Shipwright

Being a shipwright means taking a supportive combatant role. They are proficient in boat creation and repairing. They don’t do much healing but they make up for that in droves with all the mechanical creations they throw out onto the battlefield. Besides just useful man-made allies such as turrets and robots shipwrights are also perfect for arming themselves and their allies if they choose to be, able to produce weapons and armor. With more technical understanding shipwrights are able to produce robotic clones of people, cursed weapons and armor, massive metal behemoths, and fleets of robots at a time depending on their area of expertise. 

Becoming a shipwright is becoming a technical genius whose forte is innovation. If you want to help fight by making things to do battle for you this is your calling. No sailor ever went to sea on a broken down ship. If you would like to make sure your friends don’t sink, be a shipwright.

Class Overview

LevelProficiency BonusFeaturesScrap
1+2Artisan's Craft, Blacksmith / Engineer / Mechanist3
2+2N/A6
3+3Blueprints, Battlesmith / Mounted Machine Gun / Expanded Arsenal9
4+3Stat Increase12
5+4The Forge / Healing Station / P.A.L.15
6+4Stat Increase18
7+5Maker's Mark / Feat of Engineering / Rewarding Research21
8+5Stat Increase24
9+6N/A27
10+6Stat Increase, Master Blacksmith / Titan of Industry / Mechanical Fleet30

Class Features

Hit Points

  • Hit Dice: 1d6 per level for the first three levels, then 2d6 per level.
  • Hit Points at First Level: 6 + Your Con mod
  • Hit Points at Higher Levels: 6 + Your Con mod for the first until level 3, then 12 + Your Con mod

Proficiencies

  • Armor: Medium and Heavy Armor
  • Weapons: All Simple Weapons and 1 Martial Weapon (your choice)
  • Saving Throws: Str + Int
  • Skills: Athletics, Sleight of Hand/Medicine (choose one), Arcana, Investigation

Equipment

  • (a) an Anchor or (b) any Martial Weapon
  • (a) two Light Hammers or (b) any Simple Weapon
  • an Explorer’s pack and 5 days rations

Level 1 Abilities

Artisan's Craft

  • You have your trusty tool belt on hand. Any tool on your toolbelt can be used as an improvised weapon, of which you have proficiency and deals 1d6 + Str mod damage, with the type of damage type being assigned by the GM.
  • You are proficient in all checks required for building and maintaining your ship and creations.
  • Your method of building things is dictated by your Scrap. You can have a maximum number of Scrap equal to 3 times your level to be used to make all different types of buildings.

Level 1 Options

Blacksmith

As an action, you can expend one Scrap to either make one piece of body armor or a simple weapon. 

You can spend a long rest creating a sword up to a grade coinciding with half of your level rounded down.

Engineer

As an action, you can expend two Scrap to create a basic cannon sentry. It takes its turn immediately after yours. If it gets destroyed, you can collect half the scrap you spent to create it.

Mechanist

As an action, you create a size Small attacking robot for two Scrap. It takes its turn immediately after yours. If it gets destroyed, you can collect half the scrap you spent to create it.

Level 3 Abilities

Blueprints

  • You are able to produce blueprints for customizing and making boats, and you can build those blueprints when you have the required materials. You can strengthen the boat or create specific modifications such as rooms or weaponry. Certain modifications can only be done upon reaching a higher level or having specific archetype abilities.

Level 3 Options

Battlesmith

As an action, you can expend two Scrap to make Good grade armor, and spend 2 more Scrap per tier to upgrade the armor to a new grade if you are at the level to gain access.

You have advantage on perception checks for assessing the grade of armor and weapons.

Mounted Machine Gun

As an action, you spend 4 Scrap to build an automated sentry gun. You can choose to have your sentry gun shoot as a bonus action on your turn in addition to having its own initiative.

You can detonate the sentry as an action on your turn, dealing 5d8 + Int mod force damage in a 15 ft radius.

Expanded Arsenal

As an action, you spend 4 scrap to build a size Large Protector bot. It has its own initiative, but you can have it do an action as a bonus action on your turn.

As an action, you spend 4 scrap to build a size Medium Cross-Bot. It can also take a bonus action on your turn.

Level 5 Ability Options

The Forge

As a bonus action, you create a simple blast furnace for 3 Scrap. Any harvesting of Scrap processed through the Forge doubles the amount you get back. If you put your armor or weapons in it, you get all the Scrap you spent back.

Healing Station

As a bonus action, you create a size Small healing station for 6 scrap. Allied creatures within a 20 foot radius gain your Int mod d8’s HP when they start their turn there. The station has 100 health and can be repaired as an action if you are within 5 feet of it.

P.A.L.

Over the course of 30 minutes, you build a size Large robot designed to help called the Personal Autonomous Laborer, or P.A.L. They can swap out their hand for different tools, and it builds and repairs with you, halving the time allotment for making and repairing things.

Level 7 Ability Options

Maker's Mark

When making your own named weapons or armor, you can spend an extra 5 hours and 3 Scrap per modification or special ability of the weapon you want to add. Each special modification must be ran by and approved by the GM. Even if you spend the extra scrap and time, the GM can still limit what you get or do with the newly made armor.

Feat of Engineering

Your Cannon, Mounted Machine Gun, and Healing station all become stronger, with the cannon and sentry dealing more damage, and the healing station improves. They are all given new stat blocks for this.

As an action, you can spend 5 Scrap to create a Flamethrower sentry. It takes its initiative after yours, but does not have the bonus action attack on your turn.

Robotics Expert

Your melee bot, Protector bot, and your Cross-Bot all become stronger, dealing more damage and having more health. They are given new stat blocks for this.

Additionally, you can create your own Pacifista, with the person modeled after it being of your choosing. Over the course of a 24 hour research on a creature, dead or alive, to produce a robotic copy. The Pacifista’s stats are that of the creature’s, but if a stat would exceed 20 in score, it remains at 20. As well as having the physical prowess of the body, they can shoot laser beams from the ports of their hands and mouth.

Level 10 Ability Options

Master Blacksmith

You have truly attuned to your craft. You gain the ability to infuse all of your produced weapons and armor with curses, as well as being able to make any weapon or armor that of supreme grade. Curses are a more advanced Mark from the ability previous, but before gaining the benefits of wearing or wielding the cursed object, you must overcome a prerequisite listed with the object itself. The better you make the ability, the harder the attunement is. If you don’t attune with the thing but still wield it, you don’t gain any of the benefits, as well as gaining downsides listed in their description.

Titan of Industry

As an action once per day, you can spend 20 Scrap to create an antenna to call in your Titan. If it is already in the area, it is summoned on that turn. If it is not, it takes a turn to get to you. It is 1000 feet tall, but takes up only two feet that are 30 by 50 feet and 50 feet apart. If the Titan’s health drops to zero, it creates an explosion from the left of the left foot to the right of the right foot. Any creature in the area takes 15d8 force damage. If it explodes, you can only use this again if you make another Titan. They take 24 hours to complete and all of your tools.

Mechanical Fleet

As an action once per day, you can summon as many robots as you have the scrap to produce. You build a platform that sends a message for the robots to show up. They appear on the start of your next turn. If you choose to summon Pacifistas, they cost 5 Scrap each and arrive a turn later.