Craftsman Redux
🕑 Added 2017-02-01 06:30:16 +0000 UTC Swing your hammer wide!This Craftsman revision is really something special. We took a class that we already loved and restructured top-to-bottom it to be simpler to digest, easier to play, and more interesting at the table. Some of the first changes you'll notice are that we've changed the old Well-Built equipment to Masterwork equipment. Besides just being instantly more iconic, we take a slightly different approach with Masterwork gear that allows you to more easily upgrade gear for your allies. We also removed the divisions between Crafting Techniques for weapons and armor; now, Crafting Techniques should be easier to browse, understand, and use. Also, the Professions have been reworked from the ground-up; you're welcome.
Changes and additions, big and small, litter the pages, from rebalanced Techniques to new exotic weapons. Crack this one open, dig in, and get crafting.
You can find the most up-to-date version of this class here!
Changelog:
- 2/1/17: [typos]
- Techniques: Twinshot: Journeyman technique, Spiked: description added, Shredding: name fixed, Abyssal Greenstone Blade: Duplicate removed
- Equipment: Shield and either chain mail or scale mail, only gives craftman's tools, instead of a group of different tools
- 3/30/17: Quick Build: References to backgrounds and feats removed
- New feats: Armor Master: replaced with Exotic Mastery, which offers the benefits of Weapon Master and Armor Master
- Metallurgy: Masterwork Equipment: No longer requires a long rest, you can no longer make masterwork shields.
Comments
Mage Hand Press
As for your question about the long rest, we're still hashing it out. Stay tuned; it'll probably result in an edit. Update: I removed the long rest thing since it seemed really misleading. For the other questions: 1. Yes, you need Craftsman's tools for increased speed. 2. We're actually going to remove Masterwork shields as a thing. 3. This applies to the next masterwork item you create; otherwise, you could make free full plate. 4. This also removes the time cost.
JaQKnife
So, I have a few questions: For Masterwork Items, it says you can make a Masterwork item over the course of a Long Rest by expending an additional 100gp with the normal crafting cost of the item. Is this meant to imply I can make a suit of full plate after a Long Rest? Additionally, a player of mine had a few questions as well: 1. (Smithy) Do I need Craftsman's Tools for increased Crafting Speed and Durability? Or just for Long Rest Crafting? 2. (Metallurgy: Masterwork Equipment) Does a Masterwork Shield provide +1 AC? Or only Armor? 3. (Metallurgy: Crafting Techniques) If you automatically gain a Beginner Technique at level 2, do you automatically gain a Masterwork Item to apply it to? Or does the technique automatically apply on the next valid Masterwork Item you create? 4. (Metallurgy: Crafting Techniques) For the free Crafting Technique you gain at the appropriate levels, does that also remove the time cost?
Jaron Mortimer
It is working as intended, but it doesn't work the way you're thinking it does. Medium and Light armors have AC calculations that factor in your Dex bonus, while heavy armor does not. The ability doesn't change that AC calculation, simply removes the max Dex limit for armor where that matters. Point of fact, mitral plating on heavy armor mostly just serves to reduce the weight. It won't affect the AC any.
Andrew J Crossley
Um, is that Mithral plating upgrade working as intended? Because by my count, that could let a dex build have a ac of 27. By level 8. Surely a 1 or 2 point raise in the dex cap would be more balanced, rather than nixing it entirely?
Valas Takla
thanks for the responses cant wait to see the complete craftsman
John Hoffman
Awesome, good to know!
Mage Hand Press
I'll try to reword that to be more clear. The item still needs the normal crafting time, plus 8 hours to make it masterwork.
John Hoffman
I can make this exquisite piece of masterwork weaponry in the fraction of the one I takes to make normal armor. But if I is in addition to normal crafting time, then it works out fine. But under Masterwork Equipment it's detailed as taking just the eight hours of a long rest plus the 100 go plus the original material cost.
Jaron Mortimer
Along with the Gunsmith, we'll have a bunch of new techniques specifically for firearms. I love the idea of having a Shotgun Sword as much as the next guy.
Jaron Mortimer
That will come back with the artificer-like Arcane Maester when we do Complete Craftsman.
Jaron Mortimer
I'm fairly certain I had something talking about removing techniques in there at some point, but the intent is that, yes, you can remove and replace techniques as you see fit, though the cost is always the same for applying a technique.
Mage Hand Press
I mean masterwork time and money costs are in addition to normal time and money costs. How's that striking you as weird?
John Hoffman
Also, to make a standard suit of Plate mail at level 2, it would take you 15 days. But to make a Masterwork suit of armor, it'd take you 8 hours and an extra 100 gp. Feels weird.
Mage Hand Press
Not yet (I mean, officially; you can mash the weapons together to your heart's content.) Gunsmith is coming in the Complete Craftsman
John Hoffman
Is there any crossover between Firearms and the craftsman? I wanna make a dope Gun/Cane Trick weapon.
Mage Hand Press
Correct. I'm not sure the rules every bring up removing techniques. Let me consult with the Palm and see what he thinks about it. Deadblow, like other techniques, uses your crafting technique save DC.
Mage Hand Press
That's actually a good idea. I'll implement it pretty soon
Mage Hand Press
I hear you, but we wanted to really look at the themes w had in front of us. Magical mending and magical fabrication isn't really the craftsman's deal -- he's about swinging a hammer at an anvil and making sick weapons. We think the craftsman works better as being (mostly) nonmagical.
Valas Takla
i miss having the Mending and Fabricate options in there also i liked the interpose that Wall of Iron had
LastLifeTwo
I feel like the Craftsman should have the option to start with heavy armour and a shield now considering that they are proficient with both.
David Fitzwater
Awesome, so just so I'm clear on this (sorry) you can craft masterwork equipment (can't be done to pre-existing equipment) but one it's been crafted it can be freely modified? Also had another thought while typing that, if you wanted to replace a previous technique would you need to re-craft a new piece of gear or could you just replace the previous, or maybe it takes twice the time and gold to replace a technique? Oh, and for the Deadblow Technique, what is the DC? My normal spellcasting/crafting DC or do I use strength for the DC?
Mage Hand Press
The idea here is that you can spend 10 minutes doing one or do up to 6 while you're taking a rest.
Mage Hand Press
So, in the previous craftsman, you could modify a normal piece of armor to be a well-built one, but then it could only be used proficiently by you. Now, you can make anything you craft masterwork when you craft it (can't be done to an existing item) but your allies can use them freely. Crafting technique modifications can be applied to any piece of masterwork equipment, and does not require that you recraft it.
David Fitzwater
No problem, loved the first draft and wanted to re-read to see the new changes, figured i'd take notes while doing so. Also had one more question for clarification. For Masterwork Equipment (used to me Well-Built Equipment) the old craftsman said: "You can convert a weapon you are proficient in into a Well-Balanced Weapon or a suit of armor into a Well-Fitted Suit of armor." But the new one says: "Weapons and armor you craft are of masterwork quality. You can craft a masterwork weapon, suit of armor..." Does that mean if I wanted my allies to have masterwork gear I'd have to make it from scratch? Also do I need to re-craft something if I wanted to add a new technique to it (not counting the free one you can apply when you get new techniques)?
Mage Hand Press
This one's actually just a journeyman technique -- copy-paste error on my part.
Mage Hand Press
Okay, I've just fixed a /lot/ of crazy mistakes. Thank you so much for pointing them out!
João Luís
Twinshot is listed as both Journeyman and Legendary technique, so I would be able to add it to a weapon in either "slot" of technique? and if so, I would be able to add it to both "slots"?
Kasai
its up to 6 weapons per short/long rest i think
David Fitzwater
Also, under Journeyman Techniques, Shield-Guard and Spiked have the exact same description. Under Master Techniques, Abyssal Greenstone Weapon is on there twice. Deep Crystal Weapon reads: "You learn how craft blades and weapon heads out of deep crystal, crystal infused with latent psychic energy. Your weapon deals an additional 1d6 force damage on a hit." Couldn't it be just: "You learn how craft blades and weapon heads out of deep crystal. Infused with latent psychic energy, this weapon deals an additional 1d6 force damage on a hit." Just a thought. Under Legendary Techniques you have Pulverizing twice but the second one should be Devestating
David Fitzwater
For Armiger's Eye and Adamant Whetstone it says: "Starting at 10th level, you can spend 10 minutes to fortify a weapon, or up to 6 following a short or long rest, which gains one of the following properties of your choice:" Does that mean that it only takes 6 minutes to do this following a rest, and if so, is that to say that doing this would count as hard labor for terms of resting? Also, love your stuff and hope to keep seeing great stuff come from you guys
Dathan
The Crafting sidebar on page 5 says "more much" By the way, love this!
John Hoffman
The ability granted by Smithy to make 50*level GP of items during a long rest makes the downtime speed of the same value weird. Not a big deal, just a bit off flavorfully.
Mage Hand Press
Thanks, fixed 'em both. Be sure to shout out anything else you notice!
John Hoffman
Also, under both the Invincible Plating and Devastating techniques it says Invincible Plating where it would list other techniques level.
John Hoffman
Cleats Technique gives you advantage on saves versus being moved and lists Repelling Blast as an example. Repelling blast doesn't give a save.