SIGNING IN

Points de Vie

Dés de Vie 1d10 par niveau

Maîtrises

CON , INT

Craftsman

Niveau Bonus de Maîtrise Capacités Active Crafting
1 + 2 Exotic Proficiencies Active Crafting 25 gp
2 + 2 Exotic Proficiencies Active Crafting 25 gp
3 + 2 Exotic Proficiencies Active Crafting 50 gp
4 + 2 Exotic Proficiencies Active Crafting 75 gp
5 + 3 Exotic Proficiencies Active Crafting 100 gp
6 + 3 Exotic Proficiencies Active Crafting 125 gp
7 + 3 Exotic Proficiencies Active Crafting 150 gp
8 + 3 Exotic Proficiencies Active Crafting 175 gp
9 + 4 Exotic Proficiencies Active Crafting 200 gp
10 + 4 Exotic Proficiencies Active Crafting 225 gp
11 + 4 Exotic Proficiencies Active Crafting 250 gp
12 + 4 Exotic Proficiencies Active Crafting 275 gp
13 + 5 Exotic Proficiencies Active Crafting 300 gp
14 + 5 Exotic Proficiencies Active Crafting 325 gp
15 + 5 Exotic Proficiencies Active Crafting 350 gp
16 + 5 Exotic Proficiencies Active Crafting 375 gp
17 + 6 Exotic Proficiencies Active Crafting 400 gp
18 + 6 Exotic Proficiencies Active Crafting 425 gp
19 + 6 Exotic Proficiencies Active Crafting 450 gp
20 + 6 Exotic Proficiencies Active Crafting 500 gp

Capacités de Classe

Niveau 1

Exotic Proficiencies
Active Crafting

Niveau 10

Artisan's Guild Feature

Niveau 11

Masterwork (Master properties)

Niveau 12

Ability Score Improvement

Niveau 13

Flawless Construction

Niveau 14

Artisan's Guild Feature

Niveau 15

Uncanny Tool Belt

Niveau 16

Ability Score Improvement

Niveau 17

Masterwork (Legendary properties)

Niveau 18

Legendary Property

Niveau 19

Ability Score Improvement

Niveau 2

Masterwork (Apprentice properties)
Tool Belt

Niveau 20

Magnum Opus

Niveau 3

Artisan's Guild

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack
Masterwork (Journeyman properties)

Niveau 6

Folded Steel

Niveau 7

Artisan's Guild Feature

Niveau 8

Ability Score Improvement

Niveau 9

Eye for Quality

Maîtrises

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Équipement de Départ

a set of craftsman's tools
A shield and (a) a chain mail, (b) a 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

Capacités de Classe

Exotic Proficiencies (Level 1)

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.

Craftsman's Tools

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.

Craftsman Multiclassing

Unlike other classes, a multiclass craftsman gains additional proficiencies as you gain levels in the class. A multiclass character with 1 level in craftsman has proficiency with all artisan's tools, light armor, medium armor, shields, simple weapons, martial weapons, and exotic weapons. With 2 levels in craftsman, the character also gains proficiency with heavy armor, and with 3 levels in craftsman, they gain proficiency with exotic armor.

Active Crafting (Level 1)

Also at 1st level, you can craft one nonmagical 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 (Apprentice properties) (Level 2)

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
PropertiesCraftsman LevelCost

Apprentice

2nd

0

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.

If you add a Master or Legendary property to an item, only you can use it.

You can find a list of masterwork properties on this page.

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

Downtime Crafting

Any character can craft nonmagical items 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.

Damage Steps

If a masterwork property increases or decreases a weapon's damage, it is moved up or 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

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 normal range to 0 feet, and you can't remove the Ammunition or Thrown property of a ranged 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 as a craftsman, first remove any of the weapon's Special properties, then check following rules:

  • Assault Rifle. Increase the weapon's damage to 2d6 + 1 and decrease its reload to 10.

  • Handaxe. 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.

Tool Belt (Level 2)

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.

Artisan's Guild (Level 3)

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.

Ability Score Improvement (Level 4)

When you reach 4th 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 (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Masterwork (Journeyman properties) (Level 5)

At 5th level, you can add Journeyman properties to your masterwork items.

Folded Steel (Level 6)

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.

Artisan's Guild Feature (Level 7)

At 7th level, your Artisans' Guild grants you an additional feature.

Ability Score Improvement (Level 8)

When you reach 8th 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.

Eye for Quality (Level 9)

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.

Artisan's Guild Feature (Level 10)

At 10th level, your Artisans' Guild grants you an additional feature.

Masterwork (Master properties) (Level 11)

At 11th level, you can add Master properties to your masterwork items.

Ability Score Improvement (Level 12)

When you reach 12th 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.

Flawless Construction (Level 13)

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.

Artisan's Guild Feature (Level 14)

At 14th level, your Artisans' Guild grants you an additional feature.

Uncanny Tool Belt (Level 15)

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.

Ability Score Improvement (Level 16)

When you reach 16th 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.

Masterwork (Legendary properties) (Level 17)

At 17th level, you can add Legendary properties to your masterwork items.

Legendary Property (Level 18)

At 18th level, you achieve the peak of your craft. Your Artisans' Guild teaches you a Legendary masterwork property, which you can immediately apply to a masterwork weapon or armor.

Ability Score Improvement (Level 19)

When you reach 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.

Magnum Opus (Level 20)

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.

Multiclassage

Prérequis de Multiclassage

  • DEX: 13 ou STR: 13

Maîtrises Acquises

Armor light , medium , shield
Tools Artisan's tools
Weapons simple , martial

Sous-classes

Arcane Maesters' Guild
VSS
Armigers' Guild
VSS
Bladeworkers' Guild
VSS
Calibarons' Guild
VSS
Clockworkers' Guild
ValdaSpireExtras
Courtiers' Guild
ValdaSpireExtras
Forgeknights' Guild
VSS
Luminaries' Guild
DarkMatterExtras
Mechanauts' Guild
VSS
Scrappers' Guild
DarkMatter
Thunderlords' Guild
VSS
Trappers' Guild
VSS

Capacités de Sous-classe

Arcane Maesters' Guild

Arcane Maesters' Guild (Level 3)

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 reach 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 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.

Magic Item Blueprints

If you wish to craft an item not included on the Magic Item Crafting sidebar, you might find a blueprint for such an item on your travels. The GM will determine the craftsman level and cost in materials required for a magic item created from a blueprint. Unless otherwise stated, a blueprint can only be used to create one magic item.

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 (Level 7)

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 (Level 10)

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 (Level 14)

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.

Resonant (Level 18)

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

Armigers' Guild (Level 3)

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 (Level 7)

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 (Level 10)

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 (Level 14)

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.

Invincible (Level 18)

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 attacks is reduced by 5.

Bladeworkers' Guild

Bladeworkers' Guild (Level 3)

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 (Level 7)

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 (Level 10)

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 1d8 damage on a hit.

Versatile Weapon Master (Level 14)

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.

Devastating (Level 18)

Legendary weapon property

Components: Masterwork exotic weapon

This weapon scores a critical hit on a roll of 18–20.

Calibarons' Guild

Calibarons' Guild (Level 3)

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 (Level 7)

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 (Level 10)

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 (Level 14)

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.

Burst Fire (Level 18)

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.

Clockworkers' Guild

Clockworkers' Guild (Level 3)

Masters of machinery, the tinkers and gearsmiths of the Clockworkers' Guild study and perfect the art of fashioning constructs. Their designs are as elegant as they are functional, translating simple ticking movements through a kaleidoscope of gears and pistons to create lifelike, even seemingly intelligent, clockwork creatures. Nearly all clockworkers are attended by a pair of their construct servants that serve a dual purpose as attentive assistants and relentless bodyguards. Veteran clockworkers, however, walk astride constructs taller than themselves, great gear-driven golems of formidable strength.

Clockwork Constructs

Starting when you join this guild at 3rd level, you assemble two mechanical servants: each of which can be a clockwork bolter and a clockwork macer.

Construct Statistics

The statistics for your clockwork bolter and clockwork macer are given in their relevant stat blocks. Additionally, your constructs add three times your level to their maximum hit points.

Customizing your Constructs

Each of your constructs comes equipped with an installed masterwork weapon, which you can modify with masterwork properties. Your constructs are always proficient with installed weapons and can use Master and Legendary masterwork properties.

Repairing your Constructs

When you take a long rest, you can repair your constructs to their hit point maximums. You are always considered to have enough scrap and material to build and repair your constructs. When you do so, you can convert a clockwork bolter into a macer, and vice versa.

If you can't recover one of your constructs, you can build a new one for no cost when you take a long rest. The new construct is not modified with the same masterwork properties as the lost construct.

Commanding your Constructs

Your constructs act on your turn, though they don't take actions unless you command them to. While your constructs are within 500 feet of you, you can mentally command them to move to specific locations (no action required).

When you take the Attack action on your turn, you can forgo one of your attacks to command both of your constructs to attack. Your constructs use your Intelligence modifier + your proficiency bonus instead of their normal attack bonus, if it would be higher.

The connection to your constructs is taxing, and you cannot magically summon nor command any other creatures while your constructs are active.

Mechanized Arm (Level 7)

Starting at 7th level, you have developed a mechanized arm attached to your person which follows your telepathic commands. This arm is fully functional and can be used to hold weapons and shields (allowing you to hold a two-handed weapon and a one handed weapon), perform somatic components of spells, and perform other actions, though the arm doesn't grant you additional actions.

Clockwork Attachments (Level 10)

Starting at 10th level, you can spend 10 minutes to fit a clockwork attachment to a suit of armor, or fit up to 6 attachments to suits of armor during a short or long rest. Each suit of armor can have only one attachment. This armor retains its attachment for 8 hours, after which the attachment breaks. Choose from among the following attachments:

Clockwork Lantern

The armor has a forward-facing lantern which sheds bright light in a 30-foot cone and dim light for an additional 30 feet wherever the wearer looks.

Motorized Sheath

The armor can launch one weapon carried in it in a fraction of a second. Drawing this weapon doesn't count against the number of objects you can interact with on your turn.

Piston Joint

One of the armor's shoulders and elbows is reinforced with a pneumatic piston, granting the wearer advantage on any Strength (Athletics) check that uses only that arm. Additionally, the wearer can hang by one hand using that arm without making an ability check.

Spring Boots

The armor has springs attached to its heels, doubling the wearer's jump distance.

Death Burst (Level 14)

Beginning at 14th level, you can integrate a dead man's switch into each of your constructs: a bomb which detonates when your construct is critically damaged. When a construct with the bomb drops to 0 hit points, it detonates in a 5-foot radius explosion. Each creature within the area must make a Dexterity saving throw against your Masterwork save DC or take 6d6 fire damage.

Overclocked (Level 18)

Legendary armor property

Components: Masterwork suit of armor

While wearing this armor, you can cast the haste spell once without using a spell slot. Once you do so, you can't do so again until you finish a short or long rest.

Courtiers' Guild

Courtiers' Guild (Level 3)

The Courtiers' Guild works less with steel and more with fabric and lace. Dressmakers, tailors, hatters, and accessorizers, these craftsmen specialize in making their wealthy clientele look their very best. No other craftsperson possesses a keener eye for fashion or a swifter needle and thread, and few can pass as easily in royal as a well-dressed courtier.

Flashy Accessory

Starting when you join this guild at 3rd level, you create an extravagant accessory to catch wandering eyes. You can take the Help action as a bonus action to distract a creature that can see you within 30 feet, allowing you to aid an ally in attacking it.

Once you use this ability, you can't use it again until you finish a short or long rest.

Fashionable

At 3rd level, you learn how to craft magnificent gear under less than ideal conditions and with less than ideal materials. You can craft scrap weapons, armor, and shields, which function identically to normal items, with the following exceptions:

  • You can make a number of scrap items equal to your proficiency bonus when you take a long rest, as per the Active Crafting feature. Your scrap items are masterwork and you can apply masterwork properties to them.

  • Regardless of properties, your scrap weapons cost nothing in materials and require no tools to make.

  • Scrap items break after 24 hours.

  • Scrap items fall apart more easily. When you attack with a scrap weapon and roll a 1 on the d20, the weapon breaks and is no longer functional. Likewise, if you suffer the effects of a critical hit while wearing scrap armor or holding a scrap shield, roll a Dexterity saving throw for each piece of gear, with a DC equal to 10 or half the damage dealt, whichever is higher; on a failure, that armor or shield breaks and is no longer considered functional.

Rapid Suturing (Level 7)

By 7th level, you can stitch wounds together as neatly as fabric. As an action, you can mend the wounds of a willing creature within 5 feet of you, causing it to regain hit points equal to 1d10 + half your craftsman level, up to a maximum of the damage taken in the last minute. You can only use this ability on a creature that has taken damage within the last minute. Once a creature regains hit points in this way, it can't do so again until it finishes a short or long rest.

Tailor-Fit (Level 10)

Starting at 10th level, you can spend 10 minutes tailoring the clothing or armor another creature is wearing, or tailor up to 6 creatures during a short or long rest, ensuring that it is up to the highest standards of fashion. A tailored creature can add your Intelligence modifier to the next Charisma check it makes. Once it uses this ability, it can't do so again until it is tailored again.

Petticoat Plate (Level 14)

By 14th level, you can wear a suit of light armor underneath another set of armor. Even if you are wearing two suits of armor, you only use the statistics of the outermost suit of armor. As a bonus action, you can doff your outermost suit of armor for a quick wardrobe change.

Scissor (Level 18)

Legendary weapon property

Components: Masterwork exotic melee weapon that deals slashing damage

When you hit a creature with this weapon, you can use one of the following abilities:

  • You sever the clasp holding a necklace, periapt, or belt to the target, or cut the straps of a backpack, pouch, or sheathed weapon, causing the item to land at the target's feet.

  • You slice at the straps holding up the target's armor. 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.

Forgeknights' Guild

Forgeknights' Guild (Level 3)

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 forge, 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 (Level 7)

Starting at 7th level, you can add the Explosive and Heat properties to your exotic melee weapons. You can add the Heat property to any melee weapon, even if it already has another Journeyman property. 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.

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.

Explosive

When this weapon's projectile hits a target, it explodes in a 15-foot diameter sphere. The projectile can target an unoccupied space within its range. Each creature other than the target within the blast radius (for a Medium or smaller target, each creature within 5 feet of it) must succeed on a Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.

Superheated Weapons (Level 10)

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.

The first time a heated weapon or piece of ammunition hits a target, it deals an extra 1d6 fire damage and is no longer heated.

Fire Burst (Level 14)

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.

Forge Plate (Level 18)

Legendary armor property

Components: Masterwork suit of exotic 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, when you take the Dash action, you can choose to cast the wall of fire spell without using a spell slot or spell components as part of that action. 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 property, you can't use it again until you finish a short or long rest.

Luminaries' Guild

Luminaries' Guild (Level 3)

Ill content to work with materials like steel, wood, or cloth, craftsmen of the Luminaries' Guild have developed tools to shape light itself into their creations. Hardlight stands among the most versatile materials ever to be discovered: it is light, pliant, and strong, but best of all, it can be conjured whole cloth into brilliant, glowing objects. Originally, its use was limited to only arcanists, but with the invention of the hardlight projector, nonmagical craftsmen can fashion this material into weapons and armor that appear in the blink of an eye.

Hardlight Projector

Starting when you join this guild at 3rd level, you learn to forge lasting equipment out of hardlight using a special device called a hardlight projector. If the projector is lost or destroyed, you can construct a new one over a long rest with 100 gp of materials.

Instead of constructing weapons or armor out of traditional materials, you can use the hardlight projector to build them out of scintillating hardlight. Such equipment weighs half as much as normal and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, you can use your bonus action to summon your hardlight weapons and armor, causing them to appear on your person, or use your bonus action to dismiss them into the projector. Only you can use your hardlight weapons.

Photonic Fortifications (Level 7)

At 7th level, you can use an action to raise a defense wall of hardlight. Choose a point within 15 feet of you. Starting from that point, a number of translucent panels up to your Intelligence modifier appear in unoccupied spaces, which connect to form one continuous wall. Each panel is 5 feet wide, 4 feet tall, 1/4-inch-thick, and is tall enough to provide half cover for any Medium creature behind it. Creatures can't move through the wall, though they can jump over it. The wall persists for 1 minute or until you dismiss it on your turn (no action required).

Once you use this ability, you can't use it again until you finish a short or long rest.

Honed Weapons (Level 10)

Starting at 10th level, you can spend 10 minutes to fortify a melee weapon with a glittering hardlight coating, 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:

Force Edged

This weapon deals force damage on a hit and deals an additional 1d4 damage on a hit.

Radiant Edged

This weapon's reach increases by 5 feet and it deals radiant damage on a hit.

Beam Cannon (Level 14)

Starting at 14th level, as an action, you can overcharge your hardlight projector to fire a beam in a 100-foot long, 5-foot wide line out from you in a direction you choose. Each creature within that area must make a Dexterity saving throw against your Masterwork save DC. A creature takes 8d6 radiant damage, or half as much on a success. The blast leaves behind a super-heated trail in the area of the line, which remains until the start of your next turn. A creature which enters the area for the first time on their turn takes 3d6 radiant damage. The beams ignite flammable objects in the area that aren't being worn or carried.

Once you use this ability, you can't use it again until you finish a short or long rest.

Hardlight Shell (Level 18)

Legendary armor property

Components: Masterwork suit of exotic armor

As a bonus action while wearing this armor, you can raise a spherical hardlight shield around yourself for a short time. You gain temporary hit points equal to twice your level, which last until the start of your next turn. Additionally, while these temporary hit points persist, spell attacks targeting you automatically miss and you have immunity to radiant damage.

Once you use this ability, you can't use it again until you finish a short or long rest.

Mechanauts' Guild

Mechanauts' Guild (Level 3)

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 weapons, which you can modify with masterwork properties or replace with different weapons when you finish a long rest. Only one installed weapon can be ranged. Furthermore, you can only load or reload an installed ranged weapon by using your action while you are inside the apparatus (or two actions if the weapon has the Mounted property). 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 your 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 can enter or exit the apparatus by using half its movement. While within the apparatus, a creature has total cover from effects originating outside of it. Your armor properties have no effect while you are within the apparatus. Only one Medium or Small creature can be in the apparatus at a time.

Piloting the Apparatus

A creature that is inside the apparatus can pilot it; the apparatus acts on its pilot's turn. Any creature piloting the apparatus can command it to move on its turn (no action required). When you pilot the apparatus, you can use your action to command it to take the Attack, Dash, Disengage, Hide, or Use an Object action. You can also command it to use a reaction, using your own reaction to do so.

Only one creature can pilot the apparatus at a time. The pilot takes half the damage the apparatus takes.

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.

Attacking with the Apparatus

The apparatus attacks with its integrated weapons as if you were wielding them, and uses your Dexterity or Intelligence modifier (your choice) for its attack and damage rolls, using the same modifier for both. When you take the Attack action, it makes the same number of attacks you normally would.

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 (Level 7)

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 (Level 10)

Starting at 10th level, you have installed a second seat inside the cockpit, which takes an action to enter and exit. A creature can't pilot the apparatus from this seat, but it does have total cover from outside effects.

Attachment Upgrade (Level 14)

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.

Ballista Cannon

You can fire the apparatus's integrated heavy ballista in a 5-foot-wide, 60-footlong line. Each creature in the line must make a Dexterity saving throw against your Masterwork save DC, taking 5d10 piercing damage on a failed save, or half as much damage on a successful one.

Gyro Module

You can use your action to rapidly rotate your apparatus, allowing you to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can't move between these attacks.

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).

Pneumatic (Level 18)

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.

Scrappers' Guild

Scrappers' Guild (Level 3)

Most craftsmen do their best work in precisely arranged workshops, with exact components, plenty of tools and space, and all the best materials. You, however, have learned to be far more pragmatic and flexible with your choices for tools, materials, and workspace, allowing you to forge deadly gear out of little more than a box of scraps and a roll of vent tape.

Makeshift Brawler

Starting when you choose this guild at 3rd level, you gain proficiency with improvised weapons.

Scrap Smithing

At 3rd level, you learn how to craft magnificent gear under less than ideal conditions and with less than ideal materials. You can craft scrap weapons, armor, and shields, which function identically to normal items, with the following exceptions:

  • You can make a number of scrap items equal to your proficiency bonus when you take a long rest, as per the Active Crafting feature. Your scrap items are masterwork and you can apply masterwork properties to them.

  • Regardless of properties, your scrap weapons cost nothing in materials and require no tools to make.

  • Scrap items break after 24 hours.

  • Scrap items fall apart more easily. When you attack with a scrap weapon and roll a 1 on the d20, the weapon breaks and is no longer functional. Likewise, if you suffer the effects of a critical hit while wearing scrap armor or holding a scrap shield, roll a Dexterity saving throw for each piece of gear, with a DC equal to 10 or half the damage dealt, whichever is higher; on a failure, that armor or shield breaks and is no longer considered functional.

Quality Junk (Level 7)

Starting at 7th level, you find treasure where others see only trash. When you make a Charisma (Persuasion) check to buy or sell scrap or salvage, you can use your Intelligence modifier instead of your Charisma modifier, and you add double your proficiency bonus to the check.

Additionally, you can cobble together tools and other equipment much more efficiently out of scrap. You regain expended uses of your Tool Belt ability following a short or long rest.

Scrapper's Improvement (Level 10)

Starting at 10th level, you can spend 10 minutes to fortify a scrap weapon, or fortify up to 6 scrap weapons during a short or long rest, each of which gains the following property:

Unstable

This weapon deals an additional die of damage. On a hit, this weapon breaks and can't be repaired.

Impromptu Repair (Level 14)

Starting at 14th level, you learn to make surprisingly effective repairs using scrap or junk. So long as you have a suitable amount of raw material (metal, wood, stone, etc.) and a bonding agent (nails, rivets, sovereign glue, copious amounts of tape, etc.), you can use your action to repair a nonmagical object or construct. A repaired object is restored to full functionality and also regains hit points equal to your craftsman level + your Intelligence modifier.

A destroyed or dead construct can be restored to functionality by using this ability, as long as no more than 1 minute has passed since the construct was destroyed. You can use this ability a number of times equal to your Intelligence modifier and regain all uses of this ability when you finish a long rest.

Quick Configuration (Level 18)

Legendary weapon property

Components: Masterwork weapon

When you apply this property to a weapon, select any other masterwork property of Master level or lower that the item doesn't already have. The item gains that property as a bonus property, even if it already had another property of the same level. You can use your action to replace this bonus property with another property of Master level or lower that the item doesn't already have. The item must always meet the prerequisites for its bonus property.

Thunderlords' Guild

Thunderlords' Guild (Level 3)

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 (Level 7)

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 (Level 10)

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 (Level 14)

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.

Electroshock (Level 18)

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

Trappers' Guild (Level 3)

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.

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 (Level 7)

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 (Level 10)

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 (Level 14)

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.

Net (Level 18)

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.