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Craftman

A burly dwarf brings her hammer down on a glowing hunk of steel, launching a shower of sparks into the air. The room 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 content merely creating 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 sent 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-produced 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 unrivaled 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 score, followed by Intelligence. Next, select Athletics and Investigation as your skills. Finally, choose a background befitting of your history of craftsmanship.
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, Exotic 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 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

As a craftsman, you carry a set of craftsman’s tools, a combined toolkit that 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 with exotic weapons and exotic armor, which are unconventional, yet effective items with which no other class is proficient. If a feature or effect grants proficiency with a weapon or suit of armor, it doesn’t 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 100 gp
Master 11th 250 gp
Legendary 17th 400 gp

MASTERWORK PROPERTIES

Masterwork weapons and armor can be modified with masterwork properties, advanced modifications that 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 up to 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.   MASTERWORK PROPERTIES   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 Journeyman 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 later in this chapter 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 that you craft.
Masterwork save DC = 8 + your proficiency bonus + your Intelligence modifier  

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 with them 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.  

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, 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 in this way becomes lost in your inventory and vanishes when you finish a long rest.
You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you 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 feature of that guild. You gain an additional Guild feature 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 purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Eye for Quality

Starting at 9th level, you can cast the identify spell 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 don’t rust, pit, fray at the edges, or otherwise show signs of aging. Additionally, they have resistance to all damage. Items you create can only be destroyed by effects that can destroy magic items.  

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 feature, 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 doesn’t 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 use a bonus action to call it to your hand or onto your body (as appropriate). You can only craft a Magnum Opus once.
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 the 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.
NAME DESCRIPTION
Arcane Maesters’ Guild Magical craftsmen that forge mundane steel into magic items
Armigers’ Guild Armorsmiths of great renown that wear reinforced steel
Bladeworkers’ Guild Weaponsmiths who build innovative implements of war and train in their use
Calibarons’ Guild Gunsmiths who develop advanced firearms and attachments
Forgeknight’s Guild Wields a portable forge to heat their weapons and armor to explosive limits
Mechanauts’ Guild Pilots a modified apparatus of the crab, a walking construct of fearsome power
Thunderlords’ Guild An electric innovator that uses lightning-charged equipment
Trappers’ Guild A mechanical tinkerer that deploys lethal booby traps during combat
 

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

The following lists show which magic items you can create, the craftsman level you must reach and the cost in materials each item requires.
3rd level — 100 gp
Bag of holding
Decanter of endless water
Eyes of minute seeing
Folding boat
Goggles of night
Handy haversack
Helm of comprehending languages
Immovable rod
Lantern of revealing
Periapt of health
Rope of climbing
Wand of secrets
7th level — 250 gp
Boots of elvenkind
Circlet of blasting
Cloak of elvenkind
Efficient quiver
Eyes of charming
Pipes of haunting
Portable hole
Ring of jumping
Ring of water walking
Wand of magic missiles
Wind fan
10th level — 500 gp
Boots of striding and springing
Eversmoking bottle
Eyes of the eagle
Gloves of missile snaring
Hat of disguise
Helm of telepathy
Periapt of proof against poison
Periapt of wound closure
Ring of feather falling
Ring of mind shielding
Slippers of spider climbing
Winged boots
14th level — 1,000 gp
Belt of dwarvenkind
Boots of levitation
Boots of speed
Cape of the mountebank
Cloak of the bat
Gem of seeing
Horn of blasting
Instant fortress
Iron bands of binding
Ring of free action
Ring of the ram
Ring of X-ray vision
Wand of enemy detection
Wand of fear
From among those available at 3rd level, you can craft 5 magic items. You can craft 3 from among those available at 7th, 3 from among those at 10th, and 2 from among those 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 can 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 you can end your attunement to an item as part of the same action. You can use this ability a number of times equal to your Intelligence modifier, and you regain 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 nonmagical weapons during a short or long rest. For the next 8 hours, each enchanted weapon counts as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage.  

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 targets you with an attack, 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 feature, you can’t use it again until you finish a short or long rest.  

LEGENDARY PROPERTY

At 18th level, you achieve 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: Masterwork suit of exotic 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 aren’t surprised, you can challenge any number of creatures within 60 feet of you that can see you to battle. Each affected creature must succeed on a Wisdom saving throw 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 an Intelligence of 3 or less automatically succeeds on this saving throw.  

ARMOR REINFORCEMENT

Starting at 10th level, you can spend 10 minutes to reinforce a suit of armor, or you can reinforce up to 6 suits of armor 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 feature, you can’t use it again until you finish a short or long rest.  

LEGENDARY PROPERTY

At 18th level, you achieve 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: Masterwork suit of exotic 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 learn to 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 one 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 weapons 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 to attack rolls.
Sharpened. This weapon deals an extra 1d8damage on a hit.  

VERSATILE WEAPON MASTER

By 14th level, you can wield all manner of weapons in rapid succession. Once on each of your turns when you attack with a weapon, you can gain advantage on the attack roll. You can use this ability four times: once to make a ranged weapon attack with a weapon that has the Ammunition property, once to make a melee weapon attack with a twohanded weapon, once to make a melee weapon attack with a one-handed weapon, and once to make a ranged weapon attack with a thrown weapon. Each use must be with a different weapon, and you regain each use of this ability after one minute. You can’t use this ability if you have disadvantage on the attack roll, or if you can’t see the target.  

LEGENDARY PROPERTY

At 18th level, you achieve 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 18–20.  

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 extra 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 lower than the original.  

APPRENTICE PROPERTY

Starting at 7th level, you can add the following special property to your firearms:

SUPPRESSOR

Apprentice weapon property
Components: Masterwork martial 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 you can calibrate up to 6 ranged weapons 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 extra die of damage on a hit.
Calibrated. This weapon scores a critical hit on a roll of 18–20.

UNDERBARREL GRENADE LAUNCHER

Beginning at 14th level, you have learned to 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 of you. 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 on a failed save, 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 achieve 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 one 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 force, 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 portable 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 1 minute.
A heated weapon or piece of ammunition deals fire damage instead of its normal damage type, and if it hits a flammable object that isn’t being worn or carried, that object ignites. The first time a heated weapon or piece of ammunition hits a target, it deals an extra 1d6 fire damage.  

FIRE BURST

Beginning at 14th level, you can release the heat of your portable forge in a colossal burst. While holding your forge, you can cast the fireball spell, centered on yourself, without using a spell slot or material components, using your Masterwork save DC. You take no damage from this spell.
Once you use this feature, 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 after any beast or as a humanoid figure.
Apparatus Statistics. The statistics of your apparatus are given in the Mechanaut’s Apparatus stat block. The apparatus’s Armor Class is based on your Intelligence modifier and its hit points are 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 had taken a short rest. When you finish a long rest, you can repair your apparatus, causing it to regain all its hit points. You are always considered to have enough materials 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 isn’t 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 a 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.

MECHANAUT’S APPARATUS

Large construct, unaligned
Armor Class: 13 + its creator’s Intelligence modifier
Hit Points: 30 (10 × its creator’s craftsman level)
Speed: 35 ft

STR

17 +3

DEX

17 +3

CON

18 +4

INT

1 -5

WIS

3 -4

CHA

1 -5

Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses: blindsight 120 ft. (blind beyond this radius), passive Perception 6
Languages:

Cockpit Cover.

Any creature inside the apparatus is granted total cover from outside effects, but takes half the damage taken by the apparatus.

Double Two-Handed.

The apparatus has two mechanical arms, each of which can hold one installed weapon. Each mechanical arm is powerful enough to wield weapons as if with two hands. The apparatus can only use melee weapons.

Actions

Maul (right hand). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 2d6+3 bludgeoning damage.
Maul (left hand). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 2d6+3 bludgeoning damage.

 

COCKPIT UPGRADE

At 3rd level, you can customize your apparatus by pgrading its piloting compartment. Choose one of he following upgrades:
Comfortable Amenities. interior of he apparatus is particularly cozy, perhaps even ncluding a warm blanket and pillow. You can sleep hile within the apparatus without ill effect.
Ejector Seat. apparatus comes equipped ith an emergency ejection system, allowing or 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 climbing speed equal to its walking 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 collapsed in this way, the apparatus can’t be entered.  

PASSENGER SEAT

Starting at 10th level, you have installed a second seat inside the cockpit. A creature can’t pilot the apparatus or command it to move from this second seat, but the creature does 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 you can use 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 use your action to fire at a creature you can see within 120 feet of you. The target must make a Dexterity saving throw against your Masterwork save DC, taking 6d6 slashing damage on a failed save, or half as much damage on a successful one.
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 is made with advantage. On a hit, this attack knocks the target prone or pushes it up to 10 feet away from you (your choice).  

LEGENDARY PROPERTY

At 18th level, you achieve 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 choose 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 worth 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 number equal to 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 equal to the number of charge points you spend that are within 15 feet of the target of your attack. Each of the chosen creatures must 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. The creature you hit takes an extra 1d6 lightning damage for each charge point you spend.
Jolt. The creature you hit can’t 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 shocking grasp and spare the dying cantrips. Intelligence is your spellcasting ability for these spells.  

LIGHTNING ROD

Starting at 7th level, while you’re carrying your power cell, you have 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 you can store an electric charge in up to 6 different weapons or 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 hit you.
Charged Weapon. When you hit a creature with an attack using this weapon, you can expend the charge to deal an extra 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 lightning bolt spell without using a spell slot or material components. This spell uses your Masterwork save DC.  

LEGENDARY PROPERTY

At 18th level, you achieve 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. The target must succeed on a Constitution saving throw against your Masterwork save DC or become 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 you regain all expended deployments when you finish a short or long rest. You can use an action to disarm and recover one of your traps that hasn’t been triggered, which also restores one use of your trap deployments.  

BOOBY TRAP

Starting at 7th level, you can 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 next time this trap activates before being disarmed, it deals twice as many damage dice.  

AMBUSH MODIFICATION

Starting at 10th level, you can spend 10 minutes to modify a ranged weapon, or you can 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 Ready 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 achieve 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 that 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 within 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 against the creature. This attack roll uses your Intelligence modifier and 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 within 5 feet of you. When a Small or larger creature moves within the trap’s area, the trap clamps down on the creature. The creature must make a Dexterity saving throw against your Masterwork save DC. On a failed save, the creature takes 2d8 slashing damage, and if it is Large or smaller, it becomes trapped, making it unable to move. On a successful save, the creature takes half as much damage and isn’t 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, freein the trapped creature on a success. A Huge or larger creature that failed its saving throw rips the trap from its mounting the next time it moves.  

RAZOR WIRE

You deploy a tangle of razor-sharp wire in 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 into an unoccupied space within 30 feet of you. As a reaction when a creature you can see or hear moves within 5 feet of the bomb, you can press the detonator, causing the bomb to explode. Each creature within 5 feet of the bomb must make a Dexterity saving throw against your Masterwork save DC, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren’t being worn or carried.
LEVELPROFICIENCY BONUSAbilitiesACTIVE CRAFTING
1+2Exotic Proficiencies, Active Crafting25 gp
2+2Masterwork (Apprentice properties), Tool Belt25 gp
3+2Artisans’ Guild50 gp
4+2Ability Score Improvement75 gp
5+3Extra Attack, Masterwork (Journeyman properties)100 gp
6+3Folded Steel125 gp
7+3Artisans’ Guild feature150 gp
8+3Ability Score Improvement175 gp
9+4Eye for Quality200 gp
10+4Artisans’ Guild feature225 gp
11+4Masterwork (Master properties)250 gp
12+4Ability Score Improvement275 gp
13+5Flawless Construction300 gp
14+5Artisans’ Guild feature325 gp
15+5Uncanny Tool Belt350 gp
16+5Ability Score Improvement375 gp
17+6Masterwork (Legendary properties)400 gp
18+6Artisans’ Guild feature425 gp
19+6Ability Score Improvement450 gp
20+6Magnum Opus500 gp

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