As a Artisan, you gain the following class features

You start with the following equipment, in addition to the equipment granted by your background:

Engineered Armory

Starting at 1st level, your tinkering has produced you a reliable method of arming yourself and engaging your foes. You know all of the blueprints listed at the end of this document, and can prepare the materials required for a number of them equal to your Blueprints Known during a long rest. During a short or long rest, you can craft any ammunition blueprints you have prepared, producing pieces of ammunition equal to twice your Intelligence modifier (minimum of 2) in any combination.

Otherwise, using a blueprint is an action, and requires you to interact with your component pouch. There are three types of blueprint, each with individual rules listed here.

Ammunition. These blueprints allow you to create a number pieces of ammunition equal to your Intelligence modifier as an action that functions as detailed. If you know more than one blueprint that crafts ammunition, you can craft any combination of pieces. If you attempt to create a number of pieces of ammunition equal to more than twice your Intelligence modifier this way, any previously existing ammunition detonates harmlessly and is destroyed.

Device. A device is a small object that functions as described in the blue print. You can only have one of each device in existence at a time, and if you attempt to create another device of the same type the first one detonates harmlessly.

Weapon Modification. When modifying a weapon with this type of blueprint, you can only have one weapon modified at a time. Modified weapons cease to function if you are not wielding them, and must be modified again to gain the benefit. If you modify another weapon this way, any previous modifications cease to function.

[more to be added, most likely traps]

Some blueprints can fail when being used. A blueprint that can fail has a failure rate shown in parentheses in the blueprint description, followed by a description of what happens when it fails. The first number is the blueprint's failure rate when being used by the artisan who created it, the second is the failure rate when used by anyone else. A blueprint fails when the attack roll results in a value equal to or lower than the failure rate.