Artisans are sought after and respected individuals all over the world. Some are great artists, whose grand works of art are profitable. Others are simple hunters or survivalists who like to improvise. No matter what flavor their artistry takes, an Artisan is a creative person capable of making practical and beautiful items.
Artisan Reagents
Artisans use Leather, Cloth, Metal, and Wood to create their crafts. Additional materials for specialized creations, like clay, glass, or paint, can be acquired from merchants or sources in the wilderness with DM discretion. Use your imagination — if there’s an RP reason your character ought to be able to make something specific, come up with a recipe for it.
- Common materials cost 5 gold apiece
- Rare materials cost 50 gold apiece
- Epic materials cost 150 gold apiece
Crafting Time
Artisans must have an artisan kit and work, undisturbed, for 2 or more hours to create items. Some take longer than others. (DM discretion) If an Artisan creation involves working with metal, it requires an anvil to be crafted.
Craftable Items
Artisan Construction | Materials | Description |
---|---|---|
50 Arrows | 1 metal, 1 Wood | Used as ammo for bows. |
Anvil | 20 Metal | Allows creation of metal items. |
Bola | 1 Cloth, 2 stones | Throw it! The target makes a DC 15 Dexterity check. If they fail, the bola wraps around the target's feet or body and entangles them, reducing their Movement speed to 0 and knocking them prone. It takes one Minor action to untangle oneself from a bola, and a Minor action to stand. |
Compound Bow | 4 Leather, 4 Wood | See Basic Equipment for stats on a Compound Bow. |
Cookware (pots, pans) | 2 Common Metal | For making delicious food! |
Fishing Net | 5 Cloth | A fishing net can be used to catch salmon, trout, minnows, or any other kind of fish. +5 to rolls made to fish. |
Grappling Hook | 1 Metal, 1 Cloth | When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion. |
Hunting Trap | 3 Metal | When you use a Minor action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 15 Dexterity check or take 1d4 damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. |
Lockpick | 1 Metal | +5 to rolls made to pick a lock. |
Longbow | 3 Leather, 5 Wood | See Basic Equipment for stats on a Longbow. |
Painting | 2 Leather | Beauty is in the eye of the beholder. Unlike other items, paintings have special sentimental value. Roll a d20. If the result is a natural 20, it’s a masterpiece! Roll 10d100 to determine the painting’s worth in gold. If the result is 15-19, roll a d100 to determine the painting’s worth in gold. If the result is 14 or lower, roll 3d10 to determine the painting’s worth in gold. If the result is a natural 1, your painting is “ahead of it’s time” … worth 0. |
Parachute | 3 Cloth | Deploy the parachute! Must be mid-fall to use. When you deploy a parachute, your falling speed is reduced by 75% and you can glide long distances or glide in slow circles (DM discretion). You land at the end of the glide and take no falling damage. |
Rope | 1 Cloth | 50 feet of Rope. Rope has 2 hit points and can be burst with a DC 20 Strength check. |
Shortbow | 3 Leather, 3 Wood | See Basic Equipment for stats on a Shortbow. |
Snare | 5 Leather | When you use a Minor action to attach the snare to an immobile object, it sits ready for someone to step in. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. Creatures that step into the circle make a DC 15 Dexterity check and fall prone on a failure. The snare can be broken by a DC 15 Strength check. Otherwise, the victim’s movement speed is 0. |
Trinket | 2 Metal, 2 Cloth, 2 Wood, or 2 Leather | Trinkets are great gifts or make cute children’s toys. Stuffed animals, paper weights, wallets, woodcarvings; these are all small trinkets artisans can create. |