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Locksmith (sub)

You are a master of locks. able to craft locks and keys.

Career

Qualifications

You have picked 10 locks without keys. you must be proficient in tinker tools, or thieves tools.

Career Progression

every time you pick 10 locks without keys you may take a locksmith feat of your choosing.   Once you have picked 100 locks without keys you gain the ability to craft a skeleton key and the option to take the Barrier mage hidden class. See crafting for details.

Payment & Reimbursement

During downtime, you may make an extra 20 gp a day, provided you find an employer.

Other Benefits

You have access to the feats requiring the Locksmith sub-class.  

Crafting rules

  When creating a key or lock you must have the materials and necessary tools. The time it takes to make a lock is equal to 2 times the DC it takes to pick in hours. A minimum of 20 hours, a maximum of 30. These are limited to the types of locks you know, as described in your locksmith feats. They sell for an amount of gp equal to the DC x the lock modifier. For example, a DC 10 padlock and one key take 20 hours to make, the lock and key sell for 10 x 5 = 50gp.   It takes 2 hours to produce a key from scratch, half of that if you made the lock. You may reproduce any key you see, or a key to a lock you picked from memory within 5 hours.   After gathering 10 feats you may take 10 hours and 100gp of metal to craft a skeleton key. this is a one-time-use key that will open any lock that requires an actual key. After opening it the key is locked into place and stuck inside the lock. You may have as many of these as you like. and they sell especially well on the black market.  

Feats

 

Familiarization

Locksmith subclass

Every time you take this feat you may learn how to make one of the following lock types.


Lock typeLock price modifierspecial
padlock5may make a DC 5 lock in 10 hours.
cable lock7may lock multiple things in place
shackle lock8x2 DC for the creature locked in them
door lock8arcane lock twice as effective on this.
Star lock10takes 1.5 times as long to make, DC is considered 1.5 times larger.
Skeleton lock0only a skeleton key will open it.
 

Craftmenship

Locksmith subclass

Upon taking this feat it will take 10% less time to craft a lock or key. in addition you gain a 5% chance to have the lock be magical. doubling the DC to pick it.   Tou may take this feat up to 5 times, however the chance to make a magic lock does not increase.

 

lock magic

Locksmith subclass, ability to cast spells

you gain one free use of the spell arcane lock per long rest.   for every time you take this ability you gain an additional use per day.

Related Class:Barrier Mage

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