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Craftsman

Attuned with the wilds, a craftsman specializes in tanning hides and leathers, as well as shaping wood, utilizing them to make armor and weapons fitted for those lighter of foot or closer to nature, eventually advancing to become master architects and builders.

Leatherworking & Weaving

You know how to turn animal hides into usable leather. As a novice craftsman, you are able to create leather. This requires 2 hides. You can also weave plants into cloth. This requires 2 plant fibers.

Masonry

You know how to use the earth's materials into usable stone bricks. As a novice craftsman, you are able to create a stone brick. This requires 2 sand and 2 iron ore.

Woodworking

You know how to turn logs into usable lumber. As a novice craftsman, you are able to create lumber. This requires 2 logs.

Creations

You are a carpenter and tailor capable of bringing all kinds of crafts to completion. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + DEX roll.

Apparel Crafting

Requires Craftsman: Adept

You may now create basic attire and accessory items. These are the fundamental items required for most magical items and provide the wearer an increase to their base skill stats. You can also make magical arrows and bolts that bypass physical resistances.

Architect

Requires Craftsman: Expert

You have learned how to draw blueprints and create large structures. This allows you to design and prepare additions to your clan's base. These come in the form of  profession stations, mining facilities, and greenhouses.

A clan size of 4 or less players may have single workstation installed.
A clan size of 5 - 9 may have one workstation, and one facility installed.

A clan size of 10 - 15 may have two workstations, and two facilities installed.

*If a clan's size falls below the threshold while possessing an amount of workstations or facilities that exceed their new maximum a ticket must be made. You will then be given up to one week to recruit new members or choose which station you would like to lose. If an audit is performed and you do not have an active ticket all of your clans workstations and facilities will be deleted and will not be refunded.

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Shield
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DC 14 - One Handed

 

+2 AC

 

  • 4x Leather

  • 2x Lumber

  • 1x Treatment

Arrows (x40)
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DC 11 - Ammo

Shortbow & Longbow ammo.

 

  • 6x Lumber

Hand Crossbow
HandCrossbow.png

DC 12 - Ranged

 

1d6 Piercing damage.

 

  • 2x Lumber

  • 2x Leather

  • 1x Treatment

Shortbow
Shortbow.png

DC 12 - Two Handed

 

1d6 Piercing damage.

 

  • 2x Lumber

  • 2x Leather

  • 1x Treatment

Longbow
Longbow.png

DC 14 - Ranged

 

1d8 Piercing damage.

 

  • 6x Lumber

  • 2x Leather

  • 1x Treatment

Weapon Handle
Weapon Handle.png

DC 10

 

Basic item required by Blacksmiths.

  • 1x Hide

  • 1x Log

Wooden Club
WoodenClub.png

DC 11 - One Handed

 

1d4 Bludgeoning damage.

 

  • 2x Lumber

  • 1x Treatment

Net (4x)
Net.png

DC 12 - Ammo

 

Grants the ability "Throw Net" to restrain the target on a success

(STR save).

 

  • 4x Leather

Staff
Staff.png

DC 12 - Two Handed

 

1d8 Bludgeoning damage.

 

  • 4x Lumber

  • 1x Treatment

Whip
Whip.png

DC 13 - One Handed

 

1d4 Bludgeoning damage. Reach. Finesse. Trip.

 

  • 4x Leather

  • 1x Treatment

Leather Armor
LightArmor.png

DC 11 - Light Armor

 

AC 11 + DEX

 

  • 10x Leather

  • 1x Treatment

Bola (4x)
Bola.png

DC 12 - Ammo

 

Grants the ability "Throw Bola" to restrain the target on a success

(DEX save).

 

  • 4x Leather

Bolts (x40)
QuiverofBolts.png

DC 12 - Ammo

 

Crossbow ammo.

 

  • 6x Lumber

Crossbow
Crossbow.png

DC 13 - Ranged

 

1d8 Piercing damage.

 

  • 4x Lumber

  • 2x Leather

  • 1x Treatment

Heavy Crossbow
Heavy Crossbow.png

DC 14 - Ranged

1d10 Piercing damage.

 

  • 4x Lumber

  • 4x Leather

  • 1x Treatment

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