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VSS

Craftsman

A burly dwarf brings her hammer down on a glowing hunk of steel, launching a shower of sparks into the air. The air resonates with the sound of metal impacting metal, while the bright, hot piece of steel in her tongs begins to take shape. An elf threads a needle with an impossibly thin metallic wire, preparing to set the stitches into what looks to be leather armor, but made of dragon's hide. Once satisfied with the measurements, he proceeds with a flurry of dexterous needlework. A gnome with an intricate set of goggles examines the stock for her latest work, a portable ballista. She examines the gearing and loading crank, ensures the tension on the bowstring, and scans the bolt rail for imperfections. She smiles, for she knows her work is without flaw.
Craftsmen are virtuoso artisans and genius inventors. Not merely content merely to create masterwork pieces of weapons and armor, they invent and engineer ingenious devices and singularly deadly weapons.  

Master of Craft

Artisans of all types are an integral part of every culture: buildings must be erected, pots must be set to the kiln, tools must be forged. Despite their pervasiveness, master craftsmen are still as rare as they are prized. These artisans, creators, and inventors can smith items of mythic quality, and can solve most any problem simply by using the right tool and the appropriate amount of force. Secret of Steel
Adventuring craftsmen come in many varieties, but nearly all leverage their advanced knowledge of metallurgy, smelting, and construction to forge arms and armor rarely seen, even by other adventurers. The smiths test their schematics and designs themselves, building prototypes and experimental gear that can later be refined into mass-production items.  

Creating a Craftsman

When you create your craftsman, the most important thing to consider is your crafting expertise. Though all craftsmen of adventuring stock can stitch leather armor, forge weapons, and tinker with magic items, only those who dedicate themselves to a single craft can attain legendary works. Each type of craftsman, from the practical to the wildly eccentric, have their place, but no craftsman can specialize in everything. Moreover, few craftsmen are self-taught. Most learn the finer points of their craft under the tutelage of a master artisan (whether or not their master was a craftsman, in the conventional sense.) Did you study under a master, and if so, what drove you to apprentice underneath them? Lastly, consider how you view your work. Are you pragmatic, viewing your creations as tools to serve a purpose? Are you artistic, striving to craft pieces of unrivalled beauty and perfection? Or are you experimental, tinkering and building with wild abandon to break new ground and innovate on established norms?   QUICK BUILD
You can make a craftsman quickly by following these suggestions. Make Strength or Dexterity your highest ability, followed by Intelligence. Next, select Athletics and Investigation as your skills.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per craftsman level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: All artisan’s tools
saving throws: Constitution, Intelligence
skills: Choose two from: Arcana, Athletics, History, Investigation, Medicine, Perception, and Persuasion
starting equipment:
You start with the following equipment, in addition to
the equipment granted to you by your background:

  • A set of craftman’s tools

  • A shield and (a) chain mail, (b) leather armor, or (c) scale mail

  • A dagger and (a) a warhammer or (b) any simple weapon

  • (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows

  • A dungeoneer's pack




CRAFTSMAN'S TOOLS


As a craftsman, you carry a set of craftsman’s
tools, a combined toolkit which covers a broad
range of applications. You can use a set of
craftsman’s tools for any ability check you would
make with any set of artisan’s tools. A set of
craftsman’s tools costs 75 gp.

spellcasting:
class features:
Exotic Proficiencies
Starting at 1st level, you gain proficiency in exotic weapons and exotic armor, which are unconventional, yet effective items in which no other class gets proficiency. If a feature or effect grants proficiency with a weapon or suit of armor, it does not grant proficiency with exotic weapons or exotic armor, unless otherwise stated.   Active Crafting
Also at 1st level, you can craft one item each day when you take a long rest, without losing the benefits of a long rest. You pay half the item’s gold piece cost in materials, up to 25 gp. If an item costs more than 25 gp in materials, you can finish the item by working on it for multiple days, spending 25 gp each day until the item is completed. As you gain levels in this class, your crafting speed increases, allowing you to spend more on materials for each day of crafting, as shown in the Active Crafting column of the Craftsman table. Items you craft using this feature are worth half their gold piece cost when sold. This means that you can sell an item to refund its cost in materials, but not to make a profit.   Masterwork
At 2nd level, you begin to learn the deeper intricacies of weapon and armor craftsmanship.   MASTERWORK EQUIPMENT
As a craftsman, you are capable of creating weapons and armor of the utmost quality; such creations are known as masterwork items. To create a masterwork version of an item, add 50 gp to the cost in materials you pay to craft the item. Masterwork weapons you create have a +1 bonus to attack rolls. A magic weapon that adds a bonus to your attack and damage rolls doesn’t add this bonus to attack rolls.   Masterwork Properties
Properties Craftsman level Cost
Apprentice 2nd
Journeyman 5th 100gp
Master 11th 250gp
Legendary 17th 400gp
MASTERWORK PROPERTIES
Masterwork weapons and armor can be modified with masterwork properties, advanced modifications which transform them into truly unique weapons and armor. Masterwork properties are separated into 4 levels: Apprentice, Journeyman, Master, and Legendary. You can apply any number of Apprentice properties to a masterwork weapon, or three Apprentice properties to a masterwork suit of armor. Additionally, you can apply one Journeyman, one Master, and one Legendary property to each masterwork item. If you add a Master or Legendary property to an item, only you can use it.   MODIFYING EQUIPMENT
Using the Active Crafting feature, you can modify a weapon or suit of armor when you take a long rest. This allows you to do the following:
Improving Equipment. You can make any nonmagical weapon or suit of armor masterwork for a cost of 50 gp in materials.
Adding Masterwork Properties. Adding masterwork properties of Journeymen level or higher requires a cost in gold pieces and also requires you to be of a high enough level in this class, as shown in the Masterwork Properties table. When you learn a new level of masterwork properties, you can apply a property from that level to a masterwork item at no cost. Check the Weapons Exceptions sidebar in Chapter 5 before adding masterwork properties to a weapon. Whenever you modify the properties of a masterwork weapon, you can change its damage type to bludgeoning, piercing, or slashing damage, if its damage was already one of these types.
Removing Properties. You can remove any properties of a masterwork item, including those a weapon had when you first created it. You can’t remove a property from an item that is a prerequisite for another of the item’s properties. If you replace a property of Journeyman level or higher with a property of the same level over the same long rest, you can do so without an additional cost in materials.   CRAFTING ABILITY
Intelligence is the primary ability you use when crafting items. You use your Intelligence modifier when setting the saving throw DC for items which you craft.
Masterwork save DC = 8 + your proficiency bonus + your Intelligence modifier   Tool Belt
By 2nd level, you always have the right tool at hand. You can use your action to retrieve a piece of nonmagical gear from your belt, apron, pack, cart, or wherever you keep your tools, even if you didn’t have it in your inventory before. The item’s gold piece cost can be up to 50 gp. You can’t use this feature to produce a weapon, suit of armor, shield, or potion. An item retrieved this way becomes lost in your inventory and vanishes when you take a long rest. You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.   Artisans’ Guild
At 3rd level, you join an Artisans’ Guild. Select one of the Guilds from those listed below; you gain the 3rd level ability of that guild. You gain an additional Guild ability at 7th, 10th, 14th and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Folded Steel
At 6th level, you discover or create new processes for making your masterwork gear even stronger than before. Masterwork weapons crafted or modified by you count as magical for the purposes of overcoming damage resistance and immunity.   Eye for Quality
Starting at 9th level, you can cast the spell identify at will, without using a spell slot or spell components. Additionally, when you cast the spell, you also appraise the target item, learning its market value in gold pieces.   Flawless Construction
Beginning at 13th level, masterwork items you create do not rust, pit, fray at the edges, or otherwise show signs of aging. Additionally, they have resistance to all damage. An effect which would destroy an item you have created only does so if it could destroy a magic item.   Uncanny Tool Belt
By 15th level, you have a knack for finding the most useful things buried away in your cart. You can produce a single common or uncommon magic item from your tool belt. The item becomes lost in your inventory and vanishes when you finish a long rest. Once you use this ability, you can’t use it again until you finish a long rest.   Magnum Opus
At 20th level, you complete an object of unparalleled majesty. You work feverishly for a period of 30 days to create a single magic item of very rare or legendary rarity. This item is tied to your very soul: regardless of type, you are always considered attuned to it, and no other creature can attune to it while you are alive. This item does not count against your maximum number of attuned items, and you ignore all attunement requirements for the item. As long as you are on the same plane of existence as your item, you can call it to your hand or onto your body (as appropriate). You can only craft a Magnum Opus once.  
DOWNTIME CRAFTING Any character can craft an item in their downtime, the craftsman is simply better at it. To craft an item, a character requires three things:
  • Materials. In most cases, the raw materials for an item can be obtained for half the item’s gold piece cost. This cost can fluctuate depending on the character's current circumstances, contacts, or access to materials.
  • Tools. You must have a set of appropriate artisan’s tools and proficiency in their use to craft an item. Occasionally, an item might call for an entire workshop or other special tools.
  • Time. The time required to craft an item is measured against its cost in materials. A character makes progress toward crafting an item equal to 5 gp for each day of downtime, completing their work when this amount exceeds the item’s cost in materials. As a craftsman, you work faster than a normal character, and make progress equal to 10 gp progress each day.
You can sell any item you craft during your downtime for its total gold piece cost. As such, if you run a shop or craft items during your downtime purely to make profit, you can make 5 gp per day, assuming you sell all of your items.

MASTERWORK PROPERTIES

Masterwork properties can be applied to any masterwork weapon or suit of armor, provided you can spare the time and gold cost required to apply it. Each property entry details the property’s level and the type of equipment it can be applied to. Unless otherwise noted, a piece of gear cannot have the same property more than once; for example, you cannot apply the Heavy property to a greatsword, or the Martial property to a longbow.   Damage Steps
If a masterwork property increases or decreases a weapon’s damage, it is moved up and down one step on the following scale, down to a minimum of 1d4:
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6
Further increases add a +1 bonus to the weapon’s damage roll.   If the weapon being modified has 2 damage dice (such as a greatsword or a firearm), the scale is instead:
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 → 2d8 + 1 → 2d10 → 2d10 + 1 → 2d12  

WEAPON PROPERTIES

The following masterwork weapon properties are organized by crafting level. If a masterwork property adds a weapon property which is new to this class, it includes that property in its description. Generally, Apprentice properties can be used to fashion nearly any type of simple, martial, or exotic weapon, though some weapons might require one Journeyman property as well. Master and Legendary properties, by contrast, are used almost exclusively by master craftsmen on their personal equipment. Masterwork properties applied to ranged weapons apply their effects to their ammunition, if applicable.   Apprentice Weapon Properties
You can apply any number of Apprentice properties to a masterwork weapon.   AERODYNAMIC
Apprentice weapon property Components Masterwork weapon with the Thrown property The weapon’s normal range increases by 40 feet and its long range increases accordingly.   AUTOMATIC
Apprentice weapon property Components Masterwork ranged weapon with the Reload property This weapon gains the Automatic property and its damage decreases by 1 step. The weapon’s normal range decreases by 20 feet and its long range decreases accordingly. Automatic. When you make an attack with this weapon on your turn, you can choose to make two attacks with disadvantage instead. These attacks always have disadvantage, regardless of circumstance. These attacks use twice the normal amount of ammunition.   BALANCED
Apprentice weapon property Components Masterwork exotic weapon with the Heavy property This weapon can be wielded by Small creatures without disadvantage.   CONCEALABLE
Apprentice weapon property Components Masterwork weapon with the Light property This weapon gains the Concealable property. Concealable. While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.   ELEGANT
Apprentice weapon property Components Masterwork exotic melee weapon with the Light property or masterwork exotic ranged weapon with the Light and Thrown properties This weapon gains the Elegant property and its damage die increases by one step. Elegant. This weapon requires exceptional skill to use. You must have a Dexterity score of 16 or higher to wield an elegant weapon.   EXOTIC
Apprentice weapon property Components Masterwork martial or exotic weapon This weapon becomes an exotic weapon and its damage die increases by 1 step. No class, other than the craftsman, gains proficiency with exotic weapons.   EXTENDED MAGAZINE
Apprentice weapon property Components Masterwork martial or exotic weapon with the Reload property The Reload capacity of this weapon is doubled.   FINESSE
Apprentice weapon property Components Masterwork melee weapon that does not have the Two-Handed property or a masterwork ranged weapon that has the Thrown property This weapon gains the Finesse property.   FIREARM
Apprentice weapon property Components Masterwork ranged weapon with the Loading or Reload property that does not have the Tension property This weapon becomes a firearm and gains the Firearm property. Its damage die increases by four steps, and moves to two damage dice, if possible. Firearm. You don’t add your ability score to this weapon’s damage rolls. Firearm ammunition can’t be recovered once used. FIST
Apprentice weapon property Components Masterwork melee weapon with the Light property This weapon gains the Fist property. Fist. Attacks made with this weapon are treated as unarmed strikes.   FOREGRIP
Apprentice weapon property Components Masterwork ranged weapon with the Ammunition property that does not have the TwoHanded property This weapon gains the Foregrip property. Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal range increases by 50 feet and its long range increases accordingly.   HEAVY
Apprentice weapon property Components Masterwork martial or exotic weapon with the Two-Handed property that does not have the Double property This weapon gains the Heavy property. If it is a melee weapon, its damage die increases by 1 step. If it is ranged, its normal range increases by 20 feet and its long range increases accordingly. LIGHT
Apprentice weapon property Components Masterwork weapon that does not have the Two-Handed or Versatile properties This weapon gains the Light property and its damage die decreases by 1 step.   LOADING
Apprentice weapon property Components Masterwork ranged weapon with the Ammunition property that does not have the Reload property This weapon gains the Loading property. Its damage die increases by one step.   MARTIAL
Apprentice weapon property Components Masterwork simple weapon This weapon becomes a martial weapon, and its damage die increases by 1 step.   PARRYING
Apprentice weapon property Components Masterwork exotic melee weapon with the Finesse or Light property This weapon gains the Parrying property and its damage die decreases by 1 step. Parrying. While wielding this weapon and not wielding a shield, you gain a +1 to your AC against melee attacks.   REACH
Apprentice weapon property Components Masterwork martial or exotic melee weapon with the Finesse or Two-Handed property This weapon gains the Reach property and its damage die decreases by 1 step.   RETURNING
Apprentice weapon property Components Masterwork martial or exotic weapon with the Light and Thrown properties This weapon gains the Returning property. Returning. After being thrown, this weapon returns to your hand at the end of your turn.   RELOAD
Apprentice weapon property Components Masterwork ranged weapon with the Ammunition property that does not have the Loading property The weapon gains the Reload (5) property. If you apply the Reload property to a martial or exotic weapon with the Mounted property, you can choose to give it the Reload (1, 2 actions) property, and increase its damage by three steps. Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes a bonus action; otherwise, reloading it takes an action. Some weapons require an action or longer to reload, even if you have proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can’t be used to make attacks until reloading is finished.   SCATTER
Apprentice weapon property Components Masterwork ranged weapon with the Ammunition and Two-Handed properties that does not have the Sighted property This weapon gains the Scatter property and its damage die decreases by one step. The weapon’s damage die increases by two steps when an attack with it is made against a target within half of its normal range. The weapon’s long range becomes three times the weapon’s normal range. The weapon’s normal range decreases by 70 feet and its long range decreases accordingly. Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.   SIGHTED
Apprentice weapon property Components Masterwork martial or exotic ranged weapon with the Ammunition property that does not have the Scatter property This weapon gains the Sighted property. Additionally, its normal range increases by 50 feet and its long range increases accordingly. Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet.   SUPERHEAVY
Apprentice weapon property Components Masterwork exotic melee weapon with the Heavy property This weapon gains the Superheavy property and its damage die increases by 1 step. Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16 or higher to wield a superheavy weapon.   SWITCH
Apprentice weapon property Components Two masterwork exotic weapons This weapon gains the Switch property and its damage die decreases by 1 step. You can integrate together two weapons with the Switch property, forming a single unit in which each weapon is one of the unit’s two forms. You can choose to use two identical weapons with the Light property for one of the weapon’s forms. Switch. This weapon has two forms. You can swap between which weapon is being used at any time, even between attacks.   THROWN
Apprentice weapon property Components Masterwork melee weapon that does not have the Two-Handed property This weapon gains the Thrown property with a range of (20/60).   TRIP
Apprentice weapon property Components Masterwork martial or exotic melee weapon This weapon gains the Trip property. Trip. You can make a shove attempt against any creature within this weapon's reach. Furthermore, you have advantage on ability checks you make to shove a creature using this weapon.   TWO-HANDED
Apprentice weapon property Components Masterwork weapon that does not have the Finesse, Foregrip, Light, Thrown, or Versatile properties This weapon gains the Two-Handed property and its damage die increases by 1 step. Additionally, if it is a ranged weapon, its normal range increases by 50 feet and its long range increases accordingly.   VERSATILE
Apprentice weapon property Components Masterwork melee weapon that doesn’t have the Light or Two-Handed properties This weapon gains the Versatile property. While being wielded in two hands, its damage die increases by 1 step.  
BLASTER In high-tech settings, such as the Dark Matter campaign setting, many weapons release blasts of energy instead of conventional projectiles. The Blaster property replaces the Firearm property in such settings. All rules which apply to firearms apply to blasters as well. For the purpose of applying masterwork properties, blasters count as ranged weapons with the Ammunition and Reload properties. You can also apply the Overheat and Variable properties listed below to blasters.   BLASTER Apprentice weapon property Components Masterwork ranged weapon with the Loading or Reload property that does not have the Tension property This weapon loses the Ammunition, Loading, and Reload properties, as well as any damage die increases associated with these properties. It gains the Blaster property and deals radiant damage instead of its normal type. If this weapon was not previously a firearm, its damage die increases by four steps, and moves to two damage dice, if possible. The weapon’s normal range increases by 20 feet and its long range increases accordingly. Blaster. A weapon with the Blaster property is a ranged weapon that requires no ammunition. Blasters are considered firearms for the purpose of class features and abilities. Like firearms, you don’t add your ability score modifier to blasters’ damage rolls.   VARIABLE Apprentice weapon property Components Masterwork exotic ranged weapon with the Blaster property This blaster has a variable power cell. As a bonus action, you can change the damage type of the blaster to cold, fire, lightning, radiant, thunder, or back to its normal damage type.   OVERHEAT Journeyman weapon property Components Masterwork martial or exotic weapon with the Blaster and Heavy properties This weapon gains the Overheat property and its damage die increases by 2 steps. Overheat. Once you make an attack with this weapon, it can't be used again to make an attack until the end of your next turn.
VARIANT DAMAGE DICE With the GM's permission, you can exchange your exotic weapon's damage dice for an equivalent variant. Sets of dice are equivalent when the sum of the largest numbers of each set of dice are equal. For example, you can replace a weapon that deals 1d8 with 2d4 or a weapon that deals 2d12 with 4d6 or 3d8.   CHANGING WEAPON RANGES A ranged weapon’s long range is either three times its normal range or four times its normal range, depending on the type of projectile it fires. When a masterwork property changes a weapon’s normal range, change the long range by three or four times the amount, as appropriate to the weapon. You can’t apply a weapon property if it would reduce a ranged weapon’s range to 0 feet, and you can’t remove the Ammunition or Thrown property of a ranged weapon.
  Journeyman Weapon Properties
You can apply only one Journeyman property to a weapon at a time. You can’t apply a Journeyman property to a weapon which already has one.   COUNTERWEIGHTED
Journeyman weapon property Components Masterwork exotic weapon with the Two-Handed property You can wield this weapon in one hand, as long as you don't have a weapon in your other hand.   DOUBLE
Journeyman weapon property Components Masterwork exotic melee weapon that does not have the Heavy property This weapon gains the Double property and its damage die decreases by 1 step. Double. This weapon has two damage-dealing ends. When you use the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack with it; you do not add your ability modifier to the damage roll of this bonus attack.   EXPLOSIVE
Journeyman weapon property Components Masterwork martial or exotic ranged weapon This weapon gains the Explosive property and its damage die decreases by one step. If this weapon dealt bludgeoning, piercing, or slashing damage, its deals fire damage instead. Each creature other than the target within the blast radius must succeed on a Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.   HEAT
Journeyman weapon property Components Masterwork martial or exotic ranged weapon with the Firearm property This weapon gains the Heat property and its damage die increases by 1 step. Heat. This weapon gains a heat point whenever an attack is made with it and loses one heat point whenever you begin your turn. If the weapon gains 3 heat points, it overheats and loses all heat points. An overheated weapon can't be used to make an attack again until the end of your next turn.   MAGICAL
Journeyman weapon property Components Masterwork exotic weapon The weapon becomes magical and gains an +1 bonus to attack and damage rolls. This benefit stacks if you apply the Magical property at different levels.   MASSIVE
Journeyman weapon property Components Masterwork exotic melee weapon with the Superheavy property This weapon gains the Massive property and its damage die increases by 2 steps. Massive. You can only make an attack with this weapon when you take the Attack action, and only as the first attack you make on your turn. Once you make an attack with this weapon, you can’t attack again until the beginning of your next turn. If you would be able to attack more than once when you take the Attack action on your turn, you deal an additional two dice of damage when using this weapon.   MOUNTED
Journeyman weapon property Components Masterwork martial or exotic ranged weapon with the Heavy property This weapon gains the Mounted property and its damage die increases by 2 steps. Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can't be moved. It Explosive. When this weapon’s projectile hits a target, it explodes in a 5-foot radius. The projectile can be fired at an unoccupied space within its range. can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.   PRECISION
Journeyman weapon property Components Masterwork exotic melee weapon with the Elegant property This weapon gains the Precision property. Precision. Once per turn, you can deal an extra 1d6 damage to one creature you hit with this weapon if you have advantage on the attack roll.   ROCKET
Journeyman weapon property Components Masterwork exotic weapon This weapon gains the Rocket property and its damage die decreases by one step. Rocket. This weapon has a small propulsive engine attached to it or its projectiles. Once per turn, when you hit a creature with this weapon, you can deal an additional 1d4 damage to the target.   SNIPER
Journeyman weapon property Components Masterwork exotic ranged weapon with the Ammunition property that does not have the Scatter property The weapon’s long range becomes eight times the weapon’s normal range.   TENSION
Journeyman weapon property Components Masterwork exotic ranged weapon which does not have the Firearm property This weapon gains the Tension property. Tension. When making a ranged weapon attack with a tension weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.   TWINSHOT Journeyman weapon property Components Masterwork exotic ranged weapon This weapon gains the Twinshot property. Twinshot. Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within range of the weapon.  
WEAPON EXCEPTIONS Some weapons, in the name of verisimilitude, have unusual balancing that makes them slightly stronger or weaker compared to weapons a craftsman might usually craft. If you modify one of these weapons using masterwork properties, check the following rules first:   Assault Rifle. Increase the weapon’s damage to 2d6 + 1 and decrease its reload to 10.   Hunting Rifle. Decrease the weapon’s damage to 1d4.   Hunting Rifle. Increase the weapon’s damage to 2d6 + 1.   Bayonet, Whip. Increase the weapon’s damage to 1d6.   Blowgun, Bolas, Bomb, Net. This weapon can’t be modified by masterwork properties.   Boomerang, Doomerang, Throwing Dagger. Add the Aerodynamic masterwork property.   Catchpole, Trident. Increase the weapon’s damage to 1d8.   Gatling Gun. Increase the weapon’s damage to 2d8 + 1, and decrease its reload to 10.   Handgun, Revolver. Decrease the weapon's range to 50/200 ft.   Javelin. Decrease the weapon’s range to 20/60 ft.   Lance. Add the Two-Handed property and decrease the weapon’s damage to 1d8.   Light Cannon. Increase the weapon’s damage to 2d12 + 1.   Longbow. Decrease the weapon’s range to 100/400 ft.   Magnum, Explosive Magnum. Add the Two-Handed property and increase the weapon’s range to 100/400 ft.   Musket, Volley Gun. Increase the weapon’s damage to 2d8 + 1.   Parlor Gun. Increase the weapon’s damage to 2d4 + 1.   Rocket Launcher. Increase the weapon’s damage to 2d12 + 1 and add the Mounted property.
  Master Weapon Properties
You can apply only one Master property to a weapon at a time.   ADAMANTINE
Master weapon property Components Masterwork exotic melee weapon with the Heavy or Versatile property This weapon’s damage die increases by two steps, and it deals double damage to objects.   BLESSED
Master weapon property Components Masterwork exotic weapon This weapon deals an additional 1d4 radiant damage on a hit. This additional damage increases to 1d10 radiant damage if the target is a fiend or undead.   EARTHSHATTER
Master weapon property Components Masterwork exotic weapon with the Massive property This weapon’s damage die increases by two steps. On a hit with this weapon, the target must make a Strength saving throw. On a failed save, the target is knocked prone or pushed 10 feet away from you (your choice).   ELEMENTAL
Master weapon property Components Masterwork exotic weapon When you apply this property, choose acid, cold, fire, lightning, or thunder damage. This weapon deals an additional 1d6 damage of that type on a hit.   KEEN
Master weapon property Components Masterwork exotic melee weapon with the Finesse or Versatile property This weapon scores a critical hit on a roll of 19 or 20.   MAGICAL
Master weapon property Components Masterwork exotic weapon The weapon becomes magical and gains an +1 bonus to attack and damage rolls. This benefit stacks if you apply the Magical property at different levels.   MITHRAL
Master weapon property Components Masterwork exotic melee weapon with the Finesse property This weapon’s damage die increases by 2 steps, and it weighs half as much.   SLAYING
Master weapon property Components Masterwork exotic weapon When you apply this property, choose one creature type other than humanoids. This weapon deals 1d12 additional damage to creatures of that type.   SERRATED
Master weapon property Components Masterwork exotic weapon that deals slashing damage When a creature takes damage from serrated weapons twice or more in a single turn, it takes an additional 1d8 slashing damage.   VAMPIRIC
Master weapon property Components Masterwork exotic weapon This weapon deals an additional 1d4 necrotic damage on a hit. When you hit a hostile creature with this weapon, you regain hit points equal to the additional necrotic damage dealt with this property.   VENOM
Master weapon property Components Masterwork exotic weapon This weapon deals an additional 1d8 poison damage on a hit.
MODIFIED WEAPONS Once you modify a weapon’s properties, it may no longer resemble its original function or profile. The GM decides if a modified weapon still counts as its base form for characters which have proficiency in it and for features which refer to a specific type of weapon (as opposed to a category of weapons, such as simple or martial weapons).
  Legendary Weapon Properties
You can apply only one Legendary property to a weapon at a time.   CRUSHING
Legendary weapon property Components Masterwork exotic weapon that deals bludgeoning damage When you hit a creature that is wearing armor with this weapon, the target’s armor takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. A creature can repair its armor over the course of a long rest.   DEADLY
Legendary weapon property Components Masterwork exotic ranged weapon with the Firearm property You can add your ability modifier to the attack and damage rolls of attacks made with this weapon, instead of just attack rolls.   MAGICAL
Legendary weapon property Components Masterwork exotic weapon The weapon becomes magical and gains an +1 bonus to attack and damage rolls. This benefit stacks if you apply the Magical property at different levels.   PENETRATING
Legendary weapon property Components Masterwork exotic weapon with the Ammunition or Thrown property that deals piercing damage This weapon pierces through its targets. When you make a ranged attack with this weapon, you can attack all creatures in a straight line within this weapon’s normal range; each creature must succeed on a Dexterity saving throw or take the weapon’s damage.   SEEKING
Legendary weapon property Components Masterwork exotic ranged weapon When you make an Attack that does not have disadvantage with this weapon and miss, you instead hit the target and deal 5 damage. Do not add additional damage or increase this damage total, regardless of circumstance.   SWIFT
Legendary weapon property Components Masterwork exotic melee weapon with the Elegant property This weapon can be used to attack blindingly fast. When you use the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack. If you engage in twoweapon fighting with two swift weapons, you can make two attacks, instead of one, as a bonus action.   THREATENING
Legendary weapon property Components Masterwork exotic melee weapon When a creature provokes an opportunity attack from you, you can use this weapon to make an attack against it without using your reaction.   VORPAL
Legendary weapon property Components Masterwork exotic weapon that deals slashing damage When you Attack a creature with this weapon and score a critical hit, that target takes an extra 4d8 slashing damage. Then roll another d20. If you roll a 20 on the second roll, you cut off one of the creature’s heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.  

ARMOR PROPERTIES

The following armor properties are organized by crafting level. Generally, exotic armor is made using the Exotic property, while the other apprentice properties are used to tailor a suit of armor to a craftsman’s personal tastes. Higher level properties, by contrast, drastically alter suits of armor to which they are applied.   Apprentice Armor Properties
You can apply a maximum of three Apprentice properties to a suit of armor.   CLEATED
Apprentice armor property Components Suit of masterwork medium or heavy armor While wearing this armor, when you would be involuntarily moved by an effect, reduce that movement by 10 feet.   CLIMBING
Apprentice armor property Components Suit of exotic masterwork light armor This armor is outfitted with integrated climbing gear. While wearing this armor, as long as you have one hand free, you gain a climb speed equal to your movement speed.   COMFORTABLE
Apprentice armor property Components Suit of masterwork armor You can sleep in this suit of armor with no ill effect.   ENVIRONMENTAL
Apprentice armor property Components Suit of masterwork armor While wearing this suit of armor, you can ignore detrimental effects of temperatures as low as -100 degrees or as high as 300 degrees.   EXOTIC
Apprentice armor property Components Suit of masterwork armor that isn’t exotic This armor becomes exotic armor and gains a +1 to its AC. No class, other than the craftsman, gains proficiency with exotic armor.   INTEGRATED
Apprentice armor property Components Suit of exotic masterwork armor You can integrate a weapon directly into your armor, or you can integrate two weapons (one into each arm) if neither has the Two-Handed property. When you draw an integrated weapon, it snaps to your hand and you can’t be disarmed of it. When you stow it, it retracts back into your armor. You can switch which weapons are integrated over the course of a long rest.   QUICK-CHANGE
Apprentice armor property Components Suit of masterwork armor You can don or doff this suit of armor as an action.   RETRACTABLE
Apprentice armor property Components Suit of exotic masterwork medium or heavy armor One of the gauntlets on this suit of armor has a retractable shield set into it. While wearing this armor, you can don or doff this shield as a bonus action.   SCALED
Apprentice armor property Components Suit of exotic masterwork light armor This armor is covered in heavy, hardened scales. The AC provided by this armor increases by 3, but its maximum Dexterity bonus becomes +2.   SPIKED
Apprentice armor property Components Suit of masterwork heavy armor This suit of armor is bristling with spikes. While wearing this armor, creatures who are in contact with you (either by grappling you, being grappled by you, or having swallowed you whole) take piercing damage equal to 1d4 + your Strength modifier at the start of your turn.   Journeyman Properties
You can apply only one Journeyman property to a suit of armor at a time.   ADAMANTINE Journeyman armor property Components Suit of exotic masterwork heavy armor This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While wearing it, any critical hit against you becomes a normal hit.   ARCANE
Journeyman armor property Components Suit of exotic masterwork armor This armor is covered in arcane etchings. When you apply this property to a suit of armor, choose two cantrips from the wizard spell list. While wearing this armor, you can cast those cantrips. Intelligence is your spellcasting modifier for these cantrips.   ARROW-CATCHING
Journeyman armor property Components Suit of exotic masterwork medium or heavy armor Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.   DIVING
Journeyman armor property Components Suit of exotic masterwork armor This suit of armor is equipped with webbed fins, a mask, and an air bladder containing 8 hours of breathable air. While wearing it, you gain a swimming speed equal to your movement speed. Additionally, while breathing from the air bladder, you can breathe normally underwater or in a vacuum, and you ignore the effects of breathable poisons. The suit’s air supply can be refilled over the course of a long rest.   JUGGERNAUT
Journeyman armor property Components Suit of exotic masterwork heavy armor This suit of armor is fitted with massive plates and a heavy, reinforced helmet. While wearing this armor, you count as an obstacle providing three-quarters cover, instead of half cover. You must have a Strength score of 16 or higher to proficiently wear this armor.   MANEUVERING
Journeyman armor property Components Suit of exotic masterwork light or medium armor This armor contains a set of spring loaded, automatically-retracting grappling hooks, allowing you an incredible amount of maneuverability. As a reaction when you fall, or as a bonus action on your turn, you can project a grappling hook at a target location you can see within your movement speed. If the target location can hold your weight, you are pulled there, expending movement normally. This movement does not provoke opportunity attacks. You must have a Dexterity score of 16 or higher to use this ability.   MITHRAL
Journeyman armor property Components Suit of masterwork medium or heavy armor This suit of armor is made of mithral, a light and flexible metal that is as strong as steel. Armor made of mithral weighs half as much as normal, has no Strength requirement, and does not impose disadvantage on Dexterity (Stealth) checks. If the armor is medium, the maximum Dexterity modifier to AC you can apply increases to 3, instead of 2, and the armor can easily be worn hidden under normal clothing.   RESISTANCE
Journeyman armor property Components Suit of masterwork armor When you apply this property to a suit of armor, choose any damage type other than psychic. While wearing this armor, you gain resistance to that damage type.   Master Armor Properties
You can apply only one Master property to a suit of armor at a time.   ANIMATED
Master armor property Components Masterwork suit of exotic heavy armor This armor is enchanted with powerful transmutation magic. As an action, you can doff your armor, which animates, becoming a medium animated object, as per the spell animate objects. The armor’s AC is equal to your own while wearing it. If you were holding a weapon when the armor animates, it makes one attack using that weapon using your attack bonus instead of its Multiattack. The armor remains animated for 1 minute or until it is reduced to 0 HP, at which time it becomes inanimate. You can end this effect early by using your action to command your animated armor to return to you (if it is within 25 feet of you) and be donned as inanimate armor once again. Once you use this ability, you can’t do so again until you finish a long rest.   CLOAKING
Master armor property Components Suit of exotic masterwork light armor This armor can easily hide the wearer when needed. While wearing this armor, you can cast the invisibility spell without using a spell slot. Once you do so, you cannot do so again until you complete a short or long rest.   CLOCKWORK
Master armor property Components Suit of exotic masterwork heavy armor This suit of armor has dozens of clockwork mechanisms integrated into it, granting you a number of benefits. While wearing this armor, your jump distance triples, and you gain advantage on Strength (Athletics) checks (other than grappling checks). Additionally, your armor locks down when you take the Dodge action, causing your AC to become 22, if it were lower.   GLAMOURED
Master armor property Components Suit of exotic masterwork armor This armor does not impose disadvantage on Dexterity (Stealth) checks. You can also use a bonus action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this ability again or remove the armor.   TROLLSKIN
Master armor property Components Suit of exotic masterwork medium armor This suit of armor is made of or is lined with troll skin. While wearing this armor, you can use a bonus action to regain hit points equal to 1d10 + your craftsman level. Once you use this ability, you can’t do so again until you finish a short or long rest.   WINGED
Master armor property Components Suit of exotic masterwork light armor This armor has a set of wings that you can extend from it or fold back into it as a bonus action. While wearing this armor with the wings extended, you have a flight speed equal to your movement speed.   Legendary Armor Properties
You can apply only one Legendary property to a suit of armor at a time.   COLOSSAL
Legendary armor property Components Suit of exotic masterwork heavy armor This suit of armor doubles in scale when donned. While wearing this armor, you gain the “Enlarge” effect of the enlarge/reduce spell.   ETHEREALNESS
Legendary armor property Components Suit of exotic masterwork armor This suit of armor is infused with ectoplasm. While wearing this armor, you can use your action to gain the effects of the etherealness spell which last for 10 minutes or until you use an action to deactivate it. Once you use this ability, you can’t do so again until you finish a long rest.   FLEET
Legendary armor property Components Suit of exotic masterwork light armor This armor is designed to maximize the wearer’s speed. While wearing this armor, your movement speed increases by 10 feet, you have advantage on initiative rolls, and opportunity attacks against you have disadvantage.   IMMORTAL
Legendary armor property Components Suit of exotic masterwork medium or heavy armor Whenever you drop to 0 hit points and don’t die outright, you can make a DC 12 Constitution saving throw. If you succeed, you drop to 1 hit point instead. You can use this ability three times, and regain all expended uses when you finish a long rest. Additionally, you have advantage on death saving throws.   MIRRORED
Legendary armor property Components Suit of exotic masterwork light armor While wearing this armor, you can cast the mirror image spell without using a spell slot. Once you do so, you cannot do so again until you complete a short or long rest.   SPELLGUARD
Legendary armor property Components Suit of exotic masterwork armor This armor is covered in protective sigils and charms. While wearing this armor, you have advantage on saving throws against spells.   WARDING
Legendary armor property Components Suit of exotic medium masterwork armor This suit of armor generates a field of force, protecting its wearer from harm. As a bonus action on your turn, you can gain temporary hit points equal to half your craftsman level.
subclass options:

ARTISANS’ GUILDS

All master craftsmen learn the basics of smithing, leatherworking, woodworking, and other necessary disciplines on the path to mastery, either on their own or under tutelage of another master artisan. However, as they hone their skills, they invariably find themselves drawn to gatherings of other likeminded craftsmen. These groups, formalized as Guilds, provide a means for craftsmen to compare notes and schematics, acquire resources, and provide a means for craftsmen to ply their trade.  

Arcane Maesters’ Guild

While most seasoned spellcasters will enchant a handful of magic items over the course of their careers, artisans belonging to the Guild of Arcane Maesters seek to become true masters of magic item creation. They rightly take seriously the forging of such powerful relics: each creation must be a masterwork in its own right to contain the potent magic woven into them. Despite laboring for months or even years to perfect their creations, seasoned maesters are always seen to be laden with dozens of magic items, attuned to a handful of rings, and carrying a wand of magic missiles, just in case.   MAGIC ITEM CRAFTING
When you join this guild at 3rd level, you unlock the secrets of crafting items infused with magical energy. The Magic Item Crafting sidebar details the magic items you can create, specifies the level you must have in this class to create each magic item, and shows the cost in materials an item will require. You can craft a magic item by spending multiple days working on it, as per the Active Crafting feature. From among those you can craft at 3rd level, you can craft 5 magic items. You can craft 3 from among those you can craft at 7th, 3 from among those at 10th, and 2 from among those you can craft at 14th. In the process of creating a new magic item, you can dismantle a magic item you have created in order to build a new one from the same category.   APPRENTICE PROPERTY
Also at 3rd level, you learn to apply the following masterwork property to your equipment:   ENCHANTED
Apprentice weapon property Components Masterwork weapon This weapon is interwoven with strong magical enchantments. You use your Intelligence, instead of Strength or Dexterity, for this weapon’s attack and damage rolls.   INSTANT ATTUNEMENT
Beginning at 7th level, your experience in creating magic items allows you to quickly bond with them. You can use your action to attune to a magic item, and can end an attunement to an item as part of the action. You can use this ability a number of times equal to your Intelligence modifier, and regan all expended uses when you finish a short or long rest.   EPHEMERAL ENCHANTMENT
Starting at 10th level, you can spend 10 minutes to lay an enchantment on a nonmagical weapon, enchanting up to 6 during a short or long rest. For the next 8 hours, this weapon counts as magical for the purposes of overcoming damage resistance and immunity.   SEVER CONNECTION
By 14th level, you can break the connection that binds you to your magic items and repurpose that magic to protect yourself. As a reaction when a creature you can see makes an attack against you or when you make a saving throw, you can end your attunement to one magic item. Until the start of your next turn, you gain a bonus to your Armor Class and saving throws equal to your Intelligence modifier. The total number of magic items you can attune to is reduced by 1 until you finish a short or long rest. Once you use this ability, you can’t use it again until you finish a short or long rest.   LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:   RESONANT
Legendary armor property
Components Suit of exotic masterwork armor By spending a short rest focusing on a magic item while wearing this armor, you can attune the item directly to the armor. You can use the magic item as though you were attuned to it while you are wearing the armor. You can attune up to two items to the armor, and can end an item’s attunement to the armor by spending another short rest focused on the item.  

Armigers’ Guild

The Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.   FIGHTING STYLE
Beginning at 3rd level, you not only learn to forge powerful armor, but can wear it with skill. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   SHINING STEEL
Starting at 7th level, your imposing, shining armor makes you a clear target for your foes. When you roll initiative and are not surprised, you can challenge any creature with 60 feet that can see you to battle. Each affected creature must make a Wisdom save against your Masterwork save DC or have disadvantage on any attack roll that doesn’t target you on the first round of combat. A creature with Intelligence 3 or less automatically succeeds this saving throw.   ARMOR REINFORCEMENT
Starting at 10th level, you can spend 10 minutes to reinforce a suit of armor, or reinforce up to 6 during a short or long rest. This armor retains its reinforcement until the creature wearing it is hit, after which it is no longer fortified. Reinforced armor gains one of the following properties of your choice:
Adamant. When a creature wearing this armor takes damage, it reduces the amount it takes by 1d8.
Banded. A creature wearing this armor has a +1 bonus to armor class.   FORTIFY
Starting at 14th level, as a bonus action, you can gain resistance to all damage until the end of your next turn. Once you use this ability, you can't use it again until you finish a short or long rest.   LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:
INVINCIBLE
Legendary armor property
Components Suit of exotic masterwork armor While you are wearing this armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 5.  

Bladeworkers’ Guild

Blade and bow, axe and mace: these are the tools with which the Bladeworkers try to change the world. They believe that the right blade, in the right hand can make a warrior unstoppable.   FIGHTING STYLE
Starting when you choose this guild at 3rd level, you not only forge great weapons, you fight with them as well. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Hand-and-a-Half. While wielding a versatile weapon in two hands, you gain a +1 bonus to attack and damage rolls with that weapon.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   SABOTAGING STRIKE
Beginning at 7th level, you can use your knowledge of armament construction to disarm your foes and crush their armor. Once on each of your turns, when you take the Attack action, you can replace one of your attacks with one of the following special melee attacks.
Disarm. You attempt to disarm a target within your reach. The target makes a Strength saving throw against your Masterwork save DC. On a failed save, it drops an item of your choice that it is holding or carrying. The object lands at its feet.
Sunder. You attempt to shatter the defenses of a target within your reach that is wearing armor or carrying a shield. The target must make a Dexterity saving throw against your Masterwork save DC. On a failed save, the target’s armor or shield takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If a creature’s armor or shield is damaged but not destroyed, it can repair it over the course of a short or long rest.   HONED WEAPONS
Starting at 10th level, you can spend 10 minutes to fortify a weapon, or fortify up to 6 during a short or long rest. This weapon retains its fortification until it hits a target, after which it is no longer fortified. A fortified weapon gains one of the following properties of your choice:
Honed. This weapon has a +2 bonus on attack rolls.
Sharpened. This weapon deals an 1d8 additional damage on a hit.   VERSATILE WEAPON MASTER
At 14th level, you can wield all manner of weapons in rapid successions. Once on each of your turns when you attack with a weapon you have drawn on the same turn, you can gain advantage on the attack roll. You can't use this ability with a weapon if you have disadvantage, you can't see the target, or you have used this ability with the weapon within the last minute. You can use this ability once each with a ranged weapon, once with a two-handed melee weapon, once with a one-handed melee weapon, and once with a thrown weapon.   LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:
DEVASTATING
Legendary weapon property
Components Masterwork exotic weapon This weapon scores a critical hit on a roll of 18, 19, or 20.  

Calibarons’ Guild

The Calibarons know, better than most, that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay a giant low and magic may let the savvy and the blessed stand up to the gods, but only a gun will let a common man put a dragon in its place.   FIGHTING STYLE
Starting at 3rd level, you adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Akimbo. When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.
Bullseye. You gain a +2 bonus to ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect. This effect does not stack with the Archery fighting style.
Duelist. While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.
Shotgunner. When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.   APPRENTICE PROPERTY
Starting at 7th level, you can add the following special property to your firearms:
SUPPRESSOR Apprentice weapon property Components Martial masterwork ranged weapon with the Firearm property Attacks with this weapon make only a low thud or a quiet clink, audible out to 10 feet, and release a puff of smoke to mask the light given off by the blast.   BALLISTIC CALIBRATION
Starting at 10th level, you can spend 10 minutes to calibrate and reinforce a ranged weapon, or calibrate up to 6 during a short or long rest. This weapon retains its calibration until it hits a target, after which it is no longer calibrated. A calibrated ranged weapon gains one of the following properties of your choice:
Ballistic. This weapon deals an additional die of damage on a hit.
Calibrated. This weapon deals a critical hit on a roll of 18–20.   UNDERBARREL GRENADE LAUNCHER
Beginning at 14th level, you construct the ultimate firearm attachment: an underbarrel grenade launcher. You can use your action to attach this launcher to a two-handed ranged weapon with the Firearm property or remove it from one. If the launcher is ever lost or stolen, you can construct a new one over the course of a long rest with 100 gp in materials. You can use your action to fire the launcher at a point you can see within 60 feet. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw against your Masterwork save DC, taking 8d6 fire damage, or half as much on a successful save. Once you fire the launcher, you can’t do so again until you finish a short or long rest.   LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:
BURST FIRE
Legendary weapon property
Components Masterwork exotic firearm with the Automatic property When you take the Attack action to make an attack with this firearm, you can use your bonus action to make a single additional attack with it.  

Forgeknight’s Guild

To a forgeknight, heat is not merely integral to forging, curing, and welding gear, it is a weapon in its own right, for the swing of a white-hot blade bites not only with steel, but with flame. A forgeknight carries the intensity of a forge with them, storing it in their armor and building it up in their weapons, before unleashing it in a scorching blast.   PORTABLE FORGE
When you join this guild at 3rd level, you construct a portable forge which allows you to heat objects you are forging without a specially-constructed shop or foundry. When you gain this forge, you are assumed to have been working on it in your spare time, only bringing it to full functionality when you take this subclass. If your forge is ever lost or damaged, you can repair or replace it over the course of a long rest with 100 gp of materials. While you are carrying your furnace, you gain the following benefits:
  • Weapons you wield can deal fire damage instead of their normal damage type.
  • You have resistance to fire damage.
  • You can cast the cantrips mending and produce flame. Intelligence is your spellcasting ability for each of these spells.
  FORGEFIRED ARMORY
Starting at 7th level, you can add the Explosive and Heat properties to your melee weapons. When you hit a target with an explosive melee weapon, it creates an explosion at the point of impact, as per the Explosive property, which doesn’t harm you or the weapon.   SUPERHEATED WEAPONS
Starting at 10th level, you can plunge a number of melee weapons or pieces of ammunition into an active forge or your forge, heating them to white-hot temperatures. Weapons and ammunition placed in the forge must be made of metal, and remain heated for 10 minutes. You can heat one weapon or 2 pieces of ammunition in the forge as an action, or up to 10 weapons or 20 pieces of ammunition over the course of a minute. A heated weapon or piece of ammunition deals fire damage instead of its normal type and ignites flammable objects it hits, if the object isn’t being worn or carried. The first time a heated weapon or piece of ammunition hits a target, it deals an additional 1d6 fire damage. FIRE BURST
Beginning at 14th level, you can release the heat of your portable forge in a colossal burst. You can cast the spell fireball, without using a spell slot or material components, centered on yourself, using your Masterwork spell save DC. You take no damage from this spell. Once you use this ability, you can’t use it again until you finish a short or long rest.   LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:   FORGE PLATE
Legendary armor property
Components Suit of exotic masterwork heavy armor You build a miniature furnace into this suit of armor, as well as layers of heat dispersing materials. While wearing this armor, you have immunity to fire damage. Additionally, as an action, you can take the Dash action and cast the spell wall of fire without using a spell slot or spell components. The wall appears at the end of your turn. Instead of creating a straight or ringed wall of fire, the wall follows the path along the ground over which you moved on your turn, up to a distance of 60 feet. Once you use this ability, you can’t use it again until you finish a short or long rest.  

Mechanauts’ Guild

For centuries, the pinnacle of mechanized vehicles was the apparatus of the crab, a singular device capable of exploring inhospitable environments, from the sea floor to lava-strewn volcanic fields. However, ambitious craftsmen from the Mechanauts’ Guild have drawn up designs for a new vehicle, mightier and more customizable than the old apparatus. This device is a walking tank, equipped with savage fists, scuttling legs, and climate control enhancements—a vehicle to dwarf all others, a true feat of engineering.   MECHANAUT'S APPARATUS At 3rd level, you complete the frame of a Mechanaut's Apparatus, with ample room for upgrades and improvements. Its blueprints are based on the apparatus of the crab, but you can model your apparatus to appear as any beast or as a humanoid figure.
Apparatus Statistics. The statistics of your apparatus are given in the Mechanaut’s Apparatus statblock. The apparatus's armor class is based on your Intelligence modifier and its hit points is based on your craftsman level.
Customizing the Apparatus. Your apparatus comes with two installed masterwork melee weapons, which you can modify with masterwork properties or replace with different melee weapons when you finish a long rest. Your apparatus is always proficient with its installed weapons, and can use masterwork weapons with Master and Legendary properties.
Repairing the Apparatus. When your apparatus drops to 0 hit points, it can't move or act, but can be repaired. You can spend 1 minute restoring the apparatus's ability to move at half speed, which it loses if it takes damage again before it is repaired. You can repair your apparatus at the end of a short rest by spending Hit Dice, causing it to regain hit points as if it has taken a short rest. When you finish a long rest, you can repair your apparatus to full hit points. You are always considered to have enough material to repair your apparatus. If your apparatus is lost, you can build a new one for 400 gp.
Entering and Exiting the Apparatus. A creature that is not wearing armor can use half its movement to enter or exit the apparatus. While within the apparatus, a creature has total cover from effects originating outside of it. Only one Medium or Small creature can be in the apparatus at one time. While inside the apparatus, a creature takes half the damage the apparatus takes.
Piloting the Apparatus. Your apparatus acts on your turn, though it doesn't take actions unless you are piloting it. Any creature inside the apparatus can command it to move (no action required), but only you can use your action to pilot the apparatus, commanding it to take the Attack, Dash, Disengage, or Dodge action. When you command the apparatus to take the Attack action, the apparatus makes the same number of attacks you would make using the Attack action, and uses your Dexterity or Intelligence modifier (your choice) for its attack and damage rolls, as if you were making the attack. While you are outside the apparatus, you can command the apparatus to wait or follow you. While following, it moves on its turn to remain within 30 feet of you.   COCKPIT UPGRADE
At 3rd level, you can customize your apparatus by upgrading its piloting compartment. Choose one of the following upgrades:
Comfortable Amenities. The interior of the apparatus is particularly cozy, perhaps even including a warm blanket and pillow. You can sleep while within the apparatus without ill effect.
Ejector Seat. This apparatus comes equipped with an emergency ejection system, allowing for quick escape. Exiting this apparatus costs no movement.
Loudspeaker. The apparatus comes equipped with a system that magnifies your voice up to three times as loud as normal.   LIMB UPGRADE
By 7th level, you have redesigned your apparatus’s legs to achieve better mobility. Choose one of the following upgrades:
Arachnotron Legs. The apparatus can move up, down, and across vertical surfaces and ceilings, and it gains a climb speed equal to its movement speed.
Heavy Suspension. The apparatus’s jump distance triples, and it takes no damage from falling a distance of less than 100 feet.
Telescopic Frame. While no one is inside the apparatus, you can use your bonus action to command it to collapse down to Medium size or return to Large size. While reduced in this way, the apparatus cannot be entered.   PASSENGER SEAT
Starting at 10th level, you have installed a second seat inside the cockpit. A character can’t pilot the apparatus or command it to move from this second seat, but they do benefit from total cover from outside effects and take half the damage taken by the apparatus.   ATTACHMENT UPGRADE
Beginning at 14th level, you have installed an external attachment to your apparatus. Choose one of the upgrades below. Once you use the installed upgrade, you must finish a short or long rest before using it again.
Abjuration Generator. You have installed a magical shield generator on the outside of your apparatus. You can activate it as a bonus action, granting your apparatus temporary hit points equal to your craftsman level.
Flak Cannon. On the front of your apparatus, you have installed a single-shot shrapnel cannon, which you can fire at a creature you can see within 120 feet. This creature must make a Dexterity saving throw against your Masterwork save DC, taking 6d6 slashing damage on a failed save, or half as much on a success.
Rocket Engine. You can use your bonus action to light the apparatus’s installed rocket engine, propelling you up to 30 feet in a straight line in any direction you choose. If you make a melee attack immediately after this movement, the attack has advantage. This attack knocks the target prone or pushes the target up to 10 feet away from you (your choice) on a hit.   LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:   PNEUMATIC
Legendary weapon property
Components Masterwork exotic melee weapon If this weapon is installed in a mechanaut’s apparatus and it deals more than one die of damage on a hit, whenever you roll damage, you can maximize one of the weapon’s damage dice instead of rolling it.  

Thunderlords’ Guild

From the earliest days of life, storms (and particularly, lightning) have struck the creatures caught in them with awe and terror. The Thunderlords, by contrast, draw wild inspiration from the majesty of nature, and seek to, quite literally, capture lightning in a bottle.   POWER CELL
Starting when you join this guild at 3rd level, you construct a lightning-generating power cell, which comes connected to a set of conduit gauntlets. When you gain these items, you are assumed to have been working on them in your spare time, only bringing them to full functionality when you take this subclass. If these pieces of equipment are lost or damaged, you can replace them over the course of a long rest with 100 gp of materials.
Charge Points. Your power cell gives you a number of charge points, which represent the electrical energy stored within your power cell. Your maximum number of charge points is equal to half your craftsman level, rounded up. You can spend these points to generate various electrical effects through your power cell. You regain all expended charge points when you finish a short or long rest.
Using Charge Points. Once per turn when you hit a creature with an attack that deals lightning damage, you can spend 1 or more charge points, up to a maximum of your proficiency bonus, to enhance the power of the attack. When you do so, choose one of the following effects:
  • Arc. Lightning arcs to nearby targets. Choose a number of creatures within 15 feet of the creatur you hit, up to the number of charge points expended, to make a Dexterity saving throw against your Masterwork save DC. On a failed save, a creature takes lightning damage equal to 1d6 + your Intelligence modifier.
  • Discharge. Deal an additional 1d6 lightning damage to the target for each charge point expended.
  • Jolt. The creature you hit cannot take reactions until the start of your next turn.
  SHOCK
At 3rd level, while you are carrying your power cell and it has at least 1 unspent charge point, you gain the following benefits:
  • Weapons you wield can deal lightning damage instead of their normal damage type.
  • You know the cantrips shocking grasp and spare the dying. Intelligence is your spellcasting modifier for these spells.
  LIGHTNING ROD
Starting at 7th level, while you’re carrying your power cell, you gain resistance to lightning damage. Additionally, whenever you take lightning damage from a hostile creature while wearing your gauntlets, you can regain 2 expended charge points as a reaction.   STATIC CHARGE
Starting at 10th level, you can spend 10 minutes to store an electric charge in a weapon or suit of armor, or store up to 6 charges in different weapons and suits of armor during a short or long rest. Unexpended charges dissipate after 1 hour. A charged weapon or suit of armor gains the following appropriate property:
Charged Armor. When you take damage from a melee attack, you can use your reaction to expend the charge, dealing 1d8 lightning damage to the creature that struck you.
Charged Weapon. When you hit a creature with an attack using this weapon, you can expend the charge to deal an additional 1d6 lightning damage to the target.   HIGH VOLTAGE
Starting at 14th level, while carrying your power cell, you can spend 5 charge points to cast the spell lightning bolt without using a spell slot or material components. This spell uses your Masterwork save DC.   LEGENDARY PROPERTY At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:
ELECTROSHOCK
Legendary weapon property
Components Masterwork exotic weapon When you hit a creature with this weapon, you can expend the weapon’s built-in power cell to shock the target, which must make a Constitution saving throw against your Masterwork save DC. On a failed save, the target is stunned until the end of your next turn. Once you use this property, you can’t use it again with this weapon until you finish a short or long rest.  

Trappers' Guild

Craftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but the craftsmen of the Trappers’ Guild raise this to a level of artistry. Given enough time and resources, a trapsmith can veritably blanket a room in dangerous implements, setting the stage to slay an intruder in a half-dozen unique ways. While the traps do the dirty work, the trapsmith is free to lounge about some distance away, enjoying a cold beverage and dreaming up new, dangerous designs.   DANGER SENSE
Starting when you join this guild at 3rd level, your experience with traps gives you an edge when escaping danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.   TRAPS
You are an expert in designing ingenious and lethal traps. Starting at 3rd level, you can craft traps designed for quick deployment, which are detailed in the Traps section below. When you take the Attack action, you can forgo one or more of your attacks to deploy a trap. You can deploy a number of traps equal to your Intelligence modifier (minimum of 1), and regain all expended deployments when you finish a short or long rest. You can use an action to disarm and recover a trap that has not been triggered, which also restores one use of your trap deployments.   BOOBY TRAP
Starting at 7th level, you take 1 minute to conceal one of your traps from an unsuspecting target. A creature can detect a concealed trap by using its action to make an Intelligence (Investigation) or Wisdom (Perception) check against your Masterwork save DC, or by having a passive Perception score higher than that DC. The first time this trap activates, it deals twice as many damage dice.   AMBUSH MODIFICATION
Starting at 10th level, you can spend 10 minutes to modify a ranged weapon, or modify up to 6 ranged weapons during a short or long rest, each of which gains the following property: Hair-Trigger. This weapon has advantage on the first attack it makes using the Readied action.   RAPID SETUP
At 14th level, as an action, you can deploy up to four traps. Once you use this ability, you can’t use it again until you finish a short or long rest.   LEGENDARY PROPERTY
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:
NET
Legendary weapon property
Components Masterwork exotic ranged weapon that doesn’t have the Firearm property When you hit a Large or smaller creature with this weapon’s projectile, it also deploys a net which automatically hits the creature.   Traps
Craftsmen of the Trappers' Guild can build the following traps:   BALLISTA TRAP
You load this compact ballista-like device in an unoccupied space within 5 feet of you and aim it in a direction you choose. The trap triggers whenever a creature enters the area of a 5-foot wide, 30-foot long line extending from the front of the trap. When it triggers, the ballista fires automatically, making a ranged attack with a bonus equal to your Intelligence modifier + your proficiency bonus. On a hit, the target takes 2d8 piercing damage.   MAN-TRAP
You affix this oversized hunting trap to the ground in an unoccupied 5-foot square area with 5 feet of you. When a creature of Small size or larger moves within the trap’s area, the trap clamps down on the creature’s legs. The creature must make a Dexterity saving throw against your Masterwork save DC or take 2d8 slashing damage and be trapped, unable to move. On a successful save, the creature takes half this slashing damage and is not trapped. The trapped creature or another creature within 5 feet of it can use its action to make a Strength check against your Masterwork save DC to free the trapped creature. Trapped creatures of Huge size and larger can move normally, ripping the trap from its mounting when they move.   RAZOR WIRE
You deploy a tangle of razor-sharp wire into up to four unoccupied, contiguous 5-foot square areas you choose within 10 feet of you. Each of these areas becomes difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Once deployed, the razor wire can’t be recovered.   TRIGGER BOMB
You toss this explosive device to an unoccupied space with 30 feet. As a reaction when a creature moves within 5 feet of the bomb, you can press the detonator, causing the bomb to explode in a 15-foot diameter sphere. Each creature within that area must make a Dexterity saving throw against your Masterwork save DC, taking 2d6 fire damage on a failed save, or half as much on a successful one. Flammable objects in this area that aren’t being worn or carried ignite.
LEVELPROFICIENCY BONUSFEATURESACTIVE CRAFTING
1st+2Exotic Proficiencies, Active Crafting25 gp
2nd+2Masterwork (Apprentice properties), Tool Belt25 gp
3rd+2Artisans’ Guild50 gp
4th+2Ability Score Improvement75 gp
5th+3Extra Attack, Masterwork (Journeyman properties)100 gp
6th+3Folded Steel125 gp
7th+3Artisans’ Guild feature150 gp
8th+3Ability Score Improvement175 gp
9th+4Eye for Quality200 gp
10th+4Artisans’ Guild feature225 gp
11th+4Masterwork (Master properties)250 gp
12th+4Ability Score Improvement275 gp
13th+5Flawless Construction300 gp
14th+5Artisans’ Guild feature325 gp
15th+5Uncanny Tool Belt350 gp
16th+5Ability Score Improvement375 gp
17th+6Masterwork (Legendary properties)400 gp
18th+6Artisans’ Guild feature425 gp
19th+6Ability Score Improvement450 gp
20th+6Magnum Opus500 gp

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