Tradesmen (3.5e Class)

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Author: Nuthenry2 (talk)
Date Created: 4/12/2020
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Non-magical Artificer 20 0 Poor Poor Poor Poor



Tradesmen[edit]

A hard working men, supplying the gears of industry

Making a Tradesmen[edit]

Tradesmen are good at crafting but bad at combat. it makes for a good non-combat PC, 2nd character, NPC or a DMPC

Abilities: Constitution is added to their Profession or Craft checks, while Intelligence is used for crafting and Wisdom is used for Professions

Races: Any

Alignment: Any

Starting Gold: 3d4x10

Starting Age:Simple

Table: The Tradesmen

Hit Die: D8

Level Base
Attack Bonus
Saving Throws Special Crafting
Pool
Fort Ref Will
1st +0 +0 +0 +0 Working Man, Bonus Skill Points, Working Day, Crafting Pool 10
2nd +1 +0 +0 +0 40
3rd +1 +1 +1 +1 Arcane Crafter, Magical Blueprints 90
4th +2 +1 +1 +1 Skilled Worker 1 160
5th +2 +1 +1 +1 Bonus Feat 250
6th +3 +2 +2 +2 360
7th +3 +2 +2 +2 490
8th +4 +2 +2 +2 Skilled Worker 2 640
9th +4 +3 +3 +3 810
10th +5 +3 +3 +3 Magical Shortcuts, Bonus Feat 1,000
11th +5 +3 +3 +3 1,210
12th +6/+1 +4 +4 +4 Skilled Worker 3 1,440
13th +6/+1 +4 +4 +4 1,690
14th +7/+2 +4 +4 +4 1,960
15th +7/+2 +5 +5 +5 Fast Worker 1, Bonus Feat 2,250
16th +8/+3 +5 +5 +5 Skilled Worker 4 2,560
17th +8/+3 +5 +5 +5 2,890
18th +9/+4 +6 +6 +6 3,240
19th +9/+4 +6 +6 +6 3,610
20th +10/+5 +6 +6 +6 Fast Worker 2, Skilled Worker 5, Bonus Feat 4,000

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (All) (Int), Forgery (Int), Heal (Wis), Knowledge (All) (Int), Perform (All) (Cha), Profession (All) (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Tradesmen.

Weapon and Armor Proficiency: Tradesmen are proficient with all simple weapons. they are proficient with light armor, but not with shields.

Working Man: Tradesmens gain their Constitution modifier and half of their Tradesmen level added to any Profession, Perform or Craft checks.

Bonus Skill Points: Tradesmen gain 6 bonus skill points per class level that must be spent on any Profession, Perform or Craft skills.

Working Day: A Tradesmen instead of taking weekly Profession, Perform or Craft checks can take them daily, although the progress is divided by 7.

Crafting Pool: A Tradesmen gains a pool of (Class Level squared x 10) XP which can be spent while crafting magic items, any reductions to the pool is keeped when leveling up. A Tradesmen may direct any earned XP to fill up the pool instead of it going to the Character level advancement. A Tradesmen may spend 1 hour and 100gp training to gain 1xp in their crafting pool. The crafting pool may never go above its maximum and only regain 1/10th of their pool maximum per day.

Arcane Crafter: Tradesmen at level 3 can use their class level in place of caster levels for taking item creation feats and crafting items.

Magical Blueprints: Tradesmen at level 3 can use scrolls with the correct spell for item creation requirements, this requires a DC check of (15 + spell level) spellcraft. The scroll is used up at the beginning of crafting the item unless they are making another scroll or a requirement scroll in which the scroll is not available until this item is completed.

Skilled Worker: Tradesmen have their maximum skill ranks in Profession, Perform and Craft Increased by 1 at level 4 and evey 4 level after. This does not stack with any other maximum skill ranks Increases.

Bonus Feats: Tradesmen gain an item creation or a skill focus (Profession), (Perform) or (Craft) bonus feat at level 5 and every 5 levels after.

Magical Shortcuts: Tradesmen at level 10 gain the ability to make Requirement Scrolls from written sources (such as scrolls and spell books), these requirement scrolls can only be used for replacing spell requirements for item creation. Requirement Scrolls costs (spell level x minimum casting level x 10) in Gold Pieces and 8 hours per 500gp, no additional material component costs or XP costs needed. A Tradesmen may also record spells into a spell book as per a wizard for later use.


Fast Worker: Tradesmen at level 15 can work twice as fast and may make two separate Profession or Craft checks instead of one, at level 20 this increases to three. A Tradesman becomes fatigued after working so hard.


Epic Levels[edit]

Table: The Epic Tradesmen

Hit Die: D8

Level Special Crafting Pool
21st 4,410
22nd 4,840
23rd 5,290
24th Skilled Worker 7 5,760
25th Epic Bonus Feat 6,250
26th 6,760
27th 7,290
28th Skilled Worker 9 7,840
29th 8,410
30th Epic Bonus Feat 9,000

4 + Int modifier skill points per level.

existing class features: Working Man, Bonus Skill Points and Crafting Pool continues to advance as per normal.

Skilled Worker Increases the maximum skill ranks gained to 2 at level 24.

At level 25 you may instead take an epic item creation feat or an epic skill focus (Profession, Perform or Craft) bonus feat.





Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorNuthenry2 +
Base Attack Bonus ProgressionPoor +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Concentration +, Craft +, Forgery +, Heal +, Knowledge +, Perform +, Profession +, Speak Language +, Spellcraft +, Survival + and Use Magic Device +
Skill Points4 +
SummaryNon-magical Artificer +
TitleTradesmen +
Will Save ProgressionPoor +