SIGNING IN

Livspoeng

Livsterninger 1d10 per niva

Kyndigheter

CON , INT

Craftsman

Niva Dyktighetsbonus Egenskaper Masterwork Bonus Weapon Mastery
1 + 2 Expert Crafting Masterwork Weapon Mastery +1 2
2 + 2 Expert Crafting Masterwork Weapon Mastery +1 2
3 + 2 Expert Crafting Masterwork Weapon Mastery +1 2
4 + 2 Expert Crafting Masterwork Weapon Mastery +1 3
5 + 3 Expert Crafting Masterwork Weapon Mastery +2 3
6 + 3 Expert Crafting Masterwork Weapon Mastery +2 3
7 + 3 Expert Crafting Masterwork Weapon Mastery +2 3
8 + 3 Expert Crafting Masterwork Weapon Mastery +2 3
9 + 4 Expert Crafting Masterwork Weapon Mastery +2 3
10 + 4 Expert Crafting Masterwork Weapon Mastery +2 4
11 + 4 Expert Crafting Masterwork Weapon Mastery +3 4
12 + 4 Expert Crafting Masterwork Weapon Mastery +3 4
13 + 5 Expert Crafting Masterwork Weapon Mastery +3 4
14 + 5 Expert Crafting Masterwork Weapon Mastery +3 4
15 + 5 Expert Crafting Masterwork Weapon Mastery +3 4
16 + 5 Expert Crafting Masterwork Weapon Mastery +3 4
17 + 6 Expert Crafting Masterwork Weapon Mastery +4 4
18 + 6 Expert Crafting Masterwork Weapon Mastery +4 4
19 + 6 Expert Crafting Masterwork Weapon Mastery +4 4
20 + 6 Expert Crafting Masterwork Weapon Mastery +4 4

Klasseegenskaper

Niva 1

Expert Crafting
Masterwork
Weapon Mastery

Niva 10

Subclass Feature

Niva 11

Weapon Enchantment

Niva 12

Ability Score Improvement

Niva 13

Armor Enchantment

Niva 14

Subclass Feature

Niva 15

Fabrication

Niva 16

Ability Score Improvement

Niva 17

Improved Enchantment

Niva 18

Spellwrought Armor

Niva 19

Epic Boon

Niva 2

Customize Weapon
Fighting Style

Niva 20

Magnum Opus

Niva 3

Craftsman Subclass

Niva 4

Ability Score Improvement

Niva 5

Extra Attack
Folded Steel

Niva 6

Customize Armor
Subclass Feature

Niva 7

Fortify Arsenal

Niva 8

Ability Score Improvement

Niva 9

Eye for Quality

Kyndigheter

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startutstyr

Klasseegenskaper

Expert Crafting (Level 1)

Your experience at crafting items from raw materials grants you the following benefits.

Crafting Tools

You gain a set of Crafting Tools, a combined toolkit that covers a broad range of applications. You can use these tools as any set of Artisan's Tools. A set of Crafting Tools costs 75 GP.

Instant Crafting

You can take a Utilize 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 cost must be no higher than 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 benefit twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Overnight Crafting

When you take a Long Rest, you can craft nonmagical items whose combined cost in GP is no greater than your Craftsman level times 10. If an item's cost exceeds this number, you can complete it over multiple Long Rests; these rests needn't be consecutive. You must have the normally required tools and raw materials. When you craft a weapon or suit of armor, the item has Resistance to damage it takes.

Masterwork (Level 1)

You can modify your equipment into Masterwork weapons and armor, improving their strength and durability.

Masterwork Weapon

You can improve a weapon into a Masterwork version over the course of two hours, which can be done during a Long Rest. The weapon gains a +1 bonus to attack and damage rolls you make with it. This bonus increases as you gain Craftsman levels, as shown on the Masterwork Bonus column of the Craftsman Features table. If the weapon already gains such a bonus, like a +2 Longsword, you choose which bonus to use; you can't use more than one. Only you gain this bonus with a Masterwork weapon you create.

Masterwork Armor

You can improve a suit of armor into a Masterwork version over the course of two hours, which can be done during a Long Rest. While wearing this armor, you gain a +1 bonus to Armor Class. If the armor already gains such a bonus, like a +2 Half Plate, you choose which bonus to use; you can't use more than one. Only you gain this bonus with Masterwork armor you create.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Craftsman levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Craftsman Features table.

Customize Weapon (Level 2)

When you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to modify the mastery property of a weapon. When you do so, you can replace the weapon's mastery property with another one, give the weapon a second mastery property, or remove a mastery property. A weapon can't have the same property more than once.

To give a weapon a mastery property that it doesn't have normally, that weapon must meet any prerequisite specified for the new property. Whenever a creature uses this weapon, they can use the new mastery property instead of the one normally associated with it. For example, if you give a Dagger the Vex property, any creature that can use Daggers with Weapon Mastery can use Vex with the customized Dagger.

Mastery properties are described in the "Mastery Properties" section later in this class's description.

Your modified weapons use the following rules.

One Mastery Per Attack

You can only use one mastery property for each attack. If a mastery property lets you make extra attacks, you can't use mastery properties on these extra attacks.

Only You Can Use Two

Once you give a weapon a second mastery property, only you can use its mastery properties.

Only You Use Masterwork

If a property has a Masterwork weapon as a prerequisite, only you can use it.

Fighting Style (Level 2)

You gain a Fighting Style feat of your choice. Defense is recommended.

Whenever you gain a Craftsman level, you can replace the feat you chose with a different Fighting Style feat.

Craftsman Subclass (Level 3)

You gain a Craftsman subclass of your choice. A subclass is a specialization that grants you features at certain Craftsman levels. For the rest of your career, you gain each of your subclass's features that are of your Craftsman level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Extra Attack (Level 5)

You can attack twice instead of once whenever you take the Attack action on your turn.

Folded Steel (Level 5)

When you modify a weapon with Customize Weapon, you can also change its damage type to one of the following: Bludgeoning, Cold, Fire, Lightning, Piercing, or Slashing. You can't change a damage type that is a prerequisite for one of the weapon's mastery properties.

Customize Armor (Level 6)

When you finish a Long Rest, you can use your Crafting Tools and materials worth 100+ GP to customize a suit of armor with one of the following benefits. You can replace your customization on a suit of armor with another one when you finish a Long Rest.

Cast-Off

You can doff this armor as a Utilize action.

Climbing

While wearing this armor, you have a Climb Speed equal to your Speed.

Diving

While wearing this armor, you have a Swim Speed equal to your Speed and can breathe underwater.

Integrated

You can integrate a Simple weapon, Martial weapon, or Shield directly into your armor when you finish a Long Rest. You can don or doff an integrated Shield without taking an action once on each of your turns. When you draw or don an integrated item, it snaps to your hand, and you can't be disarmed of it. You can switch which item is integrated when you finish a Long Rest.

Sleek

This armor doesn't impose Disadvantage on Dexterity (Stealth) checks.

Subclass Feature (Level 6)

You gain a feature from your Craftsman Subclass.

Fortify Arsenal (Level 7)

You can spend 10 minutes sharpening weapons and repairing equipment, which can be done during a Short Rest. When you do so, choose one of the following benefits.

Hone Weapons

You can hone up to five weapons. A honed weapon has Advantage on attack rolls. Once a honed weapon deals damage, it is no longer honed.

Reinforce Armor

You can reinforce up to five suits of armor. A creature wearing reinforced armor has Resistance to Bludgeoning, Piercing, and Slashing damage. Once a creature wearing reinforced armor takes damage, the armor is no longer reinforced.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Eye for Quality (Level 9)

You can cast Identify and Locate Object without a spell slot or components. When you cast Identify, you also appraise the target item, learning its market value in Gold Pieces. Intelligence is your spellcasting ability for these spells.

Subclass Feature (Level 10)

You gain a feature from your Craftsman Subclass.

Weapon Enchantment (Level 11)

When you finish a Long Rest, you can place one of the following enchantments on a Masterwork weapon.

Only you gain the benefits of this enchantment. The enchantment on the weapon lasts until you use this feature to replace it with a different one.

Blessed

This weapon deals an extra 1d4 Radiant damage on a hit. This extra damage increases to 1d10 if the target is a Fiend or Undead.

Elemental

When you apply this enchantment, choose Acid, Cold, Fire, Lightning, or Thunder damage. The weapon deals an extra 1d6 damage of the chosen type.

Vampiric

This weapon deals an extra 1d4 Necrotic damage on a hit. When you hit an enemy with this weapon, you regain Hit Points equal to the extra Necrotic damage dealt by this enchantment.

Venomous

This weapon deals an extra 1d8 Poison damage on a hit.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Armor Enchantment (Level 13)

When you finish a Long Rest, you can place one of the following enchantments on a suit of Masterwork armor. Only you gain the benefits of this enchantment. The enchantment on the armor lasts until you use this feature to replace it with a different one.

Adamantine

While wearing this armor, any Critical Hit against you becomes a normal hit.

Cloaking

While wearing this armor, you can take the Hide action as a Bonus Action. You have Advantage on Dexterity (Stealth) checks you make as part of the Hide action during combat.

Resistance

When you apply this enchantment, choose Acid, Cold, Fire, Lightning, Poison, or Thunder damage. You have Resistance to the chosen damage type while wearing this armor.

Winged

While wearing this armor, you can take a Bonus Action to have a Fly Speed equal to your Speed until the end of your turn.

Subclass Feature (Level 14)

You gain a feature from your Craftsman Subclass.

Fabrication (Level 15)

You can cast Fabricate without a spell slot or components. Intelligence is your spellcasting ability for this spell.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Improved Enchantment (Level 17)

Each of your Weapon Enchantments deal two extra dice of damage on a hit, instead of one.

Spellwrought Armor (Level 18)

While wearing Masterwork armor, you can add your Masterwork Bonus to saving throws that you make.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Magnum Opus (Level 20)

Your crafting expertise has culminated in an object of unparalleled majesty.

You can work for a period of 30 days to create a Very Rare or Legendary magic item of your choice. You can only craft such an item once.

If the item requires Attunement, you are instantly attuned to it and it doesn't count against the number of items you can attune to. You ignore all attunement requirements for the item. No other creature can attune to it while you are alive.

As long as you are on the same plane of existence as your item, you can take a Bonus Action to call it to your hand or onto your body (as appropriate).

Multiklassing

Oppnådde Kyndigheter

Armor light , medium , shield
Weapons martial

Underklasser

Underklasse-egenskaper

Arcane Maesters' Guild

Arcane Maesters' Guild (Level 3)

Craft an Arsenal of Magic Items

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.

Arcane Apprenticeship

You learn True Strike and two other cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting ability for these spells. Whenever you gain a new Craftsman level, you can replace one of the cantrips you chose with this feature with another one from the Wizard spell list.

Magic Item Crafting

As an Arcane Maester, you can craft magic items.

Crafting Magic Items

You can use the Overnight Crafting benefit of your Expert Crafting feature to craft magic items. When you craft a magic item, the maximum cost in GP increases to your Craftsman level times 25.

The Magic Item Crafting sidebar details the magic items you can create, specifies the Craftsman level you must reach to create each magic item, and shows the cost in materials an item will require. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you can either enchant a nonmagical version of that item for no extra cost or craft the item wholesale, adding half of that item's cost to the cost in materials.

Magic Item Limitations

From among those available Craftsman level 6, you can craft 5 magic items. You can craft 3 from among those available at level 10, and 3 from among those available at level 14. In the process of creating a new magic item, you can choose another magic item you have created and render it nonmagical to build a new one from the same category.

Save DC

If a magic item you use forces a creature to make a saving throw, you can use its DC or the following calculation: 8 plus your Intelligence modifier and Proficiency Bonus.

The following lists show which magic items you can create, the craftsman level you must have, and the cost in materials each item requires.

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 determines 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.

Arcane Strike (Level 6)

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action or with taking the Magic action to use a magic item that requires that action.

Sever Connection (Level 10)

When a creature hits you with an attack roll, you can take a Reaction to end your Attunement to one magic item to create a shield of magical force. Until the start of your next turn, you have a bonus to AC equal to your Intelligence modifier, including against the triggering attack, potentially causing the attack to miss you. The number of magic items you can attune to is reduced by 1 until you finish a Short or Long Rest.

Magic Item Recharge (Level 14)

When you finish a Short Rest, you can recharge a number of magic items up to your Intelligence modifier that have charges or properties that recharge at the next dawn.

Once you use this feature, you can't do so again until you finish a Long Rest.

Armigers' Guild

Armigers' Guild (Level 3)

Build Invulnerable Armor

The Guild of 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.

Armored Slam

Once on each of your turns when you take the Attack action, you can replace one of your attacks with a body slam using your armor against a creature within 5 feet of you. The target makes a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus), taking Bludgeoning damage equal to your Armor Class on a failed save, or half as much damage on a successful save.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Masterwork Shield

You can improve a Shield into a Masterwork version over the course of two hours, which can be done during a Long Rest. While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC. If the Shield already gains such a bonus, like a +2 Shield, you choose which bonus to use; you can't use more than one. Only you gain this bonus with a Masterwork Shield you create.

Shining Steel (Level 6)

Your imposing, shining armor makes you a clear target for your foes. When you roll Initiative, you can challenge any number of creatures within 30 feet of yourself that can see you to battle. Each creature must succeed on a Wisdom saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus) or have Disadvantage on any attack roll against creatures other than you until the end of its next turn.

Fortify (Level 10)

As a Bonus Action, you can fortify your armor against attacks. Until the start of your next turn, you gain a bonus to your AC equal to your Strength or Dexterity modifier (your choice, minimum of +1) and have Resistance to all damage.

You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.

Colossal Slam (Level 14)

When you use your Armored Slam, you deal an extra 2d10 Force damage, and a target that fails its saving throw against the slam has the Prone condition. Additionally, you regain one expended use of Armored Slam when you roll Initiative.

Bladeworkers' Guild

Bladeworkers' Guild (Level 3)

Craft Lethal Melee Weapons

Blade and bow, axe and mace: these are the tools with which the Guild of Bladeworkers aim to change the world. They believe that the right blade in the right hand can make a warrior unstoppable.

Weapon Versatilist

Once on each of your turns when you make an attack roll with a weapon, you can give yourself Advantage on the roll. You can't use this feature again with that specific kind of weapon (such as Longswords) until you roll Initiative or finish a Short or Long Rest.

Bane Weapons

When you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to etch a rune of slaying on a Melee weapon or modify its rune to another one. When you etch a rune, choose one of the following creature types: Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, Giants, or Undead. If a creature of that type takes damage from the weapon, the creature takes an extra 1d10 Force damage.

A weapon that deals extra damage to Dragons is called a "Dragonsbane" weapon, one that deals extra damage to Giants is called a "Giantsbane," and so on.

Flex Grip (Level 6)

During your turn, your reach is 5 feet greater with any Masterwork Melee weapon that has the Two-Handed or Versatile property.

Defensive Disarm (Level 10)

When a creature you can see within 5 feet of you makes an attack roll against you with a weapon, you can take a Reaction to attempt to disarm the attacker. The target makes a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus). On a failed save, it drops one item of your choice that it's holding. The object lands in a space you choose within 10 feet of the target. The target can replace the attack with one using a different weapon or an Unarmed Strike; otherwise the triggering attack misses.

Vicious Strike (Level 14)

When you make an attack roll with a Melee weapon and have Advantage on the roll, you can attempt a Vicious Strike. The attack roll instead has Disadvantage. If this attack hits, it scores a Critical Hit.

Calibarons' Guild

Calibarons' Guild (Level 3)

Design Dangerous Ranged Weapons

Craftsmen of the Calibarons' Guild believe that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay low a giant, 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.

Exotic Ammunition

When you finish a Long Rest, you can create a number of pieces of ammunition up to twice your Craftsman level. Choose the ammunition's type (such as Arrows, Bolts, or Bullets) and which of the following benefits each piece of ammunition has. Unused ammunition degrades and can no longer be fired when you finish a Long Rest.

Armor-Piercing

If you make an attack using this ammunition against a creature or object with an AC of 17 or higher, the attack roll has Advantage.

Dragon's Breath

This ammunition deals Fire damage instead of its normal damage type. A creature or flammable object hit by this ammunition starts Burning.

Drilling

Whenever this object hits a Large or smaller creature, fragments of it penetrate and continue in a 15-foot-long, 5-foot-wide Line. The first creature in that area takes damage equal to the ability modifier used to make the attack roll. This damage is the same type dealt by the weapon.

Flechette

When you make an attack using this ammunition, the attack is replaced with a hail of projectiles. Choose a target within the weapon's range to make a Dexterity saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature takes the weapon's damage, or half as much damage on a successful roll.

Exotic Batteries

In futuristic settings that use ammunition-less blasters, the Exotic Ammunition feature instead produces single-use arcane batteries that give blasters unique properties.

Zeroed Sights

Your ranged attacks with Masterwork weapons ignore Half Cover and Three-Quarters Cover.

Magazine (Level 6)

When you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to modify a Ranged weapon that has the Loading or Reload property. If it has Loading, it instead has Reload. If you use such a modified weapon that has Reload, a mechanical mechanism automatically reloads it from a belt or hopper of ammunition you are carrying (no action required).

Reload

This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an action or a Bonus Action; otherwise, reloading it takes an action. The number of attacks is determined by the size of the weapon's damage die or dice, as shown on the Reload Attacks table.

Reload Attacks
Damage DieReload Attacks

d4

8

d6

6

d8

4

d10

2

d12

1

Suppressive Fire (Level 10)

Once per turn when you make a ranged attack roll, you can cow the target. That creature has Disadvantage on the next attack roll before the start of your next turn.

Stopping Power (Level 14)

When you roll damage for an attack you make with a Masterwork Ranged weapon, you can treat any damage die as if it rolled half of the largest number on the die. For example, if you roll a 1-4 on a d10, you can treat the roll as a 5.

Clockworkers' Guild

Clockworkers' Guild (Level 3)

Build and Command Clockwork Minions

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 single ticking movements through a kaleidoscope of gears and pistons to create lifelike, even a 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

You assemble two mechanical servants, which use the Clockwork Construct stat block. Choose the design for each Construct: a Bolter or Macer. You also determine their appearance, such as if they resemble tin soldiers or mechanical Beasts.

The Constructs are Friendly to you and your allies and obey your commands.

Constructs in Combat

In combat, the Constructs share your initiative count, but take their turns immediately before or after yours (your choice). Each Construct can move and use its Reaction on its own.

You can take a Bonus Action to command one or both Constructs to take an action on its stat block or some other action on its turn. If it receives no command, a Construct can only take the Dodge action on its turn. If you have the Incapacitated condition, the Constructs take the Dodge action and move only to avoid harm.

Repairing the Constructs

Your Constructs gain the benefits of taking a Short or Long Rest as normal. You can replace Constructs that have been lost when you finish a Long Rest. You can also change the design of each Construct when you finish a Long Rest.

Customizing your Constructs. Each of your Constructs comes with an integrated weapon. When you finish a Long Rest, you can replace these weapons with Simple or Martial weapons of your choice. A Bolter can only wield Ranged weapons with Ammunition, whereas a Macer can only wield Melee weapons that lack Heavy. If you integrate a Masterwork weapon into a Construct, it gains the benefits of your Masterwork Bonus.

Mechanical Arm

When you finish a Long Rest, you can attach a mechanized arm to any suit of Masterwork armor. This arm follows your telepathic commands and can be used to hold weapons and Shields (allowing you to simultaneously 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. If another creature wears the armor, the mechanical arm doesn't function.

Mechanized Attachments (Level 6)

When you finish a Long Rest, you can use your Crafting Tools and materials worth 25+ GP to affix one of the following attachments to a suit of armor or one of your Clockwork Constructs, or to replace an attachment with another one. Each armor or Construct can have one attachment at a time.

Clockwork Lantern

A Bullseye Lantern fixed to your armor casts Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet. The Cone of light follows wherever you look. You can light or extinguish the lantern as a Utilize action.

Mechanized Grappling Hook

This launcher contains 80 feet of rope affixed to a Grappling Hook. As a Utilize action, you can launch the Grappling Hook at a railing, ledge, or another catch within 80 feet of yourself, the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. A mechanized winch then retracts the rope and up to 350 pounds of attached weight at a rate of 10 feet per round (100 feet per minute).

Ram Helm

A pneumatic Portable Ram is integrated into this armor's helmet, which can be used without hands.

Springheels

While wearing this armor, your jump distance is doubled.

Death Burst (Level 10)

A dead man's switch is integrated into each of your constructs. When one of your Clockwork Constructs drops to 0 Hit Points, it detonates in a 5-foot Emanation. Each creature within the Emanation makes a Dexterity saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus), taking 6d6 Fire damage on a failed save, or half as much damage on a failed save.

Construct Enchantments (Level 14)

You can place a Weapon Enchantment on each of your Clockwork Constructs' integrated weapons. Your Constructs gain the benefits of this enchantment and have Advantage on attack rolls.

Courtiers' Guild

Petticoat Plate (Level 6)

You can add all the customizations of your Customize Armor feature to a suit of Masterwork armor. Only you gain the benefits of these customizations on this suit of armor.

When you reach Craftsman level 13, you can also apply every enchantment of your Armor Enchantment feature to a suit of Masterwork armor.

Rapid Suturing (Level 10)

You can stitch wounds together as neatly as fabric. As a Bonus Action, you can stitch the wounds of a willing creature within 5 feet of you, causing it to regain Hit Points equal to 1d10 + your Craftsman level.

You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you roll Initiative and all expended uses when you finish a Short or Long Rest.

Adventuring Couture (Level 14)

When you use the Bonus Action of your Glow-Up, you can inspire each ally that you can see within 30 feet of you that is wearing an item with a Cosmetic Enchantment. Each creature gains Heroic Inspiration and Temporary Hit Points equal to your Craftsman level.

Forgeknights' Guild

Forgeknights' Guild (Level 3)

Superheat Your Weapons and Strike with Explosions

To Craftsmen of the Forgeknights' Guild, heat is not merely integral to forging, curing, and welding gear, it is a weapon in its own right. 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

You have a portable forge that allows you heat metal items without a shop or foundry. If your forge is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP. While you are carrying your forge, you gain the following benefits.

Burning Weapons

When you deal damage with a weapon, it can deal your choice of Fire damage or its normal damage type.

Cantrips

You learn the Mending and Produce Flame cantrips. Intelligence is your spellcasting ability for these spells.

Fire Resistance

You have Resistance to Fire damage.

Flare Damage

Whenever you deal Fire damage and roll the highest number on any damage die, you can roll that damage die again and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your Intelligence modifier (minimum of 1).

Explosive Armory (Level 6)

Using your Customize Weapon, you can add the Explode property to any weapon that deals Fire damage. This property uses the following rules.

Melee Explosions

You can add the Explode property to a Melee weapon, but only you can use this property on such a weapon. When you use this property with a Melee weapon, the explosion is centered on a point within your reach, and you take no damage from the explosion.

Saving Throws

You can use the following calculation for the save DC of your Explode property: 8 plus your Intelligence modifier and Proficiency Bonus.

Scorching Steel (Level 10)

When a creature within 5 feet of you hits you with a melee attack roll, you can take a Reaction to deal 2d10 Fire damage to the attacker. You must be wearing Masterwork armor to use this Reaction.

Fire Burst (Level 14)

While holding your Portable Forge, you can cast Fireball, centered on yourself, without a spell slot or components (DC 8 plus your Intelligence modifier and Proficiency Bonus). You take no damage from this spell.

You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Luminaries' Guild

Luminaries' Guild (Level 3)

Conjure Weapons and Armor from Hardlight

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 artisans can fashion this material into weapons and armor that appear in the blink of an eye.

Hardlight Projector

You have a hardlight projector that allows you to conjure equipment out of scintillating hardlight. If your projector is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP.

As a Magic action, you can use the projector to conjure a Masterwork weapon or suit of Masterwork armor out of hardlight. This object weighs half as much as normal, sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

You can have one hardlight suit of armor and one hardlight weapon at a time (or two hardlight weapons, if both weapons have Light). A hardlight object vanishes after 8 hours or when you dismiss it (no action required).

Hardlight Weapon

If you conjure a weapon, you can instantly use Customize Weapon to change its mastery property or give it a second one without material costs. When you reach Craftsman level 11, you can also apply a Weapon Enchantment to your weapon when you conjure it.

Hardlight Armor

If you conjure armor, you can conjure it around yourself and don it instantly. When you reach Craftsman level 13, you can instantly apply an Armor Enchantment to a suit of armor when you conjure it.

Radiant Shell

While you're holding your Hardlight Projector, you can take a Magic action to gain Temporary Hit Points equal to your Craftsman level.

You can use this feature as a Bonus Action a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.

Hardlight Wall (Level 6)

As a Bonus Action, you can raise a defensive wall of hardlight. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). The wall is translucent and persists for 1 minute or until you dismiss it (no action required).

The wall has AC 15, 50 Hit Points, and Immunity to Poison and Psychic damage. Reducing it to 0 Hit Points causes the entire wall to dissolve in a flash of light.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Improved Radiant Shell (Level 10)

Your Radiant Shell improves, granting you the following benefits.

Armor Class

While you have Temporary Hit Points, you gain a +2 bonus to your AC.

Shell Burst

When damage causes you to lose Temporary Hit Points and you have none remaining, the shell bursts in a forceful flash. Each creature you choose within a 5-foot Emanation originating from you must succeed on a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus) or be pushed 10 feet directly away from you and have the Prone condition.

Hardlight Edge (Level 14)

When you deal damage with a weapon, you can expend a number of Temporary Hit Points up to your Craftsman level to enhance the strike. The target takes an extra 1d8 Force damage for every 5 Temporary Hit Points expended.

Mechanauts' Guild

Mechanauts' Guild (Level 3)

Pilot an Enormous Crab Tank

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

You build a Mechanaut's Apparatus with ample room for upgrades and improvements. Its blueprints are based on the Apparatus of the Crab, but you can model your apparatus to resemble any Beast or a Humanoid.

Entering and Exiting the Apparatus

A creature within 5 feet of the apparatus can enter the apparatus and become its pilot or exit it. Doing so costs an amount of movement equal to half its Speed (round down). The apparatus can only fit one Medium or smaller creature in the pilot's seat. Any creature within the apparatus has Total Cover from all effects originating outside of the apparatus.

Piloting the Apparatus

The apparatus acts on its pilot's turn, and doesn't act unless it is piloted. The pilot sees and hears through the apparatus's sensors, gaining the benefits of any special senses it has.

On its turn, the pilot can direct the apparatus to move (no action required). The pilot can use the apparatus to take any action (other than the Magic action), Bonus Action, or Reaction. Only you can make attack rolls while piloting the apparatus, and use your Intelligence for attack and damage rolls. The apparatus gains the benefits of the pilot's class features and feats, but can't be used to emulate a magical effect.

Remote Control

While the apparatus isn't being piloted, you can command it to wait or follow you. While following, it moves on its turn so that it remains within 30 feet of you.

Repairing the Apparatus

If the apparatus drops to 0 Hit Points, each creature inside of it is ejected in a space within 5 feet of the apparatus and has the Prone condition.

You can take the Utilize action to temporarily repair the apparatus while it has 0 Hit Points. This repair allows it to move, but it has the Incapacitated condition until it regains any Hit Points or finishes a Long Rest.

The apparatus gains the benefits of taking a Short or Long Rest as normal. If the apparatus is lost, you can build a new one for 250 GP.

Customizing the Apparatus

The apparatus comes with two integrated weapons, one in each of its arms. When you finish a Long Rest, you can replace these weapons with Simple or Martial weapons of your choice. Only one installed weapon can be Ranged. Each integrated weapon is wielded as if with two hands. If you integrate a Masterwork weapon into the apparatus, you gain the benefits of your Masterwork Bonus when attacking with it.

At Craftsman level 11, you gain the benefits of any Weapon Enchantment on an integrated weapon. At level 13, you can apply the Adamantine Armor Enchantment to the apparatus. At level 18, the apparatus gains the benefits of your Spellwrought Armor while you pilot it.

Can the Apparatus Go There?

Adventuring with a Large-sized Mechanaut's Apparatus can prove challenging when exploring tunnels and underground chambers. The GM has the final say on if the apparatus can fit in a space or treats tight spaces as Difficult Terrain. As a rule of thumb: an apparatus should be able to follow the party wherever they go, even if it is hindered for a while.

Cockpit Upgrade

You gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one.

Floodlights

While piloting the apparatus, you can take a Utilize action to activate or disable its floodlights. The lights cast Bright Light in a 120-foot Cone and Dim Light for an additional 120 feet.

Loudspeaker

The apparatus causes your voice to boom up to three times as loud as normal. You can also take the Utilize action to blare a loud horn.

Passenger Seat

You install a second seat inside the apparatus. A Medium or smaller creature within 5 feet of the apparatus can take the Utilize action to enter the apparatus's passenger seat and become its passenger or exit it. A passenger can't pilot the apparatus but has Total Cover from effects originating outside the apparatus.

Frame Upgrade (Level 6)

You gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one.

Arachnotron Legs

The apparatus has a Climb speed equal to its Speed.

Diving Bell

The apparatus has a Swim Speed equal to its Speed and contains a supply of air that allows creatures within it to breathe while it is underwater.

Heavy Suspension

The apparatus's jump distance triples, and it takes no damage from falling less than 100 feet.

Ejector Seat (Level 10)

When you take damage while you're piloting the apparatus, you can take a Reaction to eject yourself and any other creature inside of the apparatus. Each ejected creature lands in a space of its choice that it can see within 30 feet of the apparatus.

Magitech Upgrade (Level 14)

You gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one. You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.

Ballista Cannon

While piloting your apparatus, you can take a Magic action to fire the apparatus's integrated heavy ballista in a 120-foot-long, 5-foot-wide Line. Each creature in the Line makes a Dexterity saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus), taking 6d10 Force damage on a failed save, or half as much damage on a successful one.

Missile Pod

While piloting your apparatus, you can take a Magic action to launch a salvo of micro-missiles in a 30-foot Emanation originating from the apparatus. Each creature you choose within the Emanation takes Force damage equal to 5d6.

Rocket Engine

While piloting your apparatus, you can take a Bonus Action to light the apparatus's installed rocket engine. Until the end of your turn, the apparatus's Speed doubles, it has a Fly Speed equal to its Speed, and you can attack three times when you take the Attack action using the apparatus on your turn.

Scrappers' Guild

Scrappers' Guild (Level 3)

Build Unpredictable Equipment Out of Scrap

Most Craftsmen do their best work in precisely arranged workshops with plenty of tools and space, using only the best materials. The Scrappers' Guild, however, have learned to be far more pragmatic and flexible with their tools, materials, and workspaces, allowing them to forge deadly gear out of little more than a box of sheet metal and a roll of vent tape.

Scrap Weapons

When you finish a Long Rest, you can use your Crafting Tools and scrap materials to craft a number of Masterwork scrap weapons equal to your Craftsman level. When you build a scrap weapon, you can use Customize Weapon to change its mastery property or give it a second one without material costs. When you reach Craftsman level 11, you can also apply a Weapon Enchantment to your weapon when you build it. Scrap weapons use the following rules.

Temporary

Scrap weapons break when you finish a Long Rest.

Unstable

When you make an attack roll with a scrap weapon and roll a 1 on the d20, the weapon breaks.

Smashable

When you deal damage with a scrap weapon, you can break the weapon to flip one of the damage dice over and use the number on the bottom. You can't flip a d4. Note that for a balanced die, the top and bottom numbers add up to one more than the die's largest number.

Quality Junk

You can use the Instant Crafting benefit of your Expert Crafting feature five times instead of twice.

Dismantle (Level 6)

Your experience in breaking things grants you the following benefits.

Construct Breaker

When you hit a Construct with a Masterwork weapon, you can maximize one of the weapon's damage dice.

Wrecker

Whenever you hit an object with a Masterwork weapon, the hit is a Critical Hit.

Makeshift Armor (Level 10)

When you are hit by an attack while wearing Masterwork armor, you can take a Reaction to cause the attack to break your armor instead of dealing damage. The attack automatically misses you. While your armor is broken, it provides no bonus to AC. You can repair this armor over the course of 1 minute.

Oversdesigned Scrap (Level 14)

When you build a scrap weapon, its damage die increases by two steps (d4d6d8d10d12, to a maximum of 1d12). If the weapon has two damage dice, each die increases by one step. When the weapon breaks, you can decrease its damage die by one step, to a minimum of 1d4, instead of breaking it.

Thunderlords' Guild

Thunderlords' Guild (Level 3)

Charge Your Weapons with Electricity

From the earliest days of life, storms (and particularly lightning) have struck the creatures caught in them with awe and terror. The Thunderlords' Guild, by contrast, draws wild inspiration from the majesty of nature, and seeks to, quite literally, capture lightning in a bottle.

Power Cell

You have a lightning-generating Power Cell that you can use to empower your equipment. If your cell is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP. While carrying your Power Cell, you gain the following benefits.

Charge Points

Your Power Cell gives you a number of Charge Points equal to your Craftsman level. You regain all expended Charge Points when you finish a Long Rest.

Shock

Once on each of your turns when you deal Lightning damage, you can expend a number of Charge Points up to your Proficiency Bonus to deal extra Lightning damage. The extra damage equals 1d6 for each Charge Point expended plus your Intelligence modifier.

Lightning Resistance

You have Resistance to Lightning damage.

Lightning Weapons

When you deal damage with a weapon, it can deal your choice of Lightning damage or its normal damage type.

Electric Armory (Level 6)

Using your Customize Weapon, you can add the Jolt property to any weapon, even one that doesn't deal Lightning damage. You gain the following benefit with any weapon that has the Jolt property.

Arcing Jolt

Once per turn when you use the Jolt property, you can expend one Charge Point to cause an arc of electricity to leap to a creature that you can see within 5 feet of the target. This creature is affected by the Jolt property and makes a Dexterity saving throw (DC equals 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, a creature takes Lightning damage equal to the damage dealt to the initial target, or half as much damage on a successful save.

Static Charge (Level 10)

As a Bonus Action, you can store an electric charge in a suit of Masterwork armor you are wearing until the end of your next turn. If a creature hits you with a melee attack while your armor is charged, it takes 3d6 Lightning damage and the armor is no longer charged.

Ball Lightning (Level 14)

As a Bonus Action, you can expend 3 Charge Points to create a 1-foot diameter ball of electrified plasma in an unoccupied space within 5 feet of you. The ball lasts for 1 minute or until you use this feature again or dismiss it (no action required).

The ball emanates an electric field in a 5-foot Emanation. When a creature enters the Emanation for the first time on a turn or begins its turn there, you can choose for metallic weapons it is carrying to gain an electric charge until the end of the creature's turn. Whenever a creature deals damage with a charged weapon, it deals an extra 1d6 Lightning damage.

At the start of each of your turns, the ball moves up to 15 feet in a direction you choose.

Trappers' Guild

Trappers' Guild (Level 3)

Deploy a Minefield of Lethal Traps

Craftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but members 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

You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Traps

You are a deadly master of trapsmithing with the following benefits.

Trapsmithing

You can craft an array of traps. Traps and their costs in materials are detailed at the end of the subclass description.

Quick Deployment

You can take a Bonus Action to deploy a trap of your choice. You can take this Bonus Action a number of times equal to your Craftsman level. You also regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.

Quick Recovery

If a trap can be recovered, you can take a Utilize action to recover it.

Saving Throws

If a trap that you craft requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

At Higher Levels

When you reach certain Craftsman levels, your traps become more dangerous. Traps you craft deal 2 damage dice at level 5, 3 damage dice at level 11, and 4 damage dice at level 17.

Booby Trap (Level 6)

You can conceal one of your traps over the course of a minute. A creature that takes a Search or Study action can detect a concealed trap with a successful Wisdom (Perception) or Intelligence (Investigation) check, respectively, against your Traps save DC. When a concealed trap activates, its damage dice are doubled.

Escape Plan (Level 10)

You can take a Reaction when an enemy moves within 5 feet of you to move up to your Speed without provoking Opportunity Attacks and deploy one trap in an unoccupied space at any point during the movement.

You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.

Rapid Deployment (Level 14)

You can take a Utilize action to deploy up to three traps.

Wintercarvers' Guild

Wintercarvers' Guild (Level 3)

Sculpt Elegant Weapons from Solid Ice

Many Craftsmen are accustomed to extreme cold, but only a few have learned the ephemeral art of ice-crafting. The Guild of Wintercarvers specializes in sculpting ice into majestic and dangerous forms and working with supercooled material that possesses strange, unconventional properties.

Winter Core

You have a freezing core that continuously draws heat from its surroundings. If your core is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP. While you are carrying your core, you gain the following benefits.

Cold Resistance

You have Resistance to Cold damage.

Frozen Weapons

When you deal damage with a weapon, it can deal your choice of Cold damage or its normal damage type.

Frostbite

Whenever you deal Cold damage and roll a 1 on any damage die, you treat that result as the highest number on that die instead.

Ice Sculpting

While you're holding your Winter Core, you can take a Magic action to create a Medium or smaller object that can fit within a 5-foot Cube. The item is made entirely from ice, has 13 AC and 20 Hit Points. After 10 minutes, the item melts.

Ice Weapon

If you create a weapon made from ice, it deals Cold damage instead of its normal damage type. The weapon is Masterwork and you can instantly use Customize Weapon to change its mastery property or give it a second one without material costs. When you reach Craftsman level 11, you can also apply the Elemental Weapon Enchantment (Cold damage only) to an ice weapon when you create it.

Frigid Armory (Level 6)

Using your Customize Weapon, you can add the Numb property to any weapon, even one that doesn't deal Cold damage. Additionally, when you use the Numb property, you can also use one of the following properties if the weapon also possesses it: Sap, Slow, or Topple.

Glacial Barricade (Level 10)

When you take damage while you're wearing Masterwork armor, you take a Reaction to coat yourself with ice. Until the start of your next turn, your Speed is 0 and can't increase and you have Resistance to all damage, including the triggering damage.

You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.

Sub-Zero (Level 14)

Your Winter Core supercools your weapons, improving the following mastery properties when you use them.

Numb

The target can't take Bonus Actions until the start of your next turn.

Sap

The target has Disadvantage on its next D20 Test, instead of only its next attack roll.

Slow

The target's Speed is reduced by 20 feet instead of 10.

Topple

Thet target has the Prone condition without making a saving throw if it is Large or smaller.