```metadata title: Handyman - 5e class description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ /* A4 Page Size */ .phb { width : 210mm; height : 296.8mm; } ``` # Handyman Handymen are those who have spent their lives building and repairing houses, carts, fences and whatever is needed. They've accomplished such an expertise in their office that it's often seemed as magic how fast they can build anything. But no matter how many times they repair things, there is always some goblin or beast to destroy their work. It seems that in order to keep their crafts in one piece, they need to hammer down those who cause the need for repairs. :::: ## Class Features As a Handyman, you gain the following class features #### Hit Points **Hit Dice:** :: 1d12 per Handyman level **Hit Points at 1st Level:** :: 12 + your Constitution modifier **Hit Points at Higher Levels:** :: 1d12 + your Constitution modifier per Handyman level after 1st #### Proficiencies **Armor:** :: Light armor, Medium armor, Heavy armor **Weapons:** :: Simple weapons, Martial weapons and shields **Tools:** :: 4 tools of your choosing **Saving Throws:** :: Strength, Constitution **Skills:** :: Choose any 2 skills #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - A warhammer - A chainmail - Explorer's Pack or Dungeoneer's Pack - 2 tools of your choosing #### Quick build First, make strength your ability score. Your next highest score should be constitution. As background, a good option could be clan crafter. :: {{note ##### Note This class aims to fullfill the role of the party tank, while offering a lot of utility and battlefield area control. Consult with your DM how he feels about the class before using it. }} {{pageNumber,auto}} \column :::::::::::::::::::::::::: {{classTable,frame,decoration ##### The Handyman : | Level | Proficiency Bonus | Features | Handyman tricks | Stock |:-----:|:-----------------:|:--------- |:----:|:----: | 1st | +2 | Handyman's tools, Hardworker’s spirit | - | - | 2nd | +2 | Handyman’s tricks | 2 | 4 | 3rd | +2 | Handyman specialization | 2 | 4 | 4th | +2 | Ability Score Improvement | 3 | 5 | 5th | +3 | Extra attack, Lv5 Tricks | 3 | 5 | 6th | +3 | Specialization Feature | 3 | 6 | 7th | +3 | | 4 | 6 | 8th | +3 | Ability Score Improvement | 4 | 6 | 9th | +4 | Hardworker’s extra hours | 5 | 7 | 10th | +4 | Reliable tools, Lv10 Tricks | 5 | 7 | 11th | +4 | Specialization Feature | 5 | 7 | 12th | +4 | Ability Score Improvement | 6 | 8 | 13th | +5 | | 6 | 8 | 14th | +5 | Superhuman effort | 7 | 8 | 15th | +5 | Specialization Feature, lv15 Tricks | 7 | 9 | 16th | +5 | Ability Score Improvement | 8 | 9 | 17th | +6 | Specialization Feature | 8 | 10 | 18th | +6 | | 9 | 10 | 19th | +6 | Ability Score Improvement | 9 | 10 | 20th | +6 | One man work troop{{width:130px}} | 10 | 10 :: }} {{imageMaskCenter6,--offsetX:30%,--offsetY:24%,--rotation:120 ![](https://imgur.com/kp2Zs3n.png){position:absolute,bottom:522px,left:318px,width:520px} }} ![artist](https://imgur.com/yI0ilZI.png) {position:absolute,bottom:560px,left:390px,width:320px} \page #### Level 1: Handyman's tools You have handcrafted your tools exactly to your liking, adding and modifying any thing you may need during your crafts. : You get Handyman's tools (10 lb). This object has the following properties: - They allow you to cast mending. - You can expend a tool to add it to your Handyman's tools. This allows you to use your Handyman's tools as if you were using said tool. The weight and size of your Handyman's tools does not increase. - You can add double your proficiency bonus to ability checks made with tools you are proficient in and have been included to the tools. : If you lose your builder tools, you can create a new set expending any tool. : Additionally, your knowledge grants you advantage on any ability check related to buildings, building materials, repairing or mechanics. #### Level 1: Hardworker's spirit You know how to psych yourself up for the hard work ahead. You can use your bonus action to gain temporary hit points equal to two times your constitution modifier + your proficiency bonus + your handyman level. Once you do so, you must finish a rest before you can do so again. : Upon reaching 12th level, you can use this ability twice between each short or long rest. At 20th, thrice. #### Level 2: Handyman's tricks You learn 2 handyman's tricks of your choice from the list at the bottom of this class. Each trick has a minimum level requirement and a material cost to use it. : The materials are divided in 3 types: Wood, Stone and Metal. You can carry 4 units of each type of material. You replenish these on each long rest. : The amount of tricks you know, and materials you can carry increase with your handyman level, as shown in the class table. (Handyman tricks and stock columns) : When you gain a level, you can replace a trick you know with another you could learn. : #### Level 3: Handyman specialization At level 3 you choose a specialization between Carpenter, Smith and Stonemason. Each specialization grants you certain handyman tricks along with other features. : ::: #### Level 4: Ability score improvement At 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature : #### Level 5: Extra attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, whenever you use an action to make an attack, you can forfeit the second attack and use a handyman trick which involves building structures. : #### Level 9: Hardworker's extra hours You learn to give your all at work when is needed, even surpasing the limits of your body. Whenever you use your hardworker's spirit, you can optionally enter in the extra hours state for 10 minutes, which has the following effects: - You add a 1d12 to the temporary hitpoints of hardworker's spirit. - Your strength ability score increases temporarily by 2, ignoring the 20 limit. - You gain advantage on strength and constitution saving throws and ability checks. - You ignore the effects of exhaustion : When this state ends, you gain 2 levels of exhaustion. : Additionally, you also learn how to get the most out of any small break. You remove one point of exhaustion on short rests and 2 on long rests. #### Level 10: Reliable tools You learn to use any tool presented to you. On a long rest you can consume a tool which you are not proficient with and roll a d20. On a 15 or more, you gain profficiency with said tool permanently. : Additionally, you learn to adjust and modify items/equipment to their owner's desires. During a long rest, you can modify an item choosing one modification from the following options. You can maintain as many modified items as your proficiency bonus. - Remove requirements to use it. ( level, race, class) - Make the user automatically proficient with it when trying to use it. - Remove or add one common weapon property to a weapon. ( "Range" is excluded) - Remove one negative property. In the case of magic items, there can be cases where the item itself refuses to be tinkered with. Making the desired modification sometimes be in need of an ability check to succed, or sometimes, imposible. {{pageNumber,auto}} \page #### Level 14: Superhuman effort You learn to gather superhuman energies out of nowhere during phisical challenges. Whenever you fail a strength or constitution ability check or saving throw, you can inflict yourself one point of exhaustion and retry it with advantage while ignoring the effects of exhaustion. This can be reapeated until you die of exhaustion. : Additionally, your body has become a machine when it comes to face exhaustion. Short rests now remove 2 levels of exhaustion. Also, your maximum exhaustion level becomes 8, which if reached, you die. #### Level 20: One man work troop You become the ultimate worker, able to ignore insignificant things like exhaustion. You gain the following effects: - Your strength and constitution ability scores increase by 2, ignoring the 20 limit. - You ignore any negative effect related to exhaustion. - Short and long rests remove 4 levels of exhaustion. - Your maximum exhaustion level becomes 12, upon reaching it, you die. {{imageMaskEdge1,--offset:-2%,--rotation:0 ![](https://imgur.com/uLUzSEg.png){position:absolute,bottom:0px,left:-200px,width:1220px} }} {{imageMaskEdge3,--offset:3%,--rotation:270 ![](https://imgur.com/uLUzSEg.png){position:absolute,bottom:0px,left:-200px,width:1220px} }} {{pageNumber,auto}} \page ## Handyman Specializations Choose a specialization for your handyman. Each one grants unique features at certain levels. : ### The Smith #### Smith's Tricks You learn the following Tricks at the indicated levels. These Tricks do not count against your number of Tricks known and cannot be switched out for other Tricks. | Level | Tricks | |:-----:|:------- | 3rd | Get Nailed, Flying Nails | 5th | Pressure Points | 10th | Nail Ball Home Run | 15th | Mounted Nail Minigun #### Level 3: Smith's Prowess Your expertise in metal working grants you the following benefits: - You gain proficiency in Smith tools. If you already are, choose another tool. - Your metal stock limit is doubled. - Whenever you inflict damage or a state with a nail, you do it with a red hot nail, dealing 1d4 extra fire damage. - You can add a +2 to your attack rolls against creatures with metal based armor or metal based constructs. #### Level 6: Rough Work Wise You've become familiarized with the harms of your profession, hardening your skin. You are now resistant to Bludgeoning, Slashing, Piercing and Fire damage. #### Level 11: Improved Tricks You find new ways to optimize and improve your specialization tricks. Granting them the following effects. - Get Nailed: If the attack misses, or the creature succeds the saving throw, you recover the expended metal. - Pressure Points: If the attack is a hit, you choose 2 numbers of the d20. - Nail Ball Home Run: You can use the ability as an action or bonus action. - Mounted Nail Minigun: You can use a bonus action to carry or put down the minigun. While carried, acts as a two-handed weapon, your speed is reduced by 10ft and only you can use it. ::: #### Level 14: Incredibly Realiable Tools Your tools have been perfectionated, allowing you to reach new levels of craftmanship. Whenever you modify an item with your reliable tools feat, you now can choose 2 modifications. Additionally, the following modifications become available. These new modifications can only be applied to one equipped item per ally: - Remove the need for attunement. - +1 to saving throws - +2 to initiative - +1 to attack rolls #### Level 17: Metal Load-Bearing Exoskeleton You have learned to craft a masterful piece of engineering that enhances your own or your allies' capabilities. Once per day, as an action, you can craft and deploy a metal exoskeleton within 5 feet of you. You or an ally can move to the exoskeleton to equip it. You can have only one exoskeleton deployed at a time. It has the following characteristics: - You gain proficiency in athletics. If you are already have it, you gain expertise. If you also have it, then you gain advantage in athletics rolls. - Your carrying capacity is doubled. - Your speed is not reduced while carrying heavy weight or a grappled creature. - Your jumping distance is tripled. - You can use a bonus action to throw a grappled creature up to 25ft. - You can use two-handed weapons with one hand. : If the exoskeleton gets wet in any way, it becomes oxidized at the start of your next turn, rendering it unusable. You can restore it by expending a flask of oil and spending 10 minutes on repairs. {{imageMaskCenter7,--offsetX:50%,--offsetY:-16%,--rotation:90,width:410px,height:700px, ![](https://imgur.com/dBfbgHm.png){position:absolute,bottom:-20px,left:88px,width:620px} }} {{pageNumber,auto}} \page ### The Lumberjack #### Lumberjack's tricks You learn the following Tricks at the indicated levels. These Tricks do not count against your number of Tricks known and cannot be switched out for other Tricks. | Level | Tricks | |:-----:|:------- | 3rd | Plank Cover, Spikes Barricade | 5th | Improvised Watchtower | 10th | Battle Sled | 15th | Living Wooden Armor #### Level 3: Lumberjack's prowess Your expertise in wood working grants you the following benefits: - You gain proficiency in Carpenter tools. If you already are, choose another tool. - Your wood stock limit is doubled. - You have advantage on plant-based spells' saving throws and you ignore plant-based difficult terrain. - You can add a +2 to your attack rolls against wood or plant based creatures. #### Level 6: Rough work wise You've become familiarized with the harms of your profession, hardening your skin. You are now resistant to Bludgeoning, Slashing, Piercing and Poison damage. #### Level 11: Improved Tricks You find new ways to optimize and improve your specialization tricks. Granting them the following effects. - Plank Cover: If an ally within 5ft is attacked, you can use this ability to cover them. - Spikes Barricade: When built, you can choose to make the barricades occupy a 10ft x 10ft zone instead of a 5ft zone. - Improvised Watchtower: The tower now grants half cover and allies can climb it without the extra speed cost - Battle Sled: You can use this ability as an action or bonus action. - Living Wooden Armor: The healing dice is now 1d10 and the 0 hit points feature now has 2 uses. #### Level 14: Express building Your hands become incredibly fast when it comes to construction. Once per round, you can use a handyman trick that involves building without expending any action. ::::::::::::::::::::::::::::::::::::::::::: #### Level 17: Wooden tactical cart You learn to craft with near magical speed a wooden combat cart. It takes an action to be built on a unoccupied zone within 5ft. You can only build one per day. It has the following caracteristics: - The cart occupies a 10ft x 15ft zone. - It can be moved by any creature inside the cart, using their movement speed, up to 25ft by creature. - Tricks structures can be placed in the cart. - Any creature inside the cart is granted half cover against attacks from the exterior - Creatures inside the cart are immune against ground level area of effects (Difficult terrain, oil puddles, spells like spike growth.) - If anyone tries to move the cart to a medium or smaller creature's position, the creature must succed on a strength saving throw against you tricks DC or be pushed and become prone. - Any creature can enter or exit the cart using only movement speed. If an enemy creture tries to enter, you or your allies, if in range, can use your reaction to try to shove the creature. - The cart itself can be targeted by and suffer the following effects: Grappled, incapacitated, paralyzed, petrified, restrained, stunned. The last driver makes the saving throws for the cart. In the case of this effects having a fixed duration, said duration is doubled. {{imageMaskCenter7,--offsetX:50%,--offsetY:50%,--rotation:90,width:410px,height:500px, ![](https://imgur.com/zcdFo33.png){position:absolute,bottom:310px,left:108px,width:520px} }} {{imageMaskCenter7,--offsetX:45%,--offsetY:50%,--rotation:90,width:410px,height:500px, ![](https://imgur.com/zcdFo33.png) {position:absolute,bottom:310px,left:128px,width:520px} }} {{imageMaskCenter7,--offsetX:60%,--offsetY:50%,--rotation:90,width:410px,height:500px, ![](https://imgur.com/zcdFo33.png) {position:absolute,bottom:310px,left:68px,width:520px} }} ![artist](https://imgur.com/5ojg2dv.png) {position:absolute,bottom:644px,left:311px,width:520px} {{pageNumber,auto}} \page ### The Stonemason #### Stonemason's tricks You learn the following Tricks at the indicated levels. These Tricks do not count against your number of Tricks known and cannot be switched out for other Tricks. | Level | Tricks | |:-----:|:------- | 3rd | Makeshift Stonewall, Stone Batting | 5th | Rock Hammer | 10th | Debris Coating | 15th | Stone Wall-Shield #### Level 3: Stonemason's prowess Your expertise in stonemasonry grants you the following benefits: - You gain proficiency in Mason tools. If you already are, choose another tool. - Your stone stock limit is doubled. - You have advantage on saving throws to move you against your will and you ignore rock and mud-based difficult terrain. - You can add a +2 to your attack rolls against rock or mineral based creatures. #### Level 6: Rough work wise You've become familiarized with the harms of your profession, hardening your skin. You are now resistant to Bludgeoning, Slashing, Piercing and Cold damage. : #### Level 11: Improved Tricks You find new ways to optimize and improve your specialization tricks. Granting them the following effects. - Makeshift Stonewall: You can build a second wall without additional cost - Rock hammer: You can optionally spend 1 stone more to make the effect last 2 hits. - Debris coating: You also gain a +3 to spell saving throws - Stone Wall-Shield: You can hold the wall without expending a bonus action and the movement speed of the reaction becomes 15ft. #### Level 14: As Tough as Stones You learn to be as tough as the stones you work with. While the effect of Hardworker's extra hours is active, you gain resistance to all types of damage and you cannot be moved against your will. :::::::: #### Level 17: Stone bunker You learn to build a pure stone bunker in a blink of an eye. As an action, once per day, you can build a bunker. The bunker has the following caracteristics: - You can choose the size of the bunker: 15ftx15ft, 20ftx20ft, 25ftx25ft. - Grants 3/4 cover to any creature inside it. - No stationary zone spell can be cast into or pass through the bunker from the outside - Whenever an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and only half damage on a failure. - Any Medium or smaller creature can enter or exit the bunker by using their movement. If an enemy creature attempts to enter, you or an ally within range can use your reaction to attempt to shove the creature. - Any trick that creates structures can be used inside the bunker : Whenever the bunker is targeted by an attack from a Large or larger creature, or by a damaging spell of 3rd level or higher, roll a d20. On a roll of 1, the bunker collapses and becomes unusable. {{imageMaskCenter7,--offsetX:46%,--offsetY:-16%,--rotation:0 ![](https://imgur.com/jEnJo4x.png){position:absolute,bottom:72px,left:370px,width:520px} }} {{pageNumber,auto}} \page ## Handyman tricks Below you can find the tricks available grouped by their level requirement. : If a trick requests a saving throw, your trick saving DC can be calculated as DC = 8 + your proficiency bonus + Strength or Constitution modifier (your choice). You are not limited to one trick per turn. As long as you have the materials and action-cost, you can use a trick. But not together at the same time. (2 tricks that modify a regular attack for example.) {{note ##### Custom Tricks You could also use your materials and knowledge to build something not reflected here. A bridge, stairs or any sort of building. Ask your DM about time and material costs. }} ### Level 2 tricks #### Get nailed {{font-family:OpenSans Materials: 1 metal}} Along with a melee attack, you can try to nail a creature to the floor using a nail. If the attack hits, the creature makes a dexterity saving throw. On a fail, the creature becomes restrained until the start of your next turn. : #### Faquir rug {{font-family:OpenSans Materials: 2 metal}} As an action, you can toss a bunch of nails within 30ft, creating a 10ft x 10ft zone of nails. This zone behaves as if you used a bag of caltrops. : Any creature that enters the area must succeed on a Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. : #### Flying nails {{font-family:OpenSans Materials: 2 metal}} As an action, you can send a bunch of nails flying with a swing of your weapon. Making any creature in a 15 ft. cone to make a dexterity saving throw. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. #### Plank cover {{font-family:OpenSans Materials: 1 wood}} As a reaction, you can expend a wood plank to try to cover from an attack that hits you. Roll a 1d6 + your constitution modifier and substract the result to the damage received. : The roll of this trick increases at certain levels. lv5: 2d6 lv10: 3d6 lv15: 4d6 #### Spikes barricade {{font-family:OpenSans Materials: 2 wood}} As an action, you can build 2 wooden-spikes barricades within 5ft. You can build one, move, and then build the other one if you wish so. The barricades have the following caracteristics: - They occupy a 5ft zone each one. - They can be crossed as difficult terrain, while making a dexterity saving throw. On a fail, the creature receives 1d6 of piercing damage. - If a creature is pushed against a barricade, the creature stops as if it was a wall and receives 1d6 of piercing damage. - If a creature huge or larger occupies a zone with a barricade, the barricade is destroyed and acts as a caltrop against this creature. - They can be destroyed with a melee attack. On a hit (AC 10), the attacker makes a strength check against your tricks DC. On a success, the barricade is destroyed. : The damage the barricades do increases with your handyman level. lv5: 2d6, lv10: 3d6, lv15: 4d6. #### Improvised debris {{font-family:OpenSans Materials: 1 stone}} As a bonus action, you can crumble some stones and throw them within 30ft to create a 10ft x 10ft zone of difficult terrain. You can expend more materials if you wish so, increasing by 5ft the area for every added stone to the total. (E.g. 2 stones, 15x15. 3, 20x20) :: #### Makeshift stonewall {{font-family:OpenSans Materials: 2 stone}} As an action, you create a small stone wall within 5ft of you. The wall has the following caracteristics: - It occupies a 5ft x 15ft zone - Grants half cover to any ally next to it and full cover to prone creatures - It can be crossed, counting as difficult terrain - Prevents any spilled liquid from crossing it (E.g. A oil barrel is spilled next to the wall, the resulting oil zone can't reach the other side) : The wall remains until a large creature uses an attack to break it down (AC 15) or if a huge creature or larger tries to move to the zone the wall occupies. Alternatively, you can use an action to break it. #### Stone batting {{font-family:OpenSans Materials: 1 stone}} Along with an attack, you can hit a stone with your hammer to make it a ranged attack. This attack has 40ft of range. On a hit, the creature makes a constitution saving throw. If failed, the creature becomes blinded until your next turn. \page ### Level 5 tricks #### Pressure points {{font-family:OpenSans Materials: 2 metal}} Along with a melee attack, you can try to nail your target. On a failed roll, the nail gets nailed on the creature's armor without doing damage. : If any attack fails with the same number on the d20 targetting that creature, the attack hits the nail dealing no damage and creates a new weak point on the creature. From now on, that number in the d20 is considered a hit against that creature. : If the initial attack is a hit, the attack deals 1d6 of extra damage and you can choose any number of the d20 to put the nail. #### Chain throwing {{font-family:OpenSans Materials: 2 metal}} As a bonus action, you throw a chain to catch a creature within 30ft, forcing a constitution saving throw. On a fail, the creature is pulled 15ft towards you. If the creature lands within 5 feet of you, you can use an attack action to grapple the creature without the need of another roll. #### Metal wire trap {{font-family:OpenSans Materials: 3 metal}} As an action, you can set up a metal wire trap within 5ft with the following caracteristics: - It occupies a zone of up to 25ft x 5ft - Any creature that crosses the zone (even flying) must succed on a dexterity saving throw or become restrained until their next turn. Allies have advantage on the saving throw. - If a large creature crosses the trap, the trap is destroyed and the creature becomes restrained. If the creature is bigger, it has disadvantage on the saving roll. #### Springed platform {{font-family:OpenSans Materials: 2 wood and 1 metal}} As an action, you can build within 5ft 2 wooden platforms with metal springs. You can build one, move, and then build the other one if you wish so. The platforms have the following caracteristics: - It occupies a 5ft zone - When built, you designate a direction. If an enemy creature moves to the zone, on a failed dexterity saving throw, is launched 20ft in the designated direction and becomes prone. - Any enemy creature moved against its will to a springed platform fails automatically the saving throw. - Allies who step in the platform zone are launched in any desired direction without becoming prone #### Makeshfit Mounted Harpoon Gun {{font-family:OpenSans Materials: 2 wood and 1 metal}} As an action, you can build within 5ft a mounted harpoon gun with the following caracteristics: - It occupies a 5ft zone. - While within 5 feet of the harpoon gun, you can use an action to make a ranged attack against a Large or smaller creature within 60 feet. The attack roll adds your proficiency bonus and Dexterity modifier. On a hit, the target takes 2d6 piercing damage and becomes hooked. - A hooked creature cannot move away from the harpoon gun. At the end of its turn, it can make a Strength saving throw to free itself. - While a creature is hooked, you can use a bonus action to pull it 10 feet closer to the harpoon gun. - If the attack misses or after a creature unhooks itself, a bonus action is required to reload the harpoon gun before it can be fired again. #### Improvised watchtower {{font-family:OpenSans Materials: 3 wood}} As an action, you can build a small watchtower with the following caracteristics: - It occupies a 10ft x 10ft or 15ft x 15ft zone - It grants high ground to creatures on it. (Recommended high ground bonus: +2 to ranged attacks and cancel prone disadvantage) - Entering the tower costs 5ft of additional speed - Medium or smaller creatures have disadvantage on melee attacks towards creatures on the tower - If a creature tries to enter the tower, if within range, a creature can use their reaction to try to shove the creature out. - Other building tricks structures may be placed in the tower. #### Stone Chisel {{font-family:OpenSans Materials: 2 stone}} As part of a melee attack, you can use a stone-shaped chisel to penetrate a creature defenses. On the attack roll, you ignore 5 points of AC of the creature. Additionally, if the creature is a rigid-material construct, the attack deals critical damage on a hit. #### Rock Hammer {{font-family:OpenSans Materials: 2 stone}} As a bonus action, you embed your weapon in a stone, making your next hit with the weapon deal 1d6 + your strength modifier of bludgeoning damage. : The dice roll of this trick increases at certain levels. Lv10: 2d6, Lv15: 2d8 \page #### Nut Cracker {{font-family:OpenSans Materials: 2 stone}} As an action, you can use 2 stones to try to crack a creatures head. The creature makes a constitution saving throw. On a fail, receives 2d6 + your strength modifier and becomes stunned until their next turn. #### Rock Clogs {{font-family:OpenSans Materials: 2 stone}} As a bonus action, you carve a pair of clogs from 2 stones and equip them or make an ally within 5ft equip them. (These do not replace equipped footwear) While worn, the following effects take place: - Your movement speed is decreased by 10ft - You have disadvantage on dexterity saving throws - You are immune to effects that are caused due to direct contact with the floor. (Damage by stepping on a campfire, slippery ice, poison puddles, etc) - You cannot be moved against your will. ### Level 10 tricks #### Surprisingly well-done dummies {{font-family:OpenSans Materials: 4 wood}} As an action, you can build 2 wooden dummies within 5ft resembling your allies. You can build one, move, and then build the other one if you wish so. The dummies have the following caracteristics: - They occupy a 5ft zone. - Whenever an enemy creature gets their turn, is forced to do a wisdom saving throw. On a fail, the dummies are considered as viable targets for their attacks and spells. - The dummies use your tricks DC as AC and saving throws. - Upon receiving damage, the dummy is destroyed. #### Paramedic stretcher {{font-family:OpenSans Materials: 4 wood}} As an action, you can build a paramedic stretcher within 5ft with the following caracteristics: - It occupies a 5ft zone. - If a creature with 0 hit points is laid in the stretcher, that creature succeds automatically in their death saving throws - If a stable creature with 0 hit points is laid on the stretcher, it regains 1 hit point. - If a creature with 0 hit points is healed by magical means while on the stretcher, the creature obtains 1d10 temporary hit points. - If the stretcher is targeted with an attack (AC 10), is destroyed upon receiving damage. - Only one creature at a time can be on the stretcher :::: #### Battle sled {{font-family:OpenSans Materials: 2 wood}} As an action, you can build a wooden sled within 5ft with the following caracteristics: - It occupies 5ft, but a creature or tricks' structure can occupy the same space - It can be built on spaces occupied by other tricks' structures which also occupy 5ft - Whenever you or an ally moves, if the sled is within 5ft, you can choose to take it with you and reposition it, along with the creature or structure on the sled. - As an action, you can load or unload a 5ft tricks' structure on the sled if both are within 5ft of you. - If the loaded structure has an use action, it can not be used the same round the sled has been moved. - If a creature is toshed on the sled, you can move it and as an action, shove it down from the sled, making the creature prone. #### Living Wood Sapling {{font-family:OpenSans Materials: 4 wood}} As an action, you can plant a living wood sapling. Immediately afterwards, said sapling grows and becomes a controllable creature. It acts right after you in the initiative order and has the following caracteristics: - Its speed is 0. - Once per turn, it can perform one of the following actions: Grapple (10ft range) or cast Thorn whip - It adds your proficency bonus on grapple and attack rolls. - If an attack or spell deals fire damage to the sapling (AC 10, spells hit automatically), roll a d20. On a 6 or lower, the sapling dies. #### Nail ball home run {{font-family:OpenSans Materials: 4 metal and 1 stone}} As an action, you throw a nails ball into the air and burst it hitting it with a stone, provoking a nail rain upon a 15ft x 15ft zone within 80ft. Creatures on the zone must make a dexterity saving throw. On a fail, the creature receives 3d6 of piercing damage and becomes restrained until your next turn. On a success, they receive half the damage. #### Mounted net thrower {{font-family:OpenSans Materials: 3 metal and 1 wood}} As an action, you can build within 5ft a mounted net thrower with the following caracteristics: - It occupies a 5ft zone. - While within 5 feet of the net thrower, you can use an action to make 2 ranged attacks against Large or smaller creatures within 80 feet. The attack roll adds your proficiency bonus and Dexterity modifier. On a hit, the target becomes restrained with a net. - Before firing again, the net thrower must be reloaded using a bonus action. \page #### Debris catapult {{font-family:OpenSans Materials: 3 metal and 2 stone}} As an action, you can build within 5ft a mounted net thrower with the following caracteristics: - It occupies a 5ft zone. - While within 5 feet of the Debris catapult, you can use an action to make 2 shots and cover 2 15ft x 15ft zones within 100 feet become difficult terrain. If a creature is in the zone of impact, it must make a dexterity saving throw. On a fail, their speed is halved for their next turn. #### Debris coating {{font-family:OpenSans Materials: 4 stone}} You grind up some stones and coat your body with the debris, granting you the following effects for 10 minutes: - Your AC increases by 3. - Your unarmed strikes deal 1d8 + your strength modifier of bludgeoning damage - Your movement speed is reduced by 10 feet. #### Mole man {{font-family:OpenSans Materials: 3 stone}} As a bonus action, you burrow into the floor and reappear within 30 feet. Both the entrance and exit remain open until you use an action while adjacent to either to collapse the tunnel. Any creature can use the tunnel without expending movement or actions. This ability requires a solid floor to function. #### Floor fracture {{font-family:OpenSans Materials: 4 stone}} As an action, you use your hammer to hit the floor in front of you. Any creature in a 15ft x 15ft zone in front of you must make a Constitution saving throw. On a fail, they recive 3d8 of bludgening damage and fall prone. If they succed, they receive half the damage. ### Level 15 tricks #### Stone Wall-Shield {{font-family:OpenSans Materials: 6 stone}} As an action, you carve out of the floor a chunk stone in the form of a wall and lift it straight. This chunk of stone has the following caracteristics: - It acts as a wall and grants full cover to you or any allies behind you if the wall is between you and the source of the attack. - The wall occupies the border between two squares, being 5ft wide and 8ft tall. - As a bonus action, you can hold it until your next turn. While held you can move with it with your movement speed being halved and at the start or end of your turn, you can reorientate the wall to any border of your current square. You can let the wall go whenever you want. - While held, at any time, you can use your reaction to move 10ft and reorientate the wall. Possibly intercepting attacks, cutting the path of enemies, etc. - While held, you have advantage against any effect that tries to move you. - The wall crumbles and becomes useless after 10 minutes. #### Boulder Delivery {{font-family:OpenSans Materials: 5 stone}} As an action, you carve out of the floor a giant boulder and throw it, hitting and area of 20ft x 20ft within 100ft. Creature on the zone must make a dexterity saving throw. On a fail, they receive 8d6 of bludgening damage and their speed is halved on their next turn. On a succeed, they take half the damage. #### Mounted Nail Minigun {{font-family:OpenSans Materials: 6 metal}} As an action, you can build within 5ft a Mounted Nail Minigun powered by springs and a crank with the following caracteristics: - It occupies a 5ft zone. - It has a range of 150/600 and their attacks deal 2d6 + DEX or STR modifier. - While within 5 feet of the Nail Minigun, you can use an action to make 4 ranged attacks. The attack roll adds your proficiency bonus and Dexterity or Strength modifier. - The minigun can be fired up to 2 times per round. #### Reinforced Armor Patch {{font-family:OpenSans Materials: 6 metal}} As an action, you reinforce your's or an allies' armor for the next 10 minutes. Granting resistance to bludgening, piercing, slashing damage and immunity against a damage type of your choosing. Only one patch can be active at a time. #### Living Wooden Armor {{font-family:OpenSans Materials: 7 wood}} As an action, you can coat your's or an allies' armor for the next 10 minutes with living wood. This grants the following effects: - You regenerate 1d8 + your Constitution modifier hit points at the start of each turn. - You gain resistance to poison damage. - At the end of each turn, you remove the poisoned condition or any diseases. - If at the start of your turn you have 0 hit points, you heal 1d20 + your Constitution modifier and the armor falls apart. \page ## Art Sources {{note ##### Blacksmith girl By Hae Jin }} {{note ##### Blacksmith By Ruben Fernandes }} {{note ##### Fire hammer By JhonArts }} {{note ##### Lumberjack By Phoenix Mōsher }} {{note ##### Stonemason By Rob Diaz }} #### This class has been made by NarcolepticDracu \column ## Changelog