Artisans are those scholars that have devoted themselves to honing a craft. Often the least academic and most practical of scholars, many know a useful trade and are dedicated to making things, be they beautiful, useful, or both. They push themselves to achieve an absolute mastery of their craft, and in doing so gain an uncanny intuition regarding objects and how they are made and work, including an affinity for magical items that would make even the greatest of wizardly enchanters jealous.
At 3rd level when you choose this archetype, choose carpenter’s, woodcarver’s, mason’s, jeweler’s, leatherworker’s, smith’s, or weaver’s tools. You gain proficiency with them, or with another tool from this list if you are already proficient with them. You also gain an expertise die on checks with your chosen tool. At level 7, this die increases to d6. At level 10, it increases to d8 and your maximum size of an expertise die with this tool increases to d10. At level 14, this die increases to d10, and your maximum size of an expertise die with this tool increases to d12. You may also always choose to use Intelligence on checks with your chosen tool. You also add Resonant Bond to your list of possible bonus feats.
Starting at 3rd level when you perform the Work downtime activity using their chosen tool, you multiply the gold earned by your proficiency bonus. When you take the craft downtime activity with you chosen tool and time and gold required to create non-magical items is cut in half.
At 7th level, you gain a special benefit based on your chosen tool. You must actually have and be able to use these tools to apply any of the following.
You may fine tune any weapons or armor made of metal over a short rest, causing them to deal +1 damage or grant +1 armor class. This does not stack with similar bonuses from the Smith follower.
You may treat and adjust any weapons or armor made of wood over a short rest, causing them to deal +1 damage or grant +1 armor class. This does not stack with similar bonuses from the Smith follower. Furthermore, armor made of wood that was crafted or treated by you reduces the severity of its Flaw; on a natural 1 on a Dexterity saving throw or being critically hit the item only becomes damaged, not broken, unless already damaged.
You may adjust the packs, satchels, and bags of a creature over a short rest, granting the creature an additional 20lbs carry weight and letting them carry an additional 2 days worth of Supply.
You may fine tune any armor made of leather over a short rest, causing them to grant +1 armor class. This does not stack with similar bonuses from the Smith follower. Furthermore armor made of leather that was crafted or treated by you reduces the severity of its Flaw; on a natural 1 on a Dexterity saving throw or being critically hit by piercing damage the item only becomes damaged, not broken, unless already damaged.
You gain an expertise die on any Intelligence or Wisdom based skill checks made regarding worked stone.
You may improve any gemstones found over a short rest, increasing the amount they can be sold for by 25%.
At 10th level when crafting magical items of common or uncommon rarity using your chosen tool, reduce the time and gold in base components required by half. At 18th level this also applies to rare items.
At 14th level you may attune to one additional magic item, provided it is one you could craft using your tools.
At 18th level you are finally craft your masterpiece. You gain the ability to craft a single Artifact. You must first spend at least 4 weeks of downtime researching the item, after which you must succeed on a DC 30 Intelligence check with your chosen tool proficiency to figure out how to do it. Crafting the item requires 30 + 5d8 weeks of work and has a DC of 30. The following guidelines should be followed to determine what the item is; if they cannot be or at the Narrator’s discretion, you may customize your artifact further.
Choose a legendary item that can be crafted with your tool, or a non-legendary weapon or armor that could be crafted by your tool and increase its bonus to AC/to hit and damage by 1 for every rarity lower than legendary. Artifacts crafted from unusual materials do not suffer from the Flaw property, and the artifact cannot become damaged or broken under normal circumstances. Work with the Narrator to determine the circumstances that would allow it to be destroyed.
Upon successfully crafting it it also gains artifact properties, which should be randomly rolled: 2 minor benefits, 1 major benefit, and 1 minor detriment.