Base Class: Monk
Most monastic traditions teach that ki is best spent breaking bone or bending elements. The Way of the Artisan disagrees. To these monks, a life of true discipline is proven not only in the fighting pit, but in the workshop, the market stall, the caravan, and the quiet hours between battles - anywhere a trained hand and a patient mind can shape raw material into something useful. Where other monks train solely to fight, the Artisan trains to be indispensable whether or not one ever starts.
This tradition began in monasteries that doubled as guildhalls - orders of monk-smiths, monk-alchemists, monk-weavers who refused to separate the meditative focus of martial arts from the meditative focus of a craft well practiced. They found the same stillness that guides a killing blow also guides a steady hand at the wheel, the loom, or the crucible, and that the ki flows just as readily through tools as through fists.
Signature Artisanry
You have worked on your skills and can now be considered a Master of an artisan tool. Choose a Craft that you will focus on and make your signature craft. You also learn 1 additional tool proficiency which can be your signature craft if you choose.
Items created with your Signature Craft will have extra value and can take on different properties.
Master Artisan of Value
Your crafts and name are recognized for quality. Items crafted by you with your stamp on them are worth 50% more than common grade. Items related to your signature craft are worth 100% more.
Artisan's Application
Your intricate knowledge of your Signature Craft has enabled you to discover applications in combat utility. You now have the resistance to the following type, and unarmed attacks have additional damage equal to you wisdom modifier of that Damage type.
Alchemy - Acid
Brewer - Poison
Calligraphy - Psychic
Carpentry - Cold
Cartography - Psychic
Cobbling - Nature
Glassblowing - Lightning
Jewelry - Force
Leatherworking - Cold
Masonry - Wind
Pottery - Fire
Smithing - Force
Tinkers - Thunder
Weavers - Cold
Wood Carving - Nature
Masterpiece
You have not only mastered your Signature Craft, you are well known as a Grandmaster, to whom guild masters show reverence. Using your skills you can create a masterpiece. This can be a Legendary or artifact level Item, a building, or anything your DM allows. The creation assists you with additional Ki points (5), as well as Legendary quality buffs (discuss with your GM). You can take 1 additional Proficiency and 1 additional Signature craft, however you can only have 1 Masterpiece. Once your masterpiece is created all your other creations are worth 500% of their base price. Even a bucket created by you is a sought after piece.
General Crafting Efficiency
When crafting standard objects (According to XGtE) treat all proficiencies as Expertise and materials are half cost. If the primary crafting skill is your Signature Craft, the material cost is free.
Level 3: Focused Quick Crafting
While proficient with specified tools, you learn to create a number of items equal to half your proficiency bonus (Rounded Down). This can be done during a short rest (Does not impede the benefits of a short rest), or anytime out of combat with the use of a Ki Point and 1 minute (objects created with key points will degrade to uselessness after 24 hours).
Alchemist Supplies - Acid, Smoke Stick
Brewer's Supplies - 1 gal Beer or Tea, 1 oz of Poison
Calligrapher's Supplies - Copy Document, Forge signature, Write up to 100 words on paper.
Carpenter's Tools - Ladder, Torch (5)
Cobbler's Tools - Climbing Kit, Footwear Enhancement (+5 walk speed, +5 jumping distance, or +1 AC when dodging)
Cook's Utensils - Emergency ration (-1 exhaustion from hunger), Snacks (+1d4 healing to hit die healing)
Glassblower's Tools - Bottle, Jar, Vial (can be modified to break easily or extra sturdy)
Jeweler's Tools - Simple shape gem, Set gem in soft metal, Crude soft metal work (adjusting jewelry)
Leatherworker's Tools - Case (Ammo, Scroll, etc.), Pouch
Mason's Tools - Block and Tackle, Carved Likeness
Potter's Tools - Jug, Lamp, Mess Kit (Plates, Bowls, Cups, etc.)
Smith's Tools - Bucket, Grappling Hook, Pot
Tinker's Tools - Bell, Shovel, Tinder Box
Weaver's Tools - Rope, Cloth, Net, Basket, Tarp
Woodcarver's Tools - Whistle, Utensils
Crafted Ammunition and Weapons
After years of practice in your crafts, you have learned to create certain weapons and ammunitions that reflect your level of dedication. You can create the number of items equal to your proficiency bonus per long rest. Bonuses can be stacked up to a maximum of half your Wisdom Bonus (rounded up, min 1) on repeated working.
Glassblower - Glass Shards (Caltrops that are nearly imperceptible, enemies have disadvantage when attempting to perceive or investigate to find them) (20)
Leatherworker - Sling (+1 attack), Whip (+1 attack), Brawler's Gloves (+1 Bludgeoning Damage)
Masons - Stone darts (+1 Bludgeoning Damage), Stone Club/Greatclub (+1 Bludgeoning Damage), Stone Spike Trap (5 ft square trap on the ground, DC 15 Dex Save, 1d6 Piercing Damage when stepped on and disadvantage on all attacks and -1 AC until next turn)
Potters - Sling ammo (+1 attack) (20), Catapult Brick Ammo (+1 Bludgeoning damage) (3)
Smiths - Ball Bearings (Bag of 1000) (DC15 Dex Save and half speed doesn't negate on hard surfaces), Weapons (+1 attack OR damage)
Tinkers - Crossbows (+1 Attack)
Weavers - Net (10 hp, DC 15 Strength)
Wood Carvers - Wooden Weapons (Club / Great Club / Quarterstaff / Bows) (+1 Attack OR +1 Damage)
Artisan's Favor
On a short or long rest, you can use your Signature craft to create a charm or tonic that grants +2 to a specific Ability check chosen at creation. You can create as many as the lessor of your DEX or WIS modifier, and all charms and tonics lose their efficacy when the crafter takes another short or long rest.
Combat Artisan
Your Mastery over your craft allows you to utilize your skills in combat. 1 time per Long Rest you can use 5 Ki points to create 3 Fast craft items, or 1 Supreme Craft. The Supreme Craft will last 24 hours before crumbling to dust or until the Monk chooses to stop it.
Supreme Craft List -
Alchemy - Fire Pot - a 30 ft cone of alchemical fire erupts from a basin it is created in. The flame burns everything it touches for 4 rolls of your Martial Arts Die + WIS Modifier. Anyone affected has disadvantage on attack rolls till the beginning of your next turn.
Brewing - Poison Gas bombs - You create 3 Poison Gas Grenades, Each one can be thrown and will spread gas in a 15 ft Cube that is Odorless and Colorless to anyone other than you. Anyone in or who enters takes 2 rolls of your martial arts die + WIS Modifier damage every turn for 4 hours unless they take an antidote, or are cured with magic. A DC 17 CON SAVE or immunity halves the damage per round.
Calligraphy - Can write the name of an enemy on a surface and focus on it. The named individual will have disadvantage on all saving throws.
Carpentry - A 20 Ft square fort around you provides 3/4 cover. Allies can move over it without penalty but enemies suffer rough ground penalty for an additional 15 ft outside the fort.
Cartography - The map shows all hostile creatures within 1000 ft.
Cobbling - Anyone wearing shoes you made within 300 ft gain +20 ft walking and climbing speed, and jumping distance is doubled.
Glassblowing - You create a prism that you can use your reaction Blind anyone who targets you.
Jewelery - You create a necklace that absorbs a spell within 10 ft of you. On your turn you can choose a different target for the spell.
Leatherworking - You create leather gloves for you and your allies. These gloves provide a +2 AC to everyone wearing them and grants advantage to grappling.
Masonry - You create a 30 ft wide wall of stone. It provides full cover any you obscure to anyone on the other side. Ranged weapons and mages can be used through strategically placed holes.
Pottery - You create an unassuming jar. The Jar acts similar to a Decanter of endless water or can can enable you to use the Control Water spell.
Smithing - All weapons for you and your allies is perfected and has a +3 to attack and damage.
Tinkering - You create the ultimate tinker, a trebuchet. it has a range of 600/900 but a minimum range of 30 ft. If it hits a creature, it deals 10d10 Bludgeoning damage + 10d10 Force Damage. If it hits a structure or ship, it does double damage. It has a maximum of 5 shots.
Weavers - You create a cloak for you and your allies. The cloak provides immunity to Cold, Lightning, and adds resistance to Acid, Thunder, and Necrotic damage
Wood Carvers - You create the greatest whistle ever made. On your turn as a bonus action you can deafen an enemy and deal 1 martial arts die of thunder damage.
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