Base Class: Bard
The college of artisans is often confused with the college of glamor among common folk. It is the art of making crafts, typically costumes or other wearable art it may be other items such as woodwork or paintings to weapons or armor. These bards have been tutored by those who have come before them, masters of their art they have spent their life times perfect their art through theory, practice and testing.
Bards of this college are viewed as as perfectionists, never satisfied with their work as it can always be improved. Through their practice they pickup the ability to use their masterpieces as well. An example would be a craftsman of costumes being capable of performing in them in order to test their product. Their magical abilities allow these bards to enhance their products the make them better, or to make them more effective then the original. Some tend to use their magic in different ways, such as animating them as with puppets to give a real feeling to the performance.
Bonus proficiencies
When you join this college at 3rd level you gain proficiency with an artisan tool of your choice your proficiency bonus is doubled for this tool. It may be a tool you are already proficient with.
Signature Craft
Additionally at 3rd level you chose one of your artisan tools that you are proficient with and it becomes your signature craft. When using your signature craft you may expend one of your bardic inspiration and add it to your check.
Expert Craftsman
At 6th level you may infuse your magic into your signature craft. You may spend one spell slot and concentrate on the objective while making for at least 1 hour 1/ long rest to infuse your magic into your craft making it magical as well as gain one of the following benefits depending on what the item is:
- Armor/ clothing: you infuse charges that can soften blows. The item gains charges equal to the level of spell slot spent. Those charges are used when dropped to 0 hit points to stabilize. The effect of losing one charge leave a visible damage on the equipment that cannot be repaired by magic or any other means. Once all charges are used the armor breaks and clothing is unwearable.
- Tool (instrument,etc.): give the item a positive quality that enhances its performance. This bonus is equal to the spell slot used. Whenever that item is used add it’s bonus to the check.
- Weapon: add damage of your choice equal to the level spell slot used (this can be poisonous, psychic, acid, radiant, etc.). The weapon will emit a faint aurora of color around it depending on the type of damage chosen ( green for acid, purple for necrotic, blue for psychic, etc )
- Doll (puppet or otherwise): May use to use the spell animate object following the same rules, however, spell slots 1-2 for tiny, 3-4 for small, 5-6 for medium, 7-8 for large and 9 for huge (this ignores the amount for size, may ignore slot size to follow animate object ruling but must still use slot while making to use this feature) . This lasts until the object is dropped to 0hp or until you dismiss it (no action needed). When dismissed may use action to ring it back to “life”
- Drink/ food/ potions: you are literally capable of making food and beverages with love. When you make these choose either healing equal to bardic inspiration die plus proficiency bonus or to give them bardic inspiration ( doesn’t count against amount of bardic inspiration) until the end of the next long rest. Does not stack for bardic inspiration.
Master Artisan
At level 14 you master your craft and know how to flawlessly execute your craft. Time it takes for you to make your art Is halved additionally it takes half the amount of time to infuse magic and can use Expert craftsman 2/ long rest.
Comments