hit dice:
1d8
hit points at 1st level:
8+Constitution modifier
hit points at higher levels:
1d8+your constitution modifier per crafter level after 1st
armor proficiencies:
Light armor, shields
weapon proficiencies:
Daggers, Slings, Crosbow, Rapier, Blowgun
tools:
Up to 4 Artisan's tools
saving throws:
Inteligence, Dexterity
skills:
History, Investigation, Nature, Religeon, Sleight of hand
starting equipment:
2 Artisan's tools of choice
a scholars pak or a explorers pack
a dagger or Slings
A bag of materials (good for 3 simple constructs)
spellcasting:
class features:
General Studies
At secund level you learned new knoledge out of studying and gain proficientcy with an extra tool. All tools discriped in the PHB on page 154 are possible to choose from.
Languistic analysis
At thrid level you learn to understand the linguistic logics of unknown languages
When you spend 1 hour analysing a written language you gain the possibility to understand the text based on cross linking the language with languages known to you.
Is you spend 1 day analysing a written text you can even try to learn the language. (rolle inteligence check with modifier)
The Right Tool for the Job
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Quick construct
At fifth level you can use you action and bonusaction to make your construct. This way you can halv your time.
subclass options: