Shelter (blueprint)) When a creature completes a long rest while within your shelter, they regain all spent Hit Dice, instead of only half. Additionally, their exhaustion level is reduced by 2, instead of only 1.
Precipitate Structure (trap)
You can attach frame stacks to (snare) traps you set. When you do, if the snare is triggered it can also instantaneously deploy a (bluepoint) structure you know, using the attached frame stacks. You can still recover and or dismantle your structures, provided that they are not destroyed.
Ramparts (structure)
(Requires Wall (blueprint)) The wall also features ramparts that are deep enough to support creatures of Medium size or smaller, and provides one-quarter cover to any creature on its ramparts. When deploying the wall, if you increase the number of frame stacks used by 1, the ramparts can support creatures of Large size, and provides half-cover to any creature on its ramparts.
Trap Hijacker (trap)
If you beat a lock or trap’s DC by 5 or more, you may choose to make alterations to it, such as making the trap or lock automatically reset after a certain amount of time. If dealing with a magical trap, you may alter its triggers so that it only activates under circumstances you specify. If disarming a trap from the Trap sphere, you can take control of the trap as if you had created it, upgrading its variables if it is inferior to one you could create.
Master Sapper
At 20th level, gain one of the following:
- Your structures no longer automatically fail Strength, Dexterity, and Constitution saving throws. Instead, your structure adds your proficiency bonus to the d20 roll when it makes one of these saving throws.
- You may have your traps impose disadvantage on any saving throw against the trap’s effects. Additionally, if the trap’s attack roll would miss a target’s AC, you may turn the miss into a hit. If the trap’s attack roll would hit a target’s AC, you may turn the hit into a critical hit.
Smith
A smith supports the party by ensuring that the party’s equipment is in peak condition through maintenance and modifications.
Tools of the Trade
At 1st level, the smith gains proficiency with smith's tools, and can treat smith’s tools as cobbler’s tools, and vice versa. In addition, you gain the Equipment sphere as a bonus sphere. If you already possess the Equipment sphere, you instead gain a bonus talent of your choice from that sphere.
Maintenance
At 1st level, the smith gains the ability to modify and improve the gear of themselves and others. Maintenance is a series of improvements that can be done as part of a long rest, provided you have access to the gear and have smith’ tools on hand. You can perform maintenance on a number of gear equal to 4 + your proficiency bonus. At the end of the long rest, each piece of gear that you worked on regains a number of hit points equal to your proficiency bonus.
Tradecraft: Designs
Every trade specialty has formulated a series of instructions related to their occupation or hobby. For the smith, these tradecrafts are designs that determine what gear they can affect with their maintenance, as well as what benefits they receive until their next long rest.
At 1st level, the smith learns two types of designs of their choice, learning additional types of designs at 7th (3 designs), 10th (4 designs), 14th (5 designs), and 18th level (6 designs).
Armor Straps (design)
When performing maintenance on armor, you can also apply custom adjustable straps that allow it to be more form fitting. Any ally wearing the armor does not have their speed reduced by 10 feet for lacking the listed Strength score.
Cobbling (design)
When performing maintenance on footwear (boots, shoes, sandals, etc.), you can reinforce the design and tread, improving movement. Any ally wearing the footwear can treat one square of difficult terrain each round as normal terrain.
Joint Protection (design)
When performing maintenance on armor or shields, you can allow for easier handling of shields, and faster reaction time in armor. Any ally using the shield or wearing the armor can force a single attack made against them to be made with disadvantage. Using this removes the joint protection.
Noise Dampening (design)
When performing maintenance on armor, you can place additional padding between hardpoints, muffling the sound of movement. Any ally wearing the armor is not imposed with disadvantage on Dexterity (Stealth) checks.
Polish (design)
When performing maintenance on shields, you can apply an alchemical shine that grants magic resistance. Any ally who uses the shield may choose to gain advantage on a single saving throw against a spell or other magical effect. Using this removes the polish.
Weapon Calibration (design)
When performing maintenance on a weapon or set of artisan tools, you can modify their balance or edge. Any ally who uses the tool or weapon can score critical hits on natural rolls of 19 or 20 with weapon attacks.
Smith Insights
Smith insights generally improves the effects of designs or maintenance, but may also affect the smith in other ways as well. Insights that directly modify an existing maintenance will be designated as (maintenance), while those that add new designs will be designated as (design).
Barding (maintenance)
Gain the Beastmastery sphere as a bonus sphere. You can perform maintenance on a creature’s natural weapons, natural armor, and other parts and appendages as if they were weapons, armor, and other gear, as appropriate; For example, a horse’s hooves could have maintenance performed on them as either footwear (Cobbling (design)) or a weapon (Weapon Calibration (design)). Maintenance performed on an ally this way can take the form of grooming or pet care, such as cleaning or mending horseshoes, filing fangs and claws, or buffing and waxing shells to apply chosen maintenance options.
Coating (design)
Gain the Alchemy sphere as a bonus sphere, choosing the Blanch (poison) talent as their chosen talent. If you already possess the Blanch (poison) talent, you instead gain a bonus talent of your choice from that sphere. When performing maintenance on a weapon or upto 10 pieces of ammunition, you can apply a coating of a hard ceramic or resin. Weapons or ammunition with the coating treat their damage as being sourced from a specific special material of your choice (usually silver), for the purpose of overcoming damage resistance. An individual weapon can only benefit from one coating at a time; applying a second coating removes the first.

Planned Upkeep (maintenance)
You can perform a single maintenance during a short rest. You can take this insight multiple times, each time increasing the number of maintenance that you can perform during a short rest by 1.
Reforge (design)
When performing maintenance on magical magical ammunition, armor, shields, or weapons, you can permanently transfer the enchantment to a different nonmagical item of the same broad category (ammunition, armor, shield, or weapon); For example you can transfer the enchantment on a magic longsword to a nonmagical shortbow or mace.
Repair
When performing any maintenance on a piece of gear, you can remove the broken condition and restore it to full hit points; This does not restore any magic charges lost or spent, nor does the maintenance restore the use of consumable items, such as scrolls, potions, or alchemical items.
Satisfying Crunch
Once per round, when you break or destroy an object that is being attended to by another creature, you immediately regain martial focus.
Thundering Blows
When dealing damage to a construct or object with a weapon attack, you deal an additional 1d12 damage; If you expend your martial focus, you can bypass an object’s damage threshold and ignore any damage resistance the construct or object may have. The additional damage increases by 1d12 at 5th (2d12), 11th (3d12), and 17th level (4d12).
Master Smith
At 20th level, you gain the following:
- Your Constitution score increases by 4. Your maximum for that score is now 24.
- If you or an ally benefitting from a maintenance is reduced to 0 hit points but not killed out-right, you can use your reaction to end one maintenance they are benefitting from, causing them to drop to 1 hit point instead of 0.
Technician
A technician supports the party by providing gadgets that augment themselves or their fellow party members.
Tools of the Trade
At 1st level, the technician gains proficiency with jeweler’s tools, and can treat jeweler’s tools as tinker’s tools, and vice versa. In addition, you gain the Tinkerer sphere as a bonus sphere. If you already possess the Tinkerer sphere, you instead gain a bonus talent of your choice from that sphere.
Inventions
At 1st level, the technician gains the ability to create inventions. Inventions are superior gadgets that you can prepare as part of a long rest, provided you have materials and tinker's tools on hand. Inventions do not count against the total number of gadgets that you can prepare with the Tinkerer sphere. You can prepare a number of inventions whose total complexity does not exceed your proficiency bonus.
Charges
Your inventions possess an additional number of charges equal to your proficiency bonus. Inventions that are normally consumable may spend one of their charges in place of one of its limited uses. Your inventions regain a charge after you complete a short rest, and regain all charges after you complete a long rest.
Tradecraft: Schematics
Every trade specialty has formulated a series of instructions related to their occupation or hobby. For the technician, these tradecrafts are schematics for modifications to their inventions.
At 1st level, the technician learns two types of schematics of their choice, learning additional schematics at 7th (3 schematics), 10th (4 schematics), 14th (5 schematics), and 18th level (6 schematics).
Firmware Upgrade (schematic)
Your inventions gain a bonus to Intelligence, Wisdom, or Charisma equal to your proficiency bonus. If the invention is an accessory, the creature using it can expend one of the invention’s charges to gain a +2 bonus to the same ability score for 1 minute; using the invention accessory this way cannot raise a creature’s ability score above 20.
This schematic may be selected multiple times, choosing either the same or different ability scores, its effects stack; For example: If the technician selects this schematic twice, choosing Intelligence twice, then the invention gains a total bonus of +4 to Intelligence. If the invention is an accessory, then a single charge expended will grant its user a +4 bonus to Intelligence for 1 minute; Regardless of how it is used, it cannot raise a creature's ability score above 20.
Hardware Upgrade (schematic)
Your inventions gain a bonus to Strength, Constitution, or Dexterity equal to your proficiency bonus. If the invention is an accessory, the creature using it can expend one of the invention’s charges to gain a +2 bonus to the same ability score for 1 minute; using the invention accessory this way cannot raise a creature’s ability score above 20.
This schematic may be selected multiple times, choosing either the same or different ability scores, its effects stack; For example: If the technician selects this schematic twice, choosing Dexterity and Constitution, then the invention gains the increase to both ability scores. If the invention is an accessory, then a single charge expended will grant its user a +2 bonus to both Dexterity and Constitution for 1 minute; Regardless of how it is used, it cannot raise a creature's ability score above 20.
Independent Invention (schematic)
Your inventions do not require another creature to activate; they can activate or deactivate themselves as a bonus action by expending a charge. Additionally, once per round, inventions can expend a charge without spending an action to use an Action or Reaction they possess without requiring a bonus action from another creature to command it.
Mobile Invention (schematic)
Your inventions can move on their own, gaining a land speed of 10 feet, or increasing their movement speed by 10 feet. This movement speed increases by 10 feet at 5th (20 feet), 11th (30 feet), and 17th level (40 feet). If the invention is an accessory, the creature using it can expend one of the invention’s charges to gain the movement speed bonus for 1 minute.
Self Repair (schematic)
Your inventions can as an Action expend a charge to repair constructs and objects, restoring 1d8 + your proficiency bonus hit points to itself or to one construct or object within 5 feet of it. If the invention is an accessory, the creature using it can expend two charges from the invention to have its own hit points restored instead. The amount of hit points restored increases by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).
Sturdy Materials (schematic)
Your inventions have a number of hit points equal to (5 + the Constitution modifier (if applicable) + your key ability modifier) multiplied by your level, instead of the usual amount of (2 + the gadget’s Constitution modifier (if applicable)) multiplied by your level. If the invention is an accessory, the creature using it can expend one of the invention’s charges to gain a number of temporary hit points equal to twice your artisan level for 1 hour.
Technician Insights
Technician insights generally push the boundaries of the technological era for the setting. Insights that directly modify an existing invention will be designated as (invention), while those that add new schematics will be designated as (schematic).
Blackpowder Innovator
Gain the Renaissance Firearms (gadget) talent from the Tinkerer sphere as a bonus talent (even if you do not meet the talent’s Era prerequisite). If you already possess the Renaissance Firearms (gadget) talent, you instead gain the Modern Firearms (gadget) talent as a bonus talent. If you prepare a firearm as an invention, you can once per round expend one of the invention’s charges to spontaneously create 10 firearm bullets without spending an action.
Prototype Gadgets
You conduct an hour-long ritual that grants you the temporary knowledge of any one (gadget) talent you don’t already possess for 24 hours, or until you take a long rest. If the (gadget) talent is an advanced talent, you must meet any prerequisites of the talent. You can only have one use of this ability active at a time; using it again replaces the talents gained from previous uses. The amount of time that the ritual requires to be conducted is reduced by one step at 5th (30 minutes), 11th (10 minutes), and 17th level (1 minute).
Transport Invention
You gain the Drone (gadget) talent. If you prepare a Drone (gadget) as an invention, you can choose to increase the size of the drone a number of steps equal to your proficiency bonus without increasing the gadget’s complexity. If you do, the Drone loses any attack Actions it possesses, but gains the ability to carry a number of creatures whose total equivalent size is no larger than its own.
Master Technician
At 20th level, you can prepare twice the number of inventions.
Universal Insights
Universal Insights are available to artisans from all trade specialties.
Accredited Artisan
Your reputation for the quality of your crafts, allows you to establish business wherever you travel and maintain a higher quality of lifestyle without any effort on your part. You are always treated as maintaining a modest lifestyle without having to pay 1 gp per day, or conduct the practicing a profession downtime activity. Your maintained lifestyle increases by one step at 5th level (comfortable), 11th (wealthy), and 17th level (aristocratic).
Deadly Tools
Whenever you use a set of tools you are proficient with as an improvised weapon, you can roll a d6 in place of the normal damage. This alternative amount of damage increases at 5th (1d8), 11th (1d10), and 17th level (1d12).
Dedicated Crafter
The artisan gains a bonus talent. This talent must be chosen from a sphere granted by their Tools of the Trade feature.
Meditative Profession
The artisan gains the benefits of a long rest whenever they spend 8 or more hours conducting a crafting downtime activity, or when practicing a profession downtime activity.
Scrap
The artisan actively maintains a collection of scrap that they gather throughout the day. An artisan uses scrap to create gear for the party’s benefit, provided that you are proficient in the relevant artisan tools, and have them on hand. By the end of an average adventuring day, an artisan can acquire or maintain an amount of scrap equal to their proficiency bonus. While scrap has no monetary value, and generally doesn’t count against the artisan’s carrying capacity, each scrap can be used as raw crafting material with a value of 5 gp. During a long rest, an artisan can expend their scrap to craft one or more items as if conducting the crafting downtime activity.
Skillful Crafting
Through mercantile connections and tricks of the trade, you have learned to reduce the costs of crafting. You only need to pay 25% of a mundane item’s cost in raw materials when you craft it instead of 50%.
Tempered Hide
Whether it is working at a forge, or in a kitchen, an artisan is frequently forced to work in hostile environments. Choose and gain resistance to one damage type of your choice. This insight can be taken multiple times, each time a different damage type is chosen.
Time Management
When conducting the crafting downtime activity, items you can craft in a single day cannot exceed a total market value of 15 gp, instead of 5 gp. This total market value limit increases by 15 gp at 5th (30 gp), 11th (45 gp), and 17th level (60 gp).
Alchemy Sphere Talents
Formula Talents
Treats (formula, medic)
Treats are always created in sets equal to your proficiency bonus. A creature can use a bonus action to eat one of these treats to gain temporary hit points equal to your proficiency bonus for 8 hours.
Scoundrel Sphere Talents
Other Talents
Ranged Legerdemain
By using an assortment of tricks of the trade you have learned how to make Sleight of Hand checks at a distance of 10 feet, or the range of weapon you are wielding, whichever is greater.
Legendary Scoundrel Sphere Talents
Steal Light
Prerequisites: Scoundrel sphere (Ranged Legerdemain), 1st level or higher.
When using the Steal action, instead of stealing an action, you can extinguish a tiny light source attended to by the target. If the light source is magical, the light source is instead only suppressed for 1 minute.
Expend Martial Focus. :: You can use the Steal action to extinguish a number of unattended light sources equal to your proficiency bonus, provided they are all within range.
Tinkerer Sphere Talents
Gadget Talents
Drone (gadget)
This gadget is a construct companion that obeys your commands, and is friendly to you and your companions. In combat, a drone shares your initiative count but takes its turn immediately after yours.
It can move on its own, but has no reaction and cannot take any action other than the Dash action on its turn unless you take a bonus action on your turn to command it to use the Dodge, Disengage, Hide, Use an Object, or Attack actions.
When you create a drone, you must decide whether it is air, land, or water-based. See this creature’s game statistics in the relevant stat block. The drone regardless of form uses your proficiency bonus where appropriate.
Complexity +1: You can reinforce a drone you already have, increasing its hit points by your level as well as giving it a +1 bonus to its armor class, its skill and saving throw bonuses, and its bonuses to hit and damage. You can take this complexity increase multiple times, but no more times than half your proficiency bonus, its effects stack.
Complexity +1: Your drone has a pair of arms that be used to wield shields, tools, or weapons. The drone is not innately proficient with equipped items.
Complexity +1: You can increase the size of a drone you already have by 1 step. You can take this complexity increase multiple times, its effects stack.
Air Drone
*Tiny construct, unaligned*Armor Class: 17 (natural armor)
Hit Points: equal to (your proficiency bonus + the construct’s Constitution modifier) multiplied by your level
Speed: 10 ft., fly 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 14 (+2) | 6 (-2) | 10 (+0) | 4 (-3) |
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned.
Senses: darkvision 60 ft., passive Perception 8
Languages: understands the languages of its creator but can’t speak.
*Flyby.* The construct doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
*Protocol.* As a bonus action, you can command the construct to use the Dodge, Disengage, Hide, Use an Object, or Attack actions.
ACTIONS
*Slam.* *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1d4 slashing damage.
Land Drone
*Small construct, unaligned*Armor Class: 15 (natural armor)
Hit Points: equal to (your proficiency bonus + the construct’s Constitution modifier) multiplied by your level
Speed: 30 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 6 (-2) | 4 (-3) | 10 (+0) |
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned.
Senses: darkvision 60 ft., passive Perception 7
Languages: understands the languages of its creator but can’t speak.
*Protocol.* As a bonus action, you can command the construct to use the Dodge, Disengage, Hide, Use an Object, or Attack actions.
ACTIONS*
*Slam.* *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1d6 + 2 piercing damage.
Sea Drone
*Small construct, unaligned*Armor Class: 15 (natural armor)
Hit Points: equal to (your proficiency bonus + the construct’s Constitution modifier) multiplied by your level
Speed: 10 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 18 (+4) | 10 (+0) | 6 (-2) | 4 (-3) |
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned.
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can’t speak.
*Protocol.* As a bonus action, you can command the construct to use the Dodge, Disengage, Hide, Use an Object, or Attack actions.
ACTIONS
*Slam.* *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1d6 + 1 bludgeoning damage.
New Adventuring Gear
Frame Stack
(12 gp; 50 lbs.)
Used for architecture and engineering, a frame stack can be used to build temporary structures. Usually consists of a bundle of 25 interlocking reinforced 5-ft rods, wrapped in waterproof canvas, and secured with rope.
| Spheres of Might by Drop Dead Studios | ||||||
|---|---|---|---|---|---|---|
| Using Spheres of Might | ||||||
| Classes | ||||||
| Alter Ego | Armiger | Artisan | Commander | Conscript | Scholar | Striker |
| Spheres | ||||||
| Alchemy | Athletics | Barrage | Barroom | Beastmastery | Berserker | Brute |
| Dual Wielding | Equipment | Fencing | Gladiator | Guardian | Leadership | Retribution |
| Scoundrel | Scout | Shield | Sniper | Tinkerer | Trap | Warleader |
| Wrestling | ||||||
| Other Rules | ||||||
| Combat Actions | Conditions | Feats | Martial Traditions | Mundane Equipment | ||
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