{"name":"Craftsman","overview":"A burly dwarf brings her hammer down on a\r\nglowing hunk of steel, launching a shower of sparks\r\ninto the air. The air resonates with the sound of metal\r\nimpacting metal, while the bright, hot piece of steel\r\nin her tongs begins to take shape.\r\nAn elf threads a needle with an impossibly thin\r\nmetallic wire, preparing to set the stitches into what\r\nlooks to be leather armor, but made of dragon's hide.\r\nOnce satisfied with the measurements, he proceeds\r\nwith a flurry of dexterous needlework.\r\nA gnome with an intricate set of goggles\r\nexamines the stock for her latest work, a portable\r\nballista. She examines the gearing and loading crank,\r\nensures the tension on the bowstring, and scans the\r\nbolt rail for imperfections. She smiles, for she knows\r\nher work is without flaw.\r\n[br]\r\nCraftsmen are virtuoso artisans and genius\r\ninventors. Not merely content merely to create\r\nmasterwork pieces of weapons and armor, they\r\ninvent and engineer ingenious devices and singularly\r\ndeadly weapons.\r\n\r\n[h3]Master of Craft[\/h3]\r\nArtisans of all types are an integral part of every\r\nculture: buildings must be erected, pots must be\r\nset to the kiln, tools must be forged. Despite their\r\npervasiveness, master craftsmen are still as rare\r\nas they are prized. These artisans, creators, and\r\ninventors can smith items of mythic quality, and can\r\nsolve most any problem simply by using the right\r\ntool and the appropriate amount of force.\r\nSecret of Steel\r\n[br]\r\nAdventuring craftsmen come in many varieties,\r\nbut nearly all leverage their advanced knowledge of\r\nmetallurgy, smelting, and construction to forge arms\r\nand armor rarely seen, even by other adventurers.\r\nThe smiths test their schematics and designs\r\nthemselves, building prototypes and experimental\r\ngear that can later be refined into mass-production\r\nitems.\r\n\r\n[h3]Creating a Craftsman[\/h3]\r\nWhen you create your craftsman, the most important\r\nthing to consider is your crafting expertise. Though\r\nall craftsmen of adventuring stock can stitch leather\r\narmor, forge weapons, and tinker with magic items,\r\nonly those who dedicate themselves to a single craft\r\ncan attain legendary works. Each type of craftsman,\r\nfrom the practical to the wildly eccentric, have their\r\nplace, but no craftsman can specialize in everything.\r\nMoreover, few craftsmen are self-taught. Most\r\nlearn the finer points of their craft under the tutelage\r\nof a master artisan (whether or not their master was\r\na craftsman, in the conventional sense.) Did you\r\nstudy under a master, and if so, what drove you to\r\napprentice underneath them?\r\nLastly, consider how you view your work. Are\r\nyou pragmatic, viewing your creations as tools to\r\nserve a purpose? Are you artistic, striving to craft\r\npieces of unrivalled beauty and perfection? Or are\r\nyou experimental, tinkering and building with wild\r\nabandon to break new ground and innovate on\r\nestablished norms?\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nYou can make a craftsman quickly by following these\r\nsuggestions. Make Strength or Dexterity your highest\r\nability, followed by Intelligence. Next, select Athletics\r\nand Investigation as your skills.","hit_dice":"1d10","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per craftsman level after 1st","armor_proficiencies":" All armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"All artisan\u2019s tools","saving_throws":"Constitution, Intelligence","skills":"Choose two from: Arcana, Athletics,\r\nHistory, Investigation, Medicine, Perception, and\r\nPersuasion","starting_equipment":"You start with the following equipment, in addition to\r\nthe equipment granted to you by your background:\r\n[ul]\r\n[li]A set of craftman\u2019s tools[\/li]\r\n[li]A shield and (a) chain mail, (b) leather armor, or (c) scale mail[\/li]\r\n[li]A dagger and (a) a warhammer or (b) any simple weapon[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows[\/li]\r\n[li]A dungeoneer's pack[\/li]\r\n[\/ul]\r\n\r\n[quote]\r\nCRAFTSMAN'S TOOLS\r\n[br]\r\nAs a craftsman, you carry a set of craftsman\u2019s\r\ntools, a combined toolkit which covers a broad\r\nrange of applications. You can use a set of\r\ncraftsman\u2019s tools for any ability check you would\r\nmake with any set of artisan\u2019s tools. A set of\r\ncraftsman\u2019s tools costs 75 gp.[\/quote]\r\n","spellcasting":"","class_features":"[b]Exotic Proficiencies\r\n[br][\/b]\r\nStarting at 1st level, you gain proficiency in\r\nexotic weapons and exotic armor, which are\r\nunconventional, yet effective items in which no other\r\nclass gets proficiency. If a feature or effect grants\r\nproficiency with a weapon or suit of armor, it does\r\nnot grant proficiency with exotic weapons or exotic\r\narmor, unless otherwise stated.\r\n\r\n[b]Active Crafting\r\n[br][\/b]\r\nAlso at 1st level, you can craft one item each day\r\nwhen you take a long rest, without losing the benefits\r\nof a long rest. You pay half the item\u2019s gold piece\r\ncost in materials, up to 25 gp. If an item costs more\r\nthan 25 gp in materials, you can finish the item by\r\nworking on it for multiple days, spending 25 gp each\r\nday until the item is completed.\r\nAs you gain levels in this class, your crafting\r\nspeed increases, allowing you to spend more on\r\nmaterials for each day of crafting, as shown in the\r\nActive Crafting column of the Craftsman table.\r\nItems you craft using this feature are worth half\r\ntheir gold piece cost when sold. This means that you\r\ncan sell an item to refund its cost in materials, but\r\nnot to make a profit.\r\n\r\n[b]Masterwork\r\n[br][\/b]\r\nAt 2nd level, you begin to learn the deeper intricacies\r\nof weapon and armor craftsmanship.\r\n\r\n[b]MASTERWORK EQUIPMENT\r\n[br][\/b]\r\nAs a craftsman, you are capable of creating weapons\r\nand armor of the utmost quality; such creations are\r\nknown as masterwork items. To create a masterwork\r\nversion of an item, add 50 gp to the cost in materials\r\nyou pay to craft the item. Masterwork weapons\r\nyou create have a +1 bonus to attack rolls. A magic\r\nweapon that adds a bonus to your attack and damage\r\nrolls doesn\u2019t add this bonus to attack rolls.\r\n\r\n[b]Masterwork Properties[\/b]\r\n[table]\r\n[tr]\r\n[th]Properties[\/th]\r\n[th]Craftsman\r\nlevel[\/th]\r\n[th]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Apprentice[\/td]\r\n[td]2nd[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Journeyman[\/td]\r\n[td]5th[\/td]\r\n[td]100gp[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Master[\/td]\r\n[td]11th[\/td]\r\n[td]250gp[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Legendary[\/td]\r\n[td]17th[\/td]\r\n[td]400gp[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]MASTERWORK PROPERTIES\r\n[br][\/b]\r\nMasterwork weapons and armor can be modified\r\nwith masterwork properties, advanced modifications\r\nwhich transform them into truly unique weapons\r\nand armor. Masterwork properties are separated\r\ninto 4 levels: Apprentice, Journeyman, Master,\r\nand Legendary. You can apply any number of\r\nApprentice properties to a masterwork weapon, or\r\nthree Apprentice properties to a masterwork suit of\r\narmor. Additionally, you can apply one Journeyman,\r\none Master, and one Legendary property to each\r\nmasterwork item.\r\nIf you add a Master or Legendary property to an\r\nitem, only you can use it.\r\n\r\n[b]MODIFYING EQUIPMENT\r\n[br][\/b]\r\nUsing the Active Crafting feature, you can modify a\r\nweapon or suit of armor when you take a long rest.\r\nThis allows you to do the following:\r\n[br]\r\n[b]Improving Equipment.[\/b] You can make any\r\nnonmagical weapon or suit of armor masterwork for\r\na cost of 50 gp in materials.\r\n[br]\r\n[b]Adding Masterwork Properties.[\/b] Adding\r\nmasterwork properties of Journeymen level or higher\r\nrequires a cost in gold pieces and also requires you\r\nto be of a high enough level in this class, as shown in\r\nthe Masterwork Properties table. When you learn a\r\nnew level of masterwork properties, you can apply a\r\nproperty from that level to a masterwork item at no\r\ncost.\r\nCheck the Weapons Exceptions sidebar in\r\nChapter 5 before adding masterwork properties to a\r\nweapon.\r\nWhenever you modify the properties of a\r\nmasterwork weapon, you can change its damage type\r\nto bludgeoning, piercing, or slashing damage, if its\r\ndamage was already one of these types.\r\n[br]\r\n[b]Removing Properties.[\/b] You can remove any\r\nproperties of a masterwork item, including those\r\na weapon had when you first created it. You can\u2019t\r\nremove a property from an item that is a prerequisite\r\nfor another of the item\u2019s properties. If you replace\r\na property of Journeyman level or higher with a\r\nproperty of the same level over the same long rest,\r\nyou can do so without an additional cost in materials.\r\n\r\n[b]CRAFTING ABILITY\r\n[br][\/b]\r\nIntelligence is the primary ability you use when\r\ncrafting items. You use your Intelligence modifier\r\nwhen setting the saving throw DC for items which\r\nyou craft.\r\n[br]\r\n[b]Masterwork save DC[\/b] = 8 + your proficiency\r\nbonus + your Intelligence modifier\r\n\r\n[b]Tool Belt\r\n[br][\/b]\r\nBy 2nd level, you always have the right tool at\r\nhand. You can use your action to retrieve a piece of\r\nnonmagical gear from your belt, apron, pack, cart,\r\nor wherever you keep your tools, even if you didn\u2019t\r\nhave it in your inventory before. The item\u2019s gold piece\r\ncost can be up to 50 gp. You can\u2019t use this feature to\r\nproduce a weapon, suit of armor, shield, or potion.\r\nAn item retrieved this way becomes lost in your\r\ninventory and vanishes when you take a long rest.\r\nYou can use this ability a number of times equal to\r\nyour Intelligence modifier and regain all expended\r\nuses when you finish a long rest.\r\n\r\n[b]Artisans\u2019 Guild\r\n[br][\/b]\r\nAt 3rd level, you join an Artisans\u2019 Guild. Select one\r\nof the Guilds from those listed below; you gain the\r\n3rd level ability of that guild. You gain an additional\r\nGuild ability at 7th, 10th, 14th and 18th level.\r\nAbility Score Improvement\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of\r\nyour choice by 2, or you can increase two ability scores\r\nof your choice by 1. As normal, you can\u2019t increase an\r\nability score above 20 using this feature.\r\n\r\n[b]Extra Attack\r\n[br][\/b]\r\nBeginning at 5th level, you can attack twice, instead\r\nof once, whenever you take the Attack action on your\r\nturn.\r\n\r\n[b]Folded Steel\r\n[br][\/b]\r\nAt 6th level, you discover or create new processes for\r\nmaking your masterwork gear even stronger than\r\nbefore. Masterwork weapons crafted or modified by\r\nyou count as magical for the purposes of overcoming\r\ndamage resistance and immunity.\r\n\r\n[b]Eye for Quality\r\n[br][\/b]\r\nStarting at 9th level, you can cast the spell identify at\r\nwill, without using a spell slot or spell components.\r\nAdditionally, when you cast the spell, you also\r\nappraise the target item, learning its market value in\r\ngold pieces.\r\n\r\n[b]Flawless Construction\r\n[br][\/b]\r\nBeginning at 13th level, masterwork items you create\r\ndo not rust, pit, fray at the edges, or otherwise show\r\nsigns of aging. Additionally, they have resistance to\r\nall damage. An effect which would destroy an item\r\nyou have created only does so if it could destroy a\r\nmagic item.\r\n\r\n[b]Uncanny Tool Belt\r\n[br][\/b]\r\nBy 15th level, you have a knack for finding the most\r\nuseful things buried away in your cart. You can\r\nproduce a single common or uncommon magic item\r\nfrom your tool belt. The item becomes lost in your\r\ninventory and vanishes when you finish a long rest.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n[b]Magnum Opus\r\n[br][\/b]\r\nAt 20th level, you complete an object of unparalleled\r\nmajesty. You work feverishly for a period of 30\r\ndays to create a single magic item of very rare or\r\nlegendary rarity. This item is tied to your very soul:\r\nregardless of type, you are always considered attuned\r\nto it, and no other creature can attune to it while\r\nyou are alive. This item does not count against your\r\nmaximum number of attuned items, and you ignore\r\nall attunement requirements for the item. As long as\r\nyou are on the same plane of existence as your item,\r\nyou can call it to your hand or onto your body (as\r\nappropriate). You can only craft a Magnum Opus\r\nonce.\r\n\r\n[quote]\r\nDOWNTIME CRAFTING\r\nAny character can craft an item in their\r\ndowntime, the craftsman is simply better at it. To\r\ncraft an item, a character requires three things:\r\n[ul]\r\n[li]Materials. In most cases, the raw materials for an item can be obtained for half the item\u2019s gold piece cost. This cost can fluctuate depending on the character's current circumstances, contacts, or access to materials.[\/li]\r\n[li]Tools. You must have a set of appropriate artisan\u2019s tools and proficiency in their use to craft an item. Occasionally, an item might call for an entire workshop or other special tools.[\/li]\r\n[li]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\u2019s cost in materials. As a craftsman, you work faster than a normal character, and make progress equal to 10 gp progress each day.[\/li]\r\n[\/ul]\r\nYou can sell any item you craft during your\r\ndowntime for its total gold piece cost. As such,\r\nif you run a shop or craft items during your\r\ndowntime purely to make profit, you can make 5\r\ngp per day, assuming you sell all of your items.[\/quote]\r\n[h3]MASTERWORK PROPERTIES[\/h3]\r\nMasterwork properties can be applied to any\r\nmasterwork weapon or suit of armor, provided you\r\ncan spare the time and gold cost required to apply it.\r\nEach property entry details the property\u2019s level and\r\nthe type of equipment it can be applied to.\r\nUnless otherwise noted, a piece of gear cannot\r\nhave the same property more than once; for\r\nexample, you cannot apply the Heavy property to a\r\ngreatsword, or the Martial property to a longbow.\r\n\r\n[b]Damage Steps\r\n[br][\/b]\r\nIf a masterwork property increases or decreases a\r\nweapon\u2019s damage, it is moved up and down one step\r\non the following scale, down to a minimum of 1d4:\r\n[br]\r\n[b]1d4 \u2192 1d6 \u2192 1d8 \u2192 1d10 \u2192 1d12 or 2d6[\/b]\r\n[br]\r\nFurther increases add a +1 bonus to the weapon\u2019s\r\ndamage roll.\r\n\r\nIf the weapon being modified has 2 damage\r\ndice (such as a greatsword or a firearm), the scale is\r\ninstead:\r\n[br]\r\n[b]2d4 \u2192 2d4 + 1 \u2192 2d6 \u2192 2d6 + 1 \u2192 2d8 \u2192[\/b]\r\n[b]2d8 + 1 \u2192 2d10 \u2192 2d10 + 1 \u2192 2d12[\/b]\r\n\r\n[h3]WEAPON PROPERTIES[\/h3]\r\nThe following masterwork weapon properties are\r\norganized by crafting level. If a masterwork property\r\nadds a weapon property which is new to this class, it\r\nincludes that property in its description.\r\nGenerally, Apprentice properties can be used to\r\nfashion nearly any type of simple, martial, or exotic\r\nweapon, though some weapons might require one\r\nJourneyman property as well. Master and Legendary\r\nproperties, by contrast, are used almost exclusively\r\nby master craftsmen on their personal equipment.\r\nMasterwork properties applied to ranged\r\nweapons apply their effects to their ammunition, if\r\napplicable.\r\n\r\n[b][u]Apprentice Weapon Properties[\/u]\r\n[br][\/b]\r\nYou can apply any number of Apprentice properties\r\nto a masterwork weapon.\r\n\r\n[b]AERODYNAMIC\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork weapon with the Thrown\r\nproperty\r\nThe weapon\u2019s normal range increases by 40 feet and\r\nits long range increases accordingly.\r\n\r\n[b]AUTOMATIC\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork ranged weapon with the\r\nReload property\r\nThis weapon gains the Automatic property and its\r\ndamage decreases by 1 step. The weapon\u2019s normal\r\nrange decreases by 20 feet and its long range\r\ndecreases accordingly.\r\nAutomatic. When you make an attack with\r\nthis weapon on your turn, you can choose to\r\nmake two attacks with disadvantage instead. These\r\nattacks always have disadvantage, regardless of\r\ncircumstance. These attacks use twice the normal\r\namount of ammunition.\r\n\r\n[b]BALANCED\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork exotic weapon with the\r\nHeavy property\r\nThis weapon can be wielded by Small creatures\r\nwithout disadvantage.\r\n\r\n[b]CONCEALABLE\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork weapon with the Light\r\nproperty\r\nThis weapon gains the Concealable property.\r\nConcealable. While stowed, you have advantage\r\non Dexterity (Stealth) checks made to conceal this\r\nweapon.\r\n\r\n[b]ELEGANT\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork exotic melee weapon with\r\nthe Light property or masterwork exotic ranged\r\nweapon with the Light and Thrown properties\r\nThis weapon gains the Elegant property and its\r\ndamage die increases by one step.\r\nElegant. This weapon requires exceptional\r\nskill to use. You must have a Dexterity score of 16 or\r\nhigher to wield an elegant weapon.\r\n\r\n[b]EXOTIC\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork martial or exotic weapon\r\nThis weapon becomes an exotic weapon and its\r\ndamage die increases by 1 step.\r\nNo class, other than the craftsman, gains\r\nproficiency with exotic weapons.\r\n\r\n[b]EXTENDED MAGAZINE\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork martial or exotic weapon\r\nwith the Reload property\r\nThe Reload capacity of this weapon is doubled.\r\n\r\n[b]FINESSE\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork melee weapon that\r\ndoes not have the Two-Handed property or a\r\nmasterwork ranged weapon that has the Thrown\r\nproperty\r\nThis weapon gains the Finesse property.\r\n\r\n[b]FIREARM\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork ranged weapon with the\r\nLoading or Reload property that does not have the\r\nTension property\r\nThis weapon becomes a firearm and gains the\r\nFirearm property. Its damage die increases by four\r\nsteps, and moves to two damage dice, if possible.\r\nFirearm. You don\u2019t add your ability score to\r\nthis weapon\u2019s damage rolls. Firearm ammunition\r\ncan\u2019t be recovered once used.\r\n[b]\r\nFIST\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork melee weapon with the\r\nLight property\r\nThis weapon gains the Fist property.\r\nFist. Attacks made with this weapon are treated\r\nas unarmed strikes.\r\n\r\n[b]FOREGRIP\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork ranged weapon with the\r\nAmmunition property that does not have the TwoHanded property\r\nThis weapon gains the Foregrip property.\r\nForegrip. This weapon can be used with one\r\nor two hands. If used in two hands, its normal range\r\nincreases by 50 feet and its long range increases\r\naccordingly.\r\n\r\n[b]HEAVY\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork martial or exotic weapon\r\nwith the Two-Handed property that does not have\r\nthe Double property\r\nThis weapon gains the Heavy property. If it is a melee\r\nweapon, its damage die increases by 1 step.\r\nIf it is ranged, its normal range increases by 20\r\nfeet and its long range increases accordingly.\r\n[b]\r\nLIGHT\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork weapon that does not\r\nhave the Two-Handed or Versatile properties\r\nThis weapon gains the Light property and its damage\r\ndie decreases by 1 step.\r\n\r\n[b]LOADING\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork ranged weapon with\r\nthe Ammunition property that does not have the\r\nReload property\r\nThis weapon gains the Loading property. Its damage\r\ndie increases by one step.\r\n\r\n[b]MARTIAL\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork simple weapon\r\nThis weapon becomes a martial weapon, and its\r\ndamage die increases by 1 step.\r\n\r\n[b]PARRYING\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Finesse or Light property\r\nThis weapon gains the Parrying property and its\r\ndamage die decreases by 1 step.\r\nParrying. While wielding this weapon and not\r\nwielding a shield, you gain a +1 to your AC against\r\nmelee attacks.\r\n\r\n[b]REACH\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork martial or exotic melee\r\nweapon with the Finesse or Two-Handed property\r\nThis weapon gains the Reach property and its\r\ndamage die decreases by 1 step.\r\n\r\n[b]RETURNING\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork martial or exotic weapon\r\nwith the Light and Thrown properties\r\nThis weapon gains the Returning property.\r\nReturning. After being thrown, this weapon\r\nreturns to your hand at the end of your turn.\r\n\r\n[b]RELOAD\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork ranged weapon with\r\nthe Ammunition property that does not have the\r\nLoading property The weapon gains the Reload (5) property. If you\r\napply the Reload property to a martial or exotic\r\nweapon with the Mounted property, you can choose\r\nto give it the Reload (1, 2 actions) property, and\r\nincrease its damage by three steps.\r\nReload. This weapon can be used to make a\r\nnumber of attacks before it must be reloaded. If you\r\nare proficient with the weapon, reloading it takes a\r\nbonus action; otherwise, reloading it takes an action.\r\nSome weapons require an action or longer to reload,\r\neven if you have proficiency, which is specified in\r\nthe Reload property. If reloading a weapon requires\r\nlonger than one action, the weapon can\u2019t be used to\r\nmake attacks until reloading is finished.\r\n\r\n[b]SCATTER\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork ranged weapon with the\r\nAmmunition and Two-Handed properties that\r\ndoes not have the Sighted property\r\nThis weapon gains the Scatter property and its\r\ndamage die decreases by one step. The weapon\u2019s\r\ndamage die increases by two steps when an attack\r\nwith it is made against a target within half of its\r\nnormal range.\r\nThe weapon\u2019s long range becomes three times\r\nthe weapon\u2019s normal range. The weapon\u2019s normal\r\nrange decreases by 70 feet and its long range\r\ndecreases accordingly.\r\nScatter. If you make an attack against a target\r\nthat is within half this weapon\u2019s normal range, you\r\ndeal the damage value listed in parentheses instead of\r\nthe weapon\u2019s normal damage dice.\r\n\r\n[b]SIGHTED\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork martial or exotic ranged\r\nweapon with the Ammunition property that does\r\nnot have the Scatter property\r\nThis weapon gains the Sighted property. Additionally,\r\nits normal range increases by 50 feet and its long\r\nrange increases accordingly.\r\nSighted. This weapon has disadvantage on\r\nattack rolls made against targets within 20 feet.\r\n\r\n[b]SUPERHEAVY\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Heavy property\r\nThis weapon gains the Superheavy property and its\r\ndamage die increases by 1 step.\r\nSuperheavy. This weapon is unusually large\r\nfor its type. You must have a Strength score of 16 or\r\nhigher to wield a superheavy weapon.\r\n\r\n[b]SWITCH\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Two masterwork exotic weapons\r\nThis weapon gains the Switch property and its\r\ndamage die decreases by 1 step. You can integrate\r\ntogether two weapons with the Switch property,\r\nforming a single unit in which each weapon is one\r\nof the unit\u2019s two forms. You can choose to use two\r\nidentical weapons with the Light property for one of\r\nthe weapon\u2019s forms.\r\nSwitch. This weapon has two forms. You can\r\nswap between which weapon is being used at any\r\ntime, even between attacks.\r\n\r\n[b]THROWN\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork melee weapon that does\r\nnot have the Two-Handed property\r\nThis weapon gains the Thrown property with a range\r\nof (20\/60).\r\n\r\n[b]TRIP\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork martial or exotic melee\r\nweapon\r\nThis weapon gains the Trip property.\r\nTrip. You can make a shove attempt against any\r\ncreature within this weapon's reach. Furthermore,\r\nyou have advantage on ability checks you make to\r\nshove a creature using this weapon.\r\n\r\n[b]TWO-HANDED\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork weapon that does not\r\nhave the Finesse, Foregrip, Light, Thrown, or\r\nVersatile properties\r\nThis weapon gains the Two-Handed property and its\r\ndamage die increases by 1 step. Additionally, if it is a\r\nranged weapon, its normal range increases by 50 feet\r\nand its long range increases accordingly.\r\n\r\n[b]VERSATILE\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork melee weapon that\r\ndoesn\u2019t have the Light or Two-Handed properties\r\nThis weapon gains the Versatile property. While\r\nbeing wielded in two hands, its damage die increases\r\nby 1 step.\r\n\r\n[quote]\r\n[b]BLASTER[\/b]\r\nIn high-tech settings, such as the Dark Matter\r\ncampaign setting, many weapons release blasts\r\nof energy instead of conventional projectiles.\r\nThe Blaster property replaces the Firearm\r\nproperty in such settings. All rules which apply\r\nto firearms apply to blasters as well.\r\nFor the purpose of applying masterwork\r\nproperties, blasters count as ranged weapons\r\nwith the Ammunition and Reload properties.\r\nYou can also apply the Overheat and Variable\r\nproperties listed below to blasters.\r\n\r\nBLASTER\r\nApprentice weapon property\r\nComponents Masterwork ranged weapon with\r\nthe Loading or Reload property that does not\r\nhave the Tension property\r\nThis weapon loses the Ammunition, Loading,\r\nand Reload properties, as well as any damage\r\ndie increases associated with these properties.\r\nIt gains the Blaster property and deals radiant\r\ndamage instead of its normal type. If this\r\nweapon was not previously a firearm, its\r\ndamage die increases by four steps, and moves\r\nto two damage dice, if possible. The weapon\u2019s\r\nnormal range increases by 20 feet and its long\r\nrange increases accordingly.\r\nBlaster. A weapon with the Blaster\r\nproperty is a ranged weapon that requires no\r\nammunition. Blasters are considered firearms\r\nfor the purpose of class features and abilities.\r\nLike firearms, you don\u2019t add your ability score\r\nmodifier to blasters\u2019 damage rolls.\r\n\r\nVARIABLE\r\nApprentice weapon property\r\nComponents Masterwork exotic ranged\r\nweapon with the Blaster property\r\nThis blaster has a variable power cell. As a\r\nbonus action, you can change the damage type\r\nof the blaster to cold, fire, lightning, radiant,\r\nthunder, or back to its normal damage type.\r\n\r\nOVERHEAT\r\nJourneyman weapon property\r\nComponents Masterwork martial or exotic\r\nweapon with the Blaster and Heavy properties\r\nThis weapon gains the Overheat property and\r\nits damage die increases by 2 steps.\r\nOverheat. Once you make an attack with\r\nthis weapon, it can't be used again to make an\r\nattack until the end of your next turn.[\/quote]\r\n[quote]\r\n[b]VARIANT DAMAGE DICE[\/b]\r\nWith the GM's permission, you can exchange\r\nyour exotic weapon's damage dice for an\r\nequivalent variant. Sets of dice are equivalent\r\nwhen the sum of the largest numbers of each\r\nset of dice are equal. For example, you can\r\nreplace a weapon that deals 1d8 with 2d4 or a\r\nweapon that deals 2d12 with 4d6 or 3d8.\r\n\r\n[b]CHANGING WEAPON RANGES[\/b]\r\nA ranged weapon\u2019s long range is either three\r\ntimes its normal range or four times its normal\r\nrange, depending on the type of projectile it\r\nfires. When a masterwork property changes\r\na weapon\u2019s normal range, change the long\r\nrange by three or four times the amount, as\r\nappropriate to the weapon.\r\nYou can\u2019t apply a weapon property if it\r\nwould reduce a ranged weapon\u2019s range to 0\r\nfeet, and you can\u2019t remove the Ammunition or\r\nThrown property of a ranged weapon.[\/quote]\r\n\r\n[b][u]Journeyman Weapon Properties\r\n[br][\/u][\/b]\r\nYou can apply only one Journeyman property to\r\na weapon at a time. You can\u2019t apply a Journeyman\r\nproperty to a weapon which already has one.\r\n\r\n[b]COUNTERWEIGHTED\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic weapon with the\r\nTwo-Handed property\r\nYou can wield this weapon in one hand, as long as\r\nyou don't have a weapon in your other hand.\r\n\r\n[b]DOUBLE\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic melee weapon that\r\ndoes not have the Heavy property\r\nThis weapon gains the Double property and its\r\ndamage die decreases by 1 step.\r\nDouble. This weapon has two damage-dealing\r\nends. When you use the Attack action and make an\r\nattack with this weapon, you can use your bonus\r\naction to make an additional attack with it; you do\r\nnot add your ability modifier to the damage roll of\r\nthis bonus attack.\r\n\r\n[b]EXPLOSIVE\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork martial or exotic ranged\r\nweapon\r\nThis weapon gains the Explosive property and its\r\ndamage die decreases by one step. If this weapon\r\ndealt bludgeoning, piercing, or slashing damage, its\r\ndeals fire damage instead.\r\nEach creature other than the target within the blast\r\nradius must succeed on a Dexterity saving throw,\r\ntaking half the damage rolled on a failed save or no\r\ndamage on a successful one.\r\n\r\n[b]HEAT\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork martial or exotic ranged\r\nweapon with the Firearm property\r\nThis weapon gains the Heat property and its damage\r\ndie increases by 1 step.\r\nHeat. This weapon gains a heat point whenever\r\nan attack is made with it and loses one heat point\r\nwhenever you begin your turn. If the weapon gains 3\r\nheat points, it overheats and loses all heat points. An\r\noverheated weapon can't be used to make an attack\r\nagain until the end of your next turn.\r\n\r\n[b]MAGICAL[\/b]\r\n[br]Journeyman weapon property\r\nComponents Masterwork exotic weapon\r\nThe weapon becomes magical and gains an +1 bonus\r\nto attack and damage rolls. This benefit stacks if you\r\napply the Magical property at different levels.\r\n\r\n[b]MASSIVE\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Superheavy property\r\nThis weapon gains the Massive property and its\r\ndamage die increases by 2 steps.\r\nMassive. You can only make an attack with\r\nthis weapon when you take the Attack action, and\r\nonly as the first attack you make on your turn. Once\r\nyou make an attack with this weapon, you can\u2019t\r\nattack again until the beginning of your next turn.\r\nIf you would be able to attack more than once when\r\nyou take the Attack action on your turn, you deal\r\nan additional two dice of damage when using this\r\nweapon.\r\n\r\n[b]MOUNTED\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork martial or exotic ranged\r\nweapon with the Heavy property\r\nThis weapon gains the Mounted property and its\r\ndamage die increases by 2 steps.\r\nMounted. This weapon is normally used\r\nwhile attached to a tripod, vehicle, or other bracing\r\nmount. You can mount or unmount this weapon as\r\nan action. While it is mounted, it can't be moved. It\r\nExplosive. When this weapon\u2019s projectile hits\r\na target, it explodes in a 5-foot radius. The projectile\r\ncan be fired at an unoccupied space within its range.\r\ncan only be used to make an attack while\r\nunmounted if held by a Medium or larger\r\ncreature with a Strength score of at least 15.\r\n\r\n[b]PRECISION\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Elegant property\r\nThis weapon gains the Precision property.\r\nPrecision. Once per turn, you can deal an extra 1d6\r\ndamage to one creature you hit with this weapon if\r\nyou have advantage on the attack roll.\r\n\r\n[b]ROCKET\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic weapon\r\nThis weapon gains the Rocket property and its\r\ndamage die decreases by one step.\r\nRocket. This weapon has a small propulsive\r\nengine attached to it or its projectiles. Once per turn,\r\nwhen you hit a creature with this weapon, you can\r\ndeal an additional 1d4 damage to the target.\r\n\r\n[b]SNIPER\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic ranged weapon\r\nwith the Ammunition property that does not have\r\nthe Scatter property\r\nThe weapon\u2019s long range becomes eight times the\r\nweapon\u2019s normal range.\r\n\r\n[b]TENSION\r\n[br][\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic ranged weapon\r\nwhich does not have the Firearm property\r\nThis weapon gains the Tension property.\r\nTension. When making a ranged weapon attack\r\nwith a tension weapon, you use your choice of your\r\nStrength or Dexterity modifier for the attack and\r\ndamage rolls. You must use the same modifier for\r\nboth rolls.\r\n\r\n[b]TWINSHOT[\/b]\r\nJourneyman weapon property\r\nComponents Masterwork exotic ranged weapon\r\nThis weapon gains the Twinshot property.\r\nTwinshot. Once on each of your turns when\r\nyou make an attack with this weapon, you can make\r\nanother attack with it against a different creature\r\nthat is within 5 feet of the original target and within\r\nrange of the weapon.\r\n\r\n[quote]\r\n[b]WEAPON EXCEPTIONS[\/b]\r\nSome weapons, in the name of verisimilitude,\r\nhave unusual balancing that makes them slightly\r\nstronger or weaker compared to weapons a\r\ncraftsman might usually craft. If you modify one\r\nof these weapons using masterwork properties,\r\ncheck the following rules first:\r\n\r\nAssault Rifle. Increase the weapon\u2019s\r\ndamage to 2d6 + 1 and decrease its reload to\r\n10.\r\n\r\nHunting Rifle. Decrease the weapon\u2019s\r\ndamage to 1d4.\r\n\r\nHunting Rifle. Increase the weapon\u2019s\r\ndamage to 2d6 + 1.\r\n\r\nBayonet, Whip. Increase the weapon\u2019s\r\ndamage to 1d6.\r\n\r\nBlowgun, Bolas, Bomb, Net. This weapon\r\ncan\u2019t be modified by masterwork properties.\r\n\r\nBoomerang, Doomerang, Throwing\r\nDagger. Add the Aerodynamic masterwork\r\nproperty.\r\n\r\nCatchpole, Trident. Increase the weapon\u2019s\r\ndamage to 1d8.\r\n\r\nGatling Gun. Increase the weapon\u2019s\r\ndamage to 2d8 + 1, and decrease its reload to\r\n10.\r\n\r\nHandgun, Revolver. Decrease the\r\nweapon's range to 50\/200 ft.\r\n\r\nJavelin. Decrease the weapon\u2019s range to\r\n20\/60 ft.\r\n\r\nLance. Add the Two-Handed property and\r\ndecrease the weapon\u2019s damage to 1d8.\r\n\r\nLight Cannon. Increase the weapon\u2019s\r\ndamage to 2d12 + 1.\r\n\r\nLongbow. Decrease the weapon\u2019s range to\r\n100\/400 ft.\r\n\r\nMagnum, Explosive Magnum. Add\r\nthe Two-Handed property and increase the\r\nweapon\u2019s range to 100\/400 ft.\r\n\r\nMusket, Volley Gun. Increase the weapon\u2019s\r\ndamage to 2d8 + 1.\r\n\r\nParlor Gun. Increase the weapon\u2019s damage\r\nto 2d4 + 1.\r\n\r\nRocket Launcher. Increase the weapon\u2019s\r\ndamage to 2d12 + 1 and add the Mounted\r\nproperty.[\/quote]\r\n\r\n[b][u]Master Weapon Properties\r\n[br][\/u][\/b]\r\nYou can apply only one Master property to a weapon\r\nat a time.\r\n\r\n[b]ADAMANTINE\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Heavy or Versatile property\r\nThis weapon\u2019s damage die increases by two steps, and\r\nit deals double damage to objects.\r\n\r\n[b]BLESSED\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon\r\nThis weapon deals an additional 1d4 radiant damage\r\non a hit. This additional damage increases to 1d10\r\nradiant damage if the target is a fiend or undead.\r\n\r\n[b]EARTHSHATTER\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon with the\r\nMassive property\r\nThis weapon\u2019s damage die increases by two steps.\r\nOn a hit with this weapon, the target must make a\r\nStrength saving throw. On a failed save, the target\r\nis knocked prone or pushed 10 feet away from you\r\n(your choice).\r\n\r\n[b]ELEMENTAL\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon\r\nWhen you apply this property, choose acid, cold, fire,\r\nlightning, or thunder damage. This weapon deals an\r\nadditional 1d6 damage of that type on a hit.\r\n\r\n[b]KEEN\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Finesse or Versatile property\r\nThis weapon scores a critical hit on a roll of 19 or 20.\r\n\r\n[b]MAGICAL\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon\r\nThe weapon becomes magical and gains an +1 bonus\r\nto attack and damage rolls. This benefit stacks if you\r\napply the Magical property at different levels.\r\n\r\n[b]MITHRAL\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Finesse property\r\nThis weapon\u2019s damage die increases by 2 steps, and it\r\nweighs half as much.\r\n\r\n[b]SLAYING\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon\r\nWhen you apply this property, choose one creature\r\ntype other than humanoids. This weapon deals 1d12\r\nadditional damage to creatures of that type.\r\n\r\n[b]SERRATED\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon that deals\r\nslashing damage\r\nWhen a creature takes damage from serrated\r\nweapons twice or more in a single turn, it takes an\r\nadditional 1d8 slashing damage.\r\n\r\n[b]VAMPIRIC\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon\r\nThis weapon deals an additional 1d4 necrotic\r\ndamage on a hit. When you hit a hostile creature\r\nwith this weapon, you regain hit points equal to the\r\nadditional necrotic damage dealt with this property.\r\n\r\n[b]VENOM\r\n[br][\/b]\r\nMaster weapon property\r\nComponents Masterwork exotic weapon\r\nThis weapon deals an additional 1d8 poison damage\r\non a hit.\r\n[quote]\r\n[b]MODIFIED WEAPONS[\/b]\r\nOnce you modify a weapon\u2019s properties, it\r\nmay no longer resemble its original function or\r\nprofile. The GM decides if a modified weapon\r\nstill counts as its base form for characters which\r\nhave proficiency in it and for features which\r\nrefer to a specific type of weapon (as opposed\r\nto a category of weapons, such as simple or\r\nmartial weapons).[\/quote]\r\n\r\n[b][u]Legendary Weapon Properties\r\n[br][\/u][\/b]\r\nYou can apply only one Legendary property to a\r\nweapon at a time.\r\n\r\n[b]CRUSHING\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic weapon that deals\r\nbludgeoning damage\r\nWhen you hit a creature that is wearing armor with\r\nthis weapon, the target\u2019s armor takes a permanent\r\nand cumulative \u22121 penalty to the AC it offers. The\r\narmor is destroyed if the penalty reduces its AC to\r\n10. A creature can repair its armor over the course of\r\na long rest.\r\n\r\n[b]DEADLY\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic ranged weapon\r\nwith the Firearm property\r\nYou can add your ability modifier to the attack and\r\ndamage rolls of attacks made with this weapon,\r\ninstead of just attack rolls.\r\n\r\n[b]MAGICAL\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic weapon\r\nThe weapon becomes magical and gains an +1 bonus\r\nto attack and damage rolls. This benefit stacks if you\r\napply the Magical property at different levels.\r\n\r\n[b]PENETRATING\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic weapon with\r\nthe Ammunition or Thrown property that deals\r\npiercing damage\r\nThis weapon pierces through its targets. When you\r\nmake a ranged attack with this weapon, you can\r\nattack all creatures in a straight line within this\r\nweapon\u2019s normal range; each creature must succeed\r\non a Dexterity saving throw or take the weapon\u2019s\r\ndamage.\r\n\r\n[b]SEEKING\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic ranged weapon\r\nWhen you make an Attack that does not have\r\ndisadvantage with this weapon and miss, you\r\ninstead hit the target and deal 5 damage. Do not add\r\nadditional damage or increase this damage total,\r\nregardless of circumstance.\r\n\r\n[b]SWIFT\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic melee weapon\r\nwith the Elegant property\r\nThis weapon can be used to attack blindingly fast.\r\nWhen you use the Attack action and make an attack\r\nwith this weapon, you can use your bonus action to\r\nmake an additional attack. If you engage in twoweapon fighting with two swift weapons, you can\r\nmake two attacks, instead of one, as a bonus action.\r\n\r\n[b]THREATENING\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic melee weapon\r\nWhen a creature provokes an opportunity attack\r\nfrom you, you can use this weapon to make an attack\r\nagainst it without using your reaction.\r\n\r\n[b]VORPAL\r\n[br][\/b]\r\nLegendary weapon property\r\nComponents Masterwork exotic weapon that deals\r\nslashing damage\r\nWhen you Attack a creature with this weapon and\r\nscore a critical hit, that target takes an extra 4d8\r\nslashing damage. Then roll another d20. If you roll a\r\n20 on the second roll, you cut off one of the creature\u2019s\r\nheads. The creature dies if it can't survive without the\r\nlost head. A creature is immune to this effect if it is\r\nimmune to slashing damage, doesn't have or need a\r\nhead, has legendary actions, or the GM decides that\r\nthe creature is too big for its head to be cut off with\r\nthis weapon. Such a creature instead takes an extra\r\n6d8 slashing damage from the hit.\r\n\r\n[h3]ARMOR PROPERTIES[\/h3]\r\nThe following armor properties are organized by\r\ncrafting level. Generally, exotic armor is made using\r\nthe Exotic property, while the other apprentice\r\nproperties are used to tailor a suit of armor to a\r\ncraftsman\u2019s personal tastes. Higher level properties,\r\nby contrast, drastically alter suits of armor to which\r\nthey are applied.\r\n\r\n[b][u]Apprentice Armor Properties\r\n[br][\/u][\/b]\r\nYou can apply a maximum of three Apprentice\r\nproperties to a suit of armor.\r\n\r\n[b]CLEATED\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of masterwork medium or heavy\r\narmor\r\nWhile wearing this armor, when you would be\r\ninvoluntarily moved by an effect, reduce that\r\nmovement by 10 feet.\r\n\r\n[b]CLIMBING\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of exotic masterwork light armor\r\nThis armor is outfitted with integrated climbing\r\ngear. While wearing this armor, as long as you have\r\none hand free, you gain a climb speed equal to your\r\nmovement speed.\r\n\r\n[b]COMFORTABLE\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of masterwork armor\r\nYou can sleep in this suit of armor with no ill effect.\r\n\r\n[b]ENVIRONMENTAL\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of masterwork armor\r\nWhile wearing this suit of armor, you can ignore\r\ndetrimental effects of temperatures as low as -100\r\ndegrees or as high as 300 degrees.\r\n\r\n[b]EXOTIC\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of masterwork armor that isn\u2019t\r\nexotic\r\nThis armor becomes exotic armor and gains a +1 to\r\nits AC.\r\nNo class, other than the craftsman, gains\r\nproficiency with exotic armor.\r\n\r\n[b]INTEGRATED\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of exotic masterwork armor\r\nYou can integrate a weapon directly into your armor,\r\nor you can integrate two weapons (one into each\r\narm) if neither has the Two-Handed property. When\r\nyou draw an integrated weapon, it snaps to your\r\nhand and you can\u2019t be disarmed of it. When you stow\r\nit, it retracts back into your armor. You can switch\r\nwhich weapons are integrated over the course of a\r\nlong rest.\r\n\r\n[b]QUICK-CHANGE\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of masterwork armor\r\nYou can don or doff this suit of armor as an action.\r\n\r\n[b]RETRACTABLE\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of exotic masterwork medium or\r\nheavy armor\r\nOne of the gauntlets on this suit of armor has a\r\nretractable shield set into it. While wearing this\r\narmor, you can don or doff this shield as a bonus\r\naction.\r\n\r\n[b]SCALED\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of exotic masterwork light armor\r\nThis armor is covered in heavy, hardened scales. The\r\nAC provided by this armor increases by 3, but its\r\nmaximum Dexterity bonus becomes +2.\r\n\r\n[b]SPIKED\r\n[br][\/b]\r\nApprentice armor property\r\nComponents Suit of masterwork heavy armor\r\nThis suit of armor is bristling with spikes. While\r\nwearing this armor, creatures who are in contact\r\nwith you (either by grappling you, being grappled by\r\nyou, or having swallowed you whole) take piercing\r\ndamage equal to 1d4 + your Strength modifier at the\r\nstart of your turn.\r\n\r\n[b][u]Journeyman Properties\r\n[br][\/u][\/b]\r\nYou can apply only one Journeyman property to a\r\nsuit of armor at a time.\r\n\r\n[b]ADAMANTINE[\/b]\r\nJourneyman armor property\r\nComponents Suit of exotic masterwork heavy\r\narmor\r\nThis suit of armor is reinforced with adamantine, one\r\nof the hardest substances in existence. While wearing\r\nit, any critical hit against you becomes a normal hit.\r\n\r\n[b]ARCANE\r\n[br][\/b]\r\nJourneyman armor property\r\nComponents Suit of exotic masterwork armor\r\nThis armor is covered in arcane etchings. When you\r\napply this property to a suit of armor, choose two\r\ncantrips from the wizard spell list. While wearing\r\nthis armor, you can cast those cantrips. Intelligence is\r\nyour spellcasting modifier for these cantrips.\r\n\r\n[b]ARROW-CATCHING\r\n[br][\/b]\r\nJourneyman armor property\r\nComponents Suit of exotic masterwork medium or\r\nheavy armor\r\nWhenever an attacker makes a ranged attack against\r\na target within 5 feet of you, you can use your\r\nreaction to become the target of the attack instead.\r\n\r\n[b]DIVING\r\n[br][\/b]\r\nJourneyman armor property\r\nComponents Suit of exotic masterwork armor\r\nThis suit of armor is equipped with webbed fins,\r\na mask, and an air bladder containing 8 hours\r\nof breathable air. While wearing it, you gain a\r\nswimming speed equal to your movement speed.\r\nAdditionally, while breathing from the air bladder,\r\nyou can breathe normally underwater or in a\r\nvacuum, and you ignore the effects of breathable\r\npoisons. The suit\u2019s air supply can be refilled over the\r\ncourse of a long rest.\r\n\r\n[b]JUGGERNAUT\r\n[br][\/b]\r\nJourneyman armor property\r\nComponents Suit of exotic masterwork heavy\r\narmor\r\nThis suit of armor is fitted with massive plates and a\r\nheavy, reinforced helmet. While wearing this armor,\r\nyou count as an obstacle providing three-quarters\r\ncover, instead of half cover. You must have a Strength\r\nscore of 16 or higher to proficiently wear this armor.\r\n\r\n[b]MANEUVERING\r\n[br][\/b]\r\nJourneyman armor property\r\nComponents Suit of exotic masterwork light or\r\nmedium armor\r\nThis armor contains a set of spring loaded,\r\nautomatically-retracting grappling hooks, allowing\r\nyou an incredible amount of maneuverability. As a\r\nreaction when you fall, or as a bonus action on your\r\nturn, you can project a grappling hook at a target\r\nlocation you can see within your movement speed.\r\nIf the target location can hold your weight, you are\r\npulled there, expending movement normally. This\r\nmovement does not provoke opportunity attacks.\r\nYou must have a Dexterity score of 16 or higher to\r\nuse this ability.\r\n\r\n[b]MITHRAL\r\n[br][\/b]\r\nJourneyman armor property\r\nComponents Suit of masterwork medium or heavy\r\narmor\r\nThis suit of armor is made of mithral, a light and\r\nflexible metal that is as strong as steel. Armor\r\nmade of mithral weighs half as much as normal,\r\nhas no Strength requirement, and does not impose\r\ndisadvantage on Dexterity (Stealth) checks. If the\r\narmor is medium, the maximum Dexterity modifier\r\nto AC you can apply increases to 3, instead of 2, and\r\nthe armor can easily be worn hidden under normal\r\nclothing.\r\n\r\n[b]RESISTANCE\r\n[br][\/b]\r\nJourneyman armor property\r\nComponents Suit of masterwork armor\r\nWhen you apply this property to a suit of armor,\r\nchoose any damage type other than psychic. While\r\nwearing this armor, you gain resistance to that\r\ndamage type.\r\n\r\n[b][u]Master Armor Properties\r\n[br][\/u][\/b]\r\nYou can apply only one Master property to a suit of\r\narmor at a time.\r\n\r\n[b]ANIMATED\r\n[br][\/b]\r\nMaster armor property\r\nComponents Masterwork suit of exotic heavy\r\narmor\r\nThis armor is enchanted with powerful transmutation\r\nmagic. As an action, you can doff your armor, which\r\nanimates, becoming a medium animated object, as\r\nper the spell animate objects. The armor\u2019s AC is equal\r\nto your own while wearing it. If you were holding\r\na weapon when the armor animates, it makes one\r\nattack using that weapon using your attack bonus\r\ninstead of its Multiattack. The armor remains\r\nanimated for 1 minute or until it is reduced to 0 HP,\r\nat which time it becomes inanimate. You can end this\r\neffect early by using your action to command your\r\nanimated armor to return to you (if it is within 25\r\nfeet of you) and be donned as inanimate armor once\r\nagain. Once you use this ability, you can\u2019t do so again\r\nuntil you finish a long rest.\r\n\r\n[b]CLOAKING\r\n[br][\/b]\r\nMaster armor property\r\nComponents Suit of exotic masterwork light armor\r\nThis armor can easily hide the wearer when\r\nneeded. While wearing this armor, you can cast the\r\ninvisibility spell without using a spell slot. Once you\r\ndo so, you cannot do so again until you complete a\r\nshort or long rest.\r\n\r\n[b]CLOCKWORK\r\n[br][\/b]\r\nMaster armor property\r\nComponents Suit of exotic masterwork heavy\r\narmor\r\nThis suit of armor has dozens of clockwork\r\nmechanisms integrated into it, granting you a\r\nnumber of benefits. While wearing this armor, your\r\njump distance triples, and you gain advantage on\r\nStrength (Athletics) checks (other than grappling\r\nchecks). Additionally, your armor locks down when\r\nyou take the Dodge action, causing your AC to\r\nbecome 22, if it were lower.\r\n\r\n [b]GLAMOURED\r\n[br][\/b]\r\nMaster armor property\r\nComponents Suit of exotic masterwork armor\r\nThis armor does not impose disadvantage on\r\nDexterity (Stealth) checks. You can also use a bonus\r\naction to cause the armor to assume the appearance\r\nof a normal set of clothing or some other kind of\r\narmor. You decide what it looks like, including\r\ncolor, style, and accessories, but the armor retains\r\nits normal bulk and weight. The illusory appearance\r\nlasts until you use this ability again or remove the\r\narmor.\r\n\r\n[b]TROLLSKIN\r\n[br][\/b]\r\nMaster armor property\r\nComponents Suit of exotic masterwork medium\r\narmor\r\nThis suit of armor is made of or is lined with troll\r\nskin. While wearing this armor, you can use a bonus\r\naction to regain hit points equal to 1d10 + your\r\ncraftsman level. Once you use this ability, you can\u2019t\r\ndo so again until you finish a short or long rest.\r\n\r\n[b]WINGED\r\n[br][\/b]\r\nMaster armor property\r\nComponents Suit of exotic masterwork light armor\r\nThis armor has a set of wings that you can extend\r\nfrom it or fold back into it as a bonus action. While\r\nwearing this armor with the wings extended, you\r\nhave a flight speed equal to your movement speed.\r\n\r\n[b][u]Legendary Armor Properties\r\n[br][\/u][\/b]\r\nYou can apply only one Legendary property to a suit\r\nof armor at a time.\r\n\r\n[b]COLOSSAL\r\n[br][\/b]\r\nLegendary armor property\r\nComponents Suit of exotic masterwork heavy\r\narmor\r\nThis suit of armor doubles in scale when donned.\r\nWhile wearing this armor, you gain the \u201cEnlarge\u201d\r\neffect of the enlarge\/reduce spell.\r\n\r\n[b]ETHEREALNESS\r\n[br][\/b]\r\nLegendary armor property\r\nComponents Suit of exotic masterwork armor\r\nThis suit of armor is infused with ectoplasm. While\r\nwearing this armor, you can use your action to gain\r\nthe effects of the etherealness spell which last for 10\r\nminutes or until you use an action to deactivate it.\r\nOnce you use this ability, you can\u2019t do so again until\r\nyou finish a long rest.\r\n\r\n[b]FLEET\r\n[br][\/b]\r\nLegendary armor property\r\nComponents Suit of exotic masterwork light armor\r\nThis armor is designed to maximize the wearer\u2019s\r\nspeed. While wearing this armor, your movement\r\nspeed increases by 10 feet, you have advantage on\r\ninitiative rolls, and opportunity attacks against you\r\nhave disadvantage.\r\n\r\n[b]IMMORTAL\r\n[br][\/b]\r\nLegendary armor property\r\nComponents Suit of exotic masterwork medium or\r\nheavy armor\r\nWhenever you drop to 0 hit points and don\u2019t die\r\noutright, you can make a DC 12 Constitution saving\r\nthrow. If you succeed, you drop to 1 hit point instead.\r\nYou can use this ability three times, and regain all\r\nexpended uses when you finish a long rest.\r\nAdditionally, you have advantage on death\r\nsaving throws.\r\n\r\n[b]MIRRORED\r\n[br][\/b]\r\nLegendary armor property\r\nComponents Suit of exotic masterwork light armor\r\nWhile wearing this armor, you can cast the mirror\r\nimage spell without using a spell slot. Once you do\r\nso, you cannot do so again until you complete a short\r\nor long rest.\r\n\r\n[b]SPELLGUARD\r\n[br][\/b]\r\nLegendary armor property\r\nComponents Suit of exotic masterwork armor\r\nThis armor is covered in protective sigils and charms.\r\nWhile wearing this armor, you have advantage on\r\nsaving throws against spells.\r\n\r\n[b]WARDING\r\n[br][\/b]\r\nLegendary armor property\r\nComponents Suit of exotic medium masterwork\r\narmor\r\nThis suit of armor generates a field of force,\r\nprotecting its wearer from harm. As a bonus action\r\non your turn, you can gain temporary hit points\r\nequal to half your craftsman level. ","subclass_options":"[h2]ARTISANS\u2019 GUILDS[\/h2]\r\nAll master craftsmen learn the basics of smithing,\r\nleatherworking, woodworking, and other necessary\r\ndisciplines on the path to mastery, either on their\r\nown or under tutelage of another master artisan.\r\nHowever, as they hone their skills, they invariably\r\nfind themselves drawn to gatherings of other likeminded craftsmen. These groups, formalized as\r\nGuilds, provide a means for craftsmen to compare\r\nnotes and schematics, acquire resources, and provide\r\na means for craftsmen to ply their trade.\r\n\r\n[h3]Arcane Maesters\u2019 Guild[\/h3]\r\nWhile most seasoned spellcasters will enchant a\r\nhandful of magic items over the course of their\r\ncareers, artisans belonging to the Guild of Arcane\r\nMaesters seek to become true masters of magic item\r\ncreation. They rightly take seriously the forging\r\nof such powerful relics: each creation must be a\r\nmasterwork in its own right to contain the potent\r\nmagic woven into them. Despite laboring for months\r\nor even years to perfect their creations, seasoned\r\nmaesters are always seen to be laden with dozens\r\nof magic items, attuned to a handful of rings, and\r\ncarrying a wand of magic missiles, just in case.\r\n\r\n[b]MAGIC ITEM CRAFTING\r\n[br][\/b]\r\nWhen you join this guild at 3rd level, you unlock\r\nthe secrets of crafting items infused with magical\r\nenergy. The Magic Item Crafting sidebar details the\r\nmagic items you can create, specifies the level you\r\nmust have in this class to create each magic item,\r\nand shows the cost in materials an item will require.\r\nYou can craft a magic item by spending multiple days\r\nworking on it, as per the Active Crafting feature.\r\nFrom among those you can craft at 3rd level, you\r\ncan craft 5 magic items. You can craft 3 from among\r\nthose you can craft at 7th, 3 from among those at\r\n10th, and 2 from among those you can craft at 14th.\r\nIn the process of creating a new magic item, you can\r\ndismantle a magic item you have created in order to\r\nbuild a new one from the same category.\r\n\r\n[b]APPRENTICE PROPERTY\r\n[br][\/b]\r\nAlso at 3rd level, you learn to apply the following\r\nmasterwork property to your equipment:\r\n\r\n[b]ENCHANTED\r\n[br][\/b]\r\nApprentice weapon property\r\nComponents Masterwork weapon\r\nThis weapon is interwoven with strong magical\r\nenchantments. You use your Intelligence, instead of\r\nStrength or Dexterity, for this weapon\u2019s attack and\r\ndamage rolls.\r\n\r\n[b]INSTANT ATTUNEMENT\r\n[br][\/b]\r\nBeginning at 7th level, your experience in creating\r\nmagic items allows you to quickly bond with them.\r\nYou can use your action to attune to a magic item,\r\nand can end an attunement to an item as part of the\r\naction. You can use this ability a number of times\r\nequal to your Intelligence modifier, and regan all\r\nexpended uses when you finish a short or long rest.\r\n\r\n[b]EPHEMERAL ENCHANTMENT\r\n[br][\/b]\r\nStarting at 10th level, you can spend 10 minutes\r\nto lay an enchantment on a nonmagical weapon,\r\nenchanting up to 6 during a short or long rest. For\r\nthe next 8 hours, this weapon counts as magical for\r\nthe purposes of overcoming damage resistance and\r\nimmunity.\r\n\r\n[b]SEVER CONNECTION\r\n[br][\/b]\r\nBy 14th level, you can break the connection that\r\nbinds you to your magic items and repurpose that\r\nmagic to protect yourself. As a reaction when a\r\ncreature you can see makes an attack against you or\r\nwhen you make a saving throw, you can end your\r\nattunement to one magic item. Until the start of your\r\nnext turn, you gain a bonus to your Armor Class and\r\nsaving throws equal to your Intelligence modifier.\r\nThe total number of magic items you can attune to is\r\nreduced by 1 until you finish a short or long rest.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]LEGENDARY PROPERTY\r\n[br][\/b]\r\nAt 18th level, you reach the peak of your craft. You\r\nlearn the following Legendary masterwork property,\r\nwhich you can immediately apply to a suit of\r\nmasterwork armor:\r\n\r\n[b]RESONANT\r\n[br][\/b]Legendary armor property\r\n[br]\r\nComponents Suit of exotic masterwork armor\r\nBy spending a short rest focusing on a magic item\r\nwhile wearing this armor, you can attune the item\r\ndirectly to the armor. You can use the magic item as\r\nthough you were attuned to it while you are wearing\r\nthe armor. You can attune up to two items to the\r\narmor, and can end an item\u2019s attunement to the\r\narmor by spending another short rest focused on the\r\nitem.\r\n\r\n[h3]Armigers\u2019 Guild[\/h3]\r\nThe Armigers devote their skills to the art of armor\r\nsmithing, with the firm belief that the right plate in\r\nthe right place can make a warrior invincible.\r\n\r\n[b]FIGHTING STYLE\r\n[br][\/b]\r\nBeginning at 3rd level, you not only learn to forge\r\npowerful armor, but can wear it with skill. Choose\r\none of the following options. You can\u2019t take a\r\nFighting Style option more than once, even if you\r\nlater get to choose again.\r\n[br]\r\n[b]Defense.[\/b] While you are wearing armor, you\r\ngain a +1 bonus to AC.\r\n[br]\r\n[b]Protection.[\/b] When a creature you can see\r\nattacks a target other than you that is within 5\r\nfeet of you, you can use your reaction to impose\r\ndisadvantage on the attack roll. You must be wielding\r\na shield.\r\n\r\n[b]SHINING STEEL\r\n[br][\/b]\r\nStarting at 7th level, your imposing, shining armor\r\nmakes you a clear target for your foes. When you roll\r\ninitiative and are not surprised, you can challenge\r\nany creature with 60 feet that can see you to battle.\r\nEach affected creature must make a Wisdom\r\nsave against your Masterwork save DC or have\r\ndisadvantage on any attack roll that doesn\u2019t target\r\nyou on the first round of combat. A creature with\r\nIntelligence 3 or less automatically succeeds this\r\nsaving throw.\r\n\r\n[b]ARMOR REINFORCEMENT\r\n[br][\/b]\r\nStarting at 10th level, you can spend 10 minutes\r\nto reinforce a suit of armor, or reinforce up to 6\r\nduring a short or long rest. This armor retains its\r\nreinforcement until the creature wearing it is hit,\r\nafter which it is no longer fortified. Reinforced armor\r\ngains one of the following properties of your choice:\r\n[br]\r\n[b]Adamant.[\/b] When a creature wearing this armor\r\ntakes damage, it reduces the amount it takes by 1d8.\r\n[br]\r\n[b]Banded. [\/b]A creature wearing this armor has a +1\r\nbonus to armor class.\r\n\r\n[b]FORTIFY\r\n[br][\/b]\r\nStarting at 14th level, as a bonus action, you can gain\r\nresistance to all damage until the end of your next\r\nturn. Once you use this ability, you can't use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]LEGENDARY PROPERTY\r\n[br][\/b]\r\nAt 18th level, you reach the peak of your craft. You\r\nlearn the following Legendary masterwork property,\r\nwhich you can immediately apply to a suit of\r\nmasterwork armor:\r\n[br]\r\n[b]INVINCIBLE\r\n[br][\/b]\r\nLegendary armor property\r\n[br]\r\nComponents Suit of exotic masterwork armor\r\nWhile you are wearing this armor, bludgeoning,\r\npiercing, and slashing damage that you take from\r\nnonmagical weapons is reduced by 5.\r\n\r\n[h3]Bladeworkers\u2019 Guild[\/h3]\r\nBlade and bow, axe and mace: these are the tools with\r\nwhich the Bladeworkers try to change the world.\r\nThey believe that the right blade, in the right hand\r\ncan make a warrior unstoppable.\r\n\r\n[b]FIGHTING STYLE\r\n[br][\/b]\r\nStarting when you choose this guild at 3rd level, you\r\nnot only forge great weapons, you fight with them as\r\nwell. Choose one of the following options. You can\u2019t\r\ntake a Fighting Style option more than once, even if\r\nyou later get to choose again.\r\n\r\n[b]Dueling.[\/b] When you are wielding a melee\r\nweapon in one hand and no other weapons, you gain\r\na +2 bonus to damage rolls with that weapon.\r\n[br]\r\n[b]Great Weapon Fighting.[\/b] When you roll a 1\r\nor 2 on a damage die for an attack you make with a\r\nmelee weapon that you are wielding with two hands,\r\nyou can reroll the die and must use the new roll, even\r\nif the new roll is a 1 or a 2. The weapon must have\r\nthe Two-Handed or Versatile property for you to\r\ngain this benefit.\r\n[br]\r\n[b]Hand-and-a-Half.[\/b] While wielding a versatile\r\nweapon in two hands, you gain a +1 bonus to attack\r\nand damage rolls with that weapon.\r\n[br]\r\n[b]Two-Weapon Fighting.[\/b] When you engage\r\nin two-weapon fighting, you can add your ability\r\nmodifier to the damage of the second attack.\r\n\r\n[b]SABOTAGING STRIKE\r\n[br][\/b]\r\nBeginning at 7th level, you can use your knowledge\r\nof armament construction to disarm your foes and\r\ncrush their armor. Once on each of your turns, when\r\nyou take the Attack action, you can replace one of\r\nyour attacks with one of the following special melee\r\nattacks.\r\n[br]\r\n[b]Disarm.[\/b] You attempt to disarm a target within\r\nyour reach. The target makes a Strength saving throw\r\nagainst your Masterwork save DC. On a failed save,\r\nit drops an item of your choice that it is holding or\r\ncarrying. The object lands at its feet.\r\n[br]\r\n[b]Sunder.[\/b] You attempt to shatter the defenses of\r\na target within your reach that is wearing armor or\r\ncarrying a shield. The target must make a Dexterity\r\nsaving throw against your Masterwork save DC.\r\nOn a failed save, the target\u2019s armor or shield takes a\r\npermanent and cumulative \u22121 penalty to the AC it\r\noffers. Armor reduced to an AC of 10 or a shield that\r\ndrops to a +0 bonus is destroyed. If a creature\u2019s armor\r\nor shield is damaged but not destroyed, it can repair\r\nit over the course of a short or long rest.\r\n\r\n[b]HONED WEAPONS\r\n[br][\/b]\r\nStarting at 10th level, you can spend 10 minutes to\r\nfortify a weapon, or fortify up to 6 during a short or\r\nlong rest. This weapon retains its fortification until\r\nit hits a target, after which it is no longer fortified.\r\nA fortified weapon gains one of the following\r\nproperties of your choice:\r\n[br]\r\n[b]Honed.[\/b] This weapon has a +2 bonus on attack\r\nrolls.\r\n[br]\r\n[b]Sharpened.[\/b] This weapon deals an 1d8\r\nadditional damage on a hit.\r\n\r\n[b]VERSATILE WEAPON MASTER\r\n[br][\/b]\r\nAt 14th level, you can wield all manner of weapons\r\nin rapid successions. Once on each of your turns\r\nwhen you attack with a weapon you have drawn on\r\nthe same turn, you can gain advantage on the attack\r\nroll. You can't use this ability with a weapon if you\r\nhave disadvantage, you can't see the target, or you\r\nhave used this ability with the weapon within the\r\nlast minute. You can use this ability once each with\r\na ranged weapon, once with a two-handed melee\r\nweapon, once with a one-handed melee weapon, and\r\nonce with a thrown weapon.\r\n\r\n[b]LEGENDARY PROPERTY\r\n[br][\/b]\r\nAt 18th level, you reach the peak of your craft. You\r\nlearn the following Legendary masterwork property,\r\nwhich you can immediately apply to a masterwork\r\nweapon:\r\n[br]\r\n[b]DEVASTATING\r\n[br][\/b]\r\nLegendary weapon property\r\n[br]\r\nComponents Masterwork exotic weapon\r\nThis weapon scores a critical hit on a roll of 18, 19,\r\nor 20.\r\n\r\n[h3]Calibarons\u2019 Guild[\/h3]\r\nThe Calibarons know, better than most, that\r\ngunpowder is the single greatest invention ever\r\ncreated by mortals. A sword may let a skilled wielder\r\nlay a giant low and magic may let the savvy and the\r\nblessed stand up to the gods, but only a gun will let a\r\ncommon man put a dragon in its place.\r\n\r\n[b]FIGHTING STYLE\r\n[br][\/b]\r\nStarting at 3rd level, you adopt a particular style of\r\ngunfighting as your specialty. Choose one of the\r\nfollowing options. You can\u2019t take a Fighting Style\r\noption more than once, even if you later get to\r\nchoose again.\r\n[br]\r\n[b]Akimbo. [\/b]When you engage in two-weapon\r\nfighting with firearms, you do not take a penalty to\r\nthe damage of the second attack.\r\n[br]\r\n[b]Bullseye. [\/b]You gain a +2 bonus to ranged attack\r\nrolls you make using firearms. The weapon must\r\nhave the Sighted property or have a normal range of\r\n80 feet or longer to gain this effect. This effect does\r\nnot stack with the Archery fighting style.\r\n[br]\r\n[b]Duelist.[\/b] While you are wielding a firearm in\r\none hand and nothing in the other, if you make a\r\nranged weapon attack and exceed the target's AC\r\nby 5 or more, you deal an additional die of weapon\r\ndamage. You can only use this ability once per round.\r\n[br]\r\n[b]Shotgunner.[\/b] When you hit with a ranged\r\nweapon attack using a firearm that has the Scatter\r\nproperty, you can reroll the lowest damage die, and\r\nyou must use the new roll, even if the new roll is\r\nworse than the original.\r\n\r\n[b]APPRENTICE PROPERTY\r\n[br][\/b]\r\nStarting at 7th level, you can add the following\r\nspecial property to your firearms:\r\n[br]\r\n[b]SUPPRESSOR[\/b]\r\nApprentice weapon property\r\nComponents Martial masterwork ranged weapon\r\nwith the Firearm property\r\nAttacks with this weapon make only a low thud or a\r\nquiet clink, audible out to 10 feet, and release a puff\r\nof smoke to mask the light given off by the blast.\r\n\r\n[b]BALLISTIC CALIBRATION\r\n[br][\/b]\r\nStarting at 10th level, you can spend 10 minutes to\r\ncalibrate and reinforce a ranged weapon, or calibrate\r\nup to 6 during a short or long rest. This weapon\r\nretains its calibration until it hits a target, after which\r\nit is no longer calibrated. A calibrated ranged weapon\r\ngains one of the following properties of your choice:\r\n[br]\r\n[b]Ballistic.[\/b] This weapon deals an additional die\r\nof damage on a hit.\r\n[br]\r\n[b]Calibrated.[\/b] This weapon deals a critical hit on\r\na roll of 18\u201320.\r\n\r\n[b]UNDERBARREL GRENADE LAUNCHER\r\n[br][\/b]\r\nBeginning at 14th level, you construct the ultimate\r\nfirearm attachment: an underbarrel grenade\r\nlauncher. You can use your action to attach this\r\nlauncher to a two-handed ranged weapon with\r\nthe Firearm property or remove it from one. If the\r\nlauncher is ever lost or stolen, you can construct a\r\nnew one over the course of a long rest with 100 gp in\r\nmaterials.\r\nYou can use your action to fire the launcher at\r\na point you can see within 60 feet. Each creature\r\nin a 10-foot radius sphere centered on that point\r\nmust make a Dexterity saving throw against your\r\nMasterwork save DC, taking 8d6 fire damage, or half\r\nas much on a successful save.\r\nOnce you fire the launcher, you can\u2019t do so again\r\nuntil you finish a short or long rest.\r\n\r\n[b]LEGENDARY PROPERTY\r\n[br][\/b]\r\nAt 18th level, you reach the peak of your craft. You\r\nlearn the following Legendary masterwork property,\r\nwhich you can immediately apply to a masterwork\r\nweapon:\r\n[br]\r\n[b]BURST FIRE\r\n[br][\/b]\r\nLegendary weapon property\r\n[br]\r\nComponents Masterwork exotic firearm with the\r\nAutomatic property\r\nWhen you take the Attack action to make an attack\r\nwith this firearm, you can use your bonus action to\r\nmake a single additional attack with it.\r\n\r\n[h3]Forgeknight\u2019s Guild[\/h3]\r\nTo a forgeknight, heat is not merely integral to\r\nforging, curing, and welding gear, it is a weapon in\r\nits own right, for the swing of a white-hot blade bites\r\nnot only with steel, but with flame. A forgeknight\r\ncarries the intensity of a forge with them, storing it\r\nin their armor and building it up in their weapons,\r\nbefore unleashing it in a scorching blast.\r\n\r\n[b]PORTABLE FORGE\r\n[br][\/b]\r\nWhen you join this guild at 3rd level, you construct\r\na portable forge which allows you to heat objects you\r\nare forging without a specially-constructed shop or\r\nfoundry. When you gain this forge, you are assumed\r\nto have been working on it in your spare time, only\r\nbringing it to full functionality when you take this\r\nsubclass. If your forge is ever lost or damaged, you\r\ncan repair or replace it over the course of a long rest\r\nwith 100 gp of materials.\r\nWhile you are carrying your furnace, you gain\r\nthe following benefits:\r\n[ul]\r\n[li]Weapons you wield can deal fire damage instead of their normal damage type.[\/li]\r\n[li]You have resistance to fire damage.[\/li]\r\n[li]You can cast the cantrips mending and produce flame. Intelligence is your spellcasting ability for each of these spells.[\/li]\r\n[\/ul]\r\n\r\n[b]FORGEFIRED ARMORY\r\n[br][\/b]\r\nStarting at 7th level, you can add the Explosive\r\nand Heat properties to your melee weapons. When\r\nyou hit a target with an explosive melee weapon, it\r\ncreates an explosion at the point of impact, as per the\r\nExplosive property, which doesn\u2019t harm you or the\r\nweapon.\r\n\r\n[b]SUPERHEATED WEAPONS\r\n[br][\/b]\r\nStarting at 10th level, you can plunge a number of\r\nmelee weapons or pieces of ammunition into an\r\nactive forge or your forge, heating them to white-hot\r\ntemperatures. Weapons and ammunition placed in\r\nthe forge must be made of metal, and remain heated\r\nfor 10 minutes. You can heat one weapon or 2 pieces\r\nof ammunition in the forge as an action, or up to 10\r\nweapons or 20 pieces of ammunition over the course\r\nof a minute.\r\nA heated weapon or piece of ammunition deals\r\nfire damage instead of its normal type and ignites\r\nflammable objects it hits, if the object isn\u2019t being\r\nworn or carried. The first time a heated weapon\r\nor piece of ammunition hits a target, it deals an\r\nadditional 1d6 fire damage.\r\n[b]FIRE BURST\r\n[br][\/b]\r\nBeginning at 14th level, you can release the heat of\r\nyour portable forge in a colossal burst. You can cast\r\nthe spell fireball, without using a spell slot or material\r\ncomponents, centered on yourself, using your\r\nMasterwork spell save DC. You take no damage from\r\nthis spell.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]LEGENDARY PROPERTY\r\n[br][\/b]\r\nAt 18th level, you reach the peak of your craft. You\r\nlearn the following Legendary masterwork property,\r\nwhich you can immediately apply to a suit of\r\nmasterwork armor:\r\n\r\n[b]FORGE PLATE\r\n[br][\/b]\r\nLegendary armor property\r\n[br]\r\nComponents Suit of exotic masterwork heavy\r\narmor\r\nYou build a miniature furnace into this suit of armor,\r\nas well as layers of heat dispersing materials. While\r\nwearing this armor, you have immunity to fire\r\ndamage.\r\nAdditionally, as an action, you can take the Dash\r\naction and cast the spell wall of fire without using a\r\nspell slot or spell components. The wall appears at\r\nthe end of your turn. Instead of creating a straight\r\nor ringed wall of fire, the wall follows the path along\r\nthe ground over which you moved on your turn, up\r\nto a distance of 60 feet. Once you use this ability, you\r\ncan\u2019t use it again until you finish a short or long rest.\r\n\r\n[h3]Mechanauts\u2019 Guild[\/h3]\r\nFor centuries, the pinnacle of mechanized vehicles\r\nwas the apparatus of the crab, a singular device\r\ncapable of exploring inhospitable environments,\r\nfrom the sea floor to lava-strewn volcanic fields.\r\nHowever, ambitious craftsmen from the Mechanauts\u2019\r\nGuild have drawn up designs for a new vehicle,\r\nmightier and more customizable than the old\r\napparatus. This device is a walking tank, equipped\r\nwith savage fists, scuttling legs, and climate control\r\nenhancements\u2014a vehicle to dwarf all others, a true\r\nfeat of engineering.\r\n\r\n[b]MECHANAUT'S APPARATUS[\/b]\r\nAt 3rd level, you complete the frame of a\r\nMechanaut's Apparatus, with ample room for\r\nupgrades and improvements. Its blueprints are based\r\non the apparatus of the crab, but you can model your\r\napparatus to appear as any beast or as a humanoid\r\nfigure.\r\n[br]\r\n[b]Apparatus Statistics.[\/b] The statistics of your\r\napparatus are given in the Mechanaut\u2019s Apparatus\r\nstatblock. The apparatus's armor class is based on\r\nyour Intelligence modifier and its hit points is based\r\non your craftsman level.\r\n[br][b]Customizing the Apparatus. [\/b]Your apparatus\r\ncomes with two installed masterwork melee\r\nweapons, which you can modify with masterwork\r\nproperties or replace with different melee weapons\r\nwhen you finish a long rest. Your apparatus is always\r\nproficient with its installed weapons, and can use\r\nmasterwork weapons with Master and Legendary\r\nproperties.\r\n[br]\r\n[b]Repairing the Apparatus.[\/b] When your\r\napparatus drops to 0 hit points, it can't move or act,\r\nbut can be repaired. You can spend 1 minute restoring\r\nthe apparatus's ability to move at half speed, which it\r\nloses if it takes damage again before it is repaired.\r\nYou can repair your apparatus at the end of a\r\nshort rest by spending Hit Dice, causing it to regain\r\nhit points as if it has taken a short rest. When you\r\nfinish a long rest, you can repair your apparatus to\r\nfull hit points. You are always considered to have\r\nenough material to repair your apparatus. If your\r\napparatus is lost, you can build a new one for 400 gp.\r\n[br]\r\n[b]Entering and Exiting the Apparatus.[\/b] A\r\ncreature that is not wearing armor can use half its\r\nmovement to enter or exit the apparatus. While\r\nwithin the apparatus, a creature has total cover from\r\neffects originating outside of it. Only one Medium or\r\nSmall creature can be in the apparatus at one time.\r\nWhile inside the apparatus, a creature takes half\r\nthe damage the apparatus takes.\r\n[br]\r\n[b]Piloting the Apparatus.[\/b] Your apparatus acts\r\non your turn, though it doesn't take actions unless\r\nyou are piloting it. Any creature inside the apparatus\r\ncan command it to move (no action required), but\r\nonly you can use your action to pilot the apparatus,\r\ncommanding it to take the Attack, Dash, Disengage,\r\nor Dodge action. When you command the apparatus\r\nto take the Attack action, the apparatus makes the\r\nsame number of attacks you would make using the\r\nAttack action, and uses your Dexterity or Intelligence\r\nmodifier (your choice) for its attack and damage\r\nrolls, as if you were making the attack.\r\nWhile you are outside the apparatus, you can\r\ncommand the apparatus to wait or follow you. While\r\nfollowing, it moves on its turn to remain within 30\r\nfeet of you.\r\n\r\n[b]COCKPIT UPGRADE\r\n[br][\/b]\r\nAt 3rd level, you can customize your apparatus by\r\nupgrading its piloting compartment. Choose one of\r\nthe following upgrades:\r\n[br]\r\n[b]Comfortable Amenities. [\/b]The interior of\r\nthe apparatus is particularly cozy, perhaps even\r\nincluding a warm blanket and pillow. You can sleep\r\nwhile within the apparatus without ill effect.\r\n[br]\r\n[b]Ejector Seat.[\/b] This apparatus comes equipped\r\nwith an emergency ejection system, allowing\r\nfor quick escape. Exiting this apparatus costs no\r\nmovement.\r\n[br]\r\n[b]Loudspeaker.[\/b] The apparatus comes equipped\r\nwith a system that magnifies your voice up to three\r\ntimes as loud as normal.\r\n\r\n[b]LIMB UPGRADE\r\n[br][\/b]\r\nBy 7th level, you have redesigned your apparatus\u2019s\r\nlegs to achieve better mobility. Choose one of the\r\nfollowing upgrades:\r\n[br]\r\n[b]Arachnotron Legs.[\/b] The apparatus can move\r\nup, down, and across vertical surfaces and ceilings,\r\nand it gains a climb speed equal to its movement\r\nspeed.\r\n[br]\r\n[b]Heavy Suspension.[\/b] The apparatus\u2019s jump\r\ndistance triples, and it takes no damage from falling a\r\ndistance of less than 100 feet.\r\n[br]\r\n[b]Telescopic Frame.[\/b] While no one is inside\r\nthe apparatus, you can use your bonus action to\r\ncommand it to collapse down to Medium size or\r\nreturn to Large size. While reduced in this way, the\r\napparatus cannot be entered.\r\n\r\n[b]PASSENGER SEAT\r\n[br][\/b]\r\nStarting at 10th level, you have installed a second\r\nseat inside the cockpit. A character can\u2019t pilot the\r\napparatus or command it to move from this second\r\nseat, but they do benefit from total cover from\r\noutside effects and take half the damage taken by the\r\napparatus.\r\n\r\n[b]ATTACHMENT UPGRADE\r\n[br][\/b]\r\nBeginning at 14th level, you have installed an\r\nexternal attachment to your apparatus. Choose one\r\nof the upgrades below. Once you use the installed\r\nupgrade, you must finish a short or long rest before\r\nusing it again.\r\n[br]\r\n[b]Abjuration Generator.[\/b] You have installed\r\na magical shield generator on the outside of your\r\napparatus. You can activate it as a bonus action,\r\ngranting your apparatus temporary hit points equal\r\nto your craftsman level.\r\n[br][b]Flak Cannon. [\/b]On the front of your\r\napparatus, you have installed a single-shot\r\nshrapnel cannon, which you can fire at a creature\r\nyou can see within 120 feet. This creature must\r\nmake a Dexterity saving throw against your\r\nMasterwork save DC, taking 6d6 slashing damage\r\non a failed save, or half as much on a success.\r\n[br]\r\n[b]Rocket Engine.[\/b] You can use your bonus action\r\nto light the apparatus\u2019s installed rocket engine,\r\npropelling you up to 30 feet in a straight line in any\r\ndirection you choose. If you make a melee attack\r\nimmediately after this movement, the attack has\r\nadvantage. This attack knocks the target prone or\r\npushes the target up to 10 feet away from you (your\r\nchoice) on a hit.\r\n\r\n[b]LEGENDARY PROPERTY\r\n[br][\/b]\r\nAt 18th level, you reach the peak of your\r\ncraft. You learn the following Legendary\r\nmasterwork property, which you can\r\nimmediately apply to a masterwork weapon:\r\n\r\n[b]PNEUMATIC\r\n[br][\/b]\r\nLegendary weapon property\r\n[br]\r\nComponents Masterwork exotic melee weapon\r\nIf this weapon is installed in a mechanaut\u2019s apparatus\r\nand it deals more than one die of damage on a hit,\r\nwhenever you roll damage, you can maximize one of\r\nthe weapon\u2019s damage dice instead of rolling it.\r\n\r\n[h3]Thunderlords\u2019 Guild[\/h3]\r\nFrom the earliest days of life, storms (and\r\nparticularly, lightning) have struck the creatures\r\ncaught in them with awe and terror. The\r\nThunderlords, by contrast, draw wild inspiration\r\nfrom the majesty of nature, and seek to, quite\r\nliterally, capture lightning in a bottle.\r\n\r\n[b]POWER CELL\r\n[br][\/b]\r\nStarting when you join this guild at 3rd level, you\r\nconstruct a lightning-generating power cell, which\r\ncomes connected to a set of conduit gauntlets.\r\nWhen you gain these items, you are assumed to\r\nhave been working on them in your spare time, only\r\nbringing them to full functionality when you take\r\nthis subclass. If these pieces of equipment are lost or\r\ndamaged, you can replace them over the course of a\r\nlong rest with 100 gp of materials.\r\n[br]\r\n[b]Charge Points.[\/b] Your power cell gives you\r\na number of charge points, which represent the\r\nelectrical energy stored within your power cell. Your\r\nmaximum number of charge points is equal to half\r\nyour craftsman level, rounded up. You can spend\r\nthese points to generate various electrical effects\r\nthrough your power cell. You regain all expended\r\ncharge points when you finish a short or long rest.\r\n[br]\r\n[b]Using Charge Points.[\/b] Once per turn when\r\nyou hit a creature with an attack that deals lightning\r\ndamage, you can spend 1 or more charge points, up\r\nto a maximum of your proficiency bonus, to enhance\r\nthe power of the attack. When you do so, choose one\r\nof the following effects:\r\n[ul]\r\n[li][i]Arc.[\/i] Lightning arcs to nearby targets. Choose a number of creatures within 15 feet of the creatur you hit, up to the number of charge points expended, to make a Dexterity saving throw against your Masterwork save DC. On a failed save, a creature takes lightning damage equal to 1d6 + your Intelligence modifier.[\/li]\r\n[li][i]Discharge.[\/i] Deal an additional 1d6 lightning damage to the target for each charge point expended.[\/li]\r\n[li][i]Jolt.[\/i] The creature you hit cannot take reactions until the start of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[b]SHOCK\r\n[br][\/b]\r\nAt 3rd level, while you are carrying your power cell\r\nand it has at least 1 unspent charge point, you gain\r\nthe following benefits:\r\n[ul]\r\n[li]Weapons you wield can deal lightning damage instead of their normal damage type.[\/li]\r\n[li]You know the cantrips shocking grasp and spare the dying. Intelligence is your spellcasting modifier for these spells.[\/li]\r\n[\/ul]\r\n\r\n[b]LIGHTNING ROD\r\n[br][\/b]\r\nStarting at 7th level, while you\u2019re carrying your\r\npower cell, you gain resistance to lightning damage.\r\nAdditionally, whenever you take lightning damage\r\nfrom a hostile creature while wearing your gauntlets,\r\nyou can regain 2 expended charge points as a\r\nreaction.\r\n\r\n[b]STATIC CHARGE\r\n[br][\/b]\r\nStarting at 10th level, you can spend 10 minutes\r\nto store an electric charge in a weapon or suit of\r\narmor, or store up to 6 charges in different weapons\r\nand suits of armor during a short or long rest.\r\nUnexpended charges dissipate after 1 hour. A\r\ncharged weapon or suit of armor gains the following\r\nappropriate property:\r\n[br]\r\n[b]Charged Armor.[\/b] When you take damage\r\nfrom a melee attack, you can use your reaction to\r\nexpend the charge, dealing 1d8 lightning damage to\r\nthe creature that struck you.\r\n[br]\r\n[b]Charged Weapon.[\/b] When you hit a creature\r\nwith an attack using this weapon, you can expend\r\nthe charge to deal an additional 1d6 lightning\r\ndamage to the target.\r\n\r\n[b]HIGH VOLTAGE\r\n[br][\/b]\r\nStarting at 14th level, while carrying your power\r\ncell, you can spend 5 charge points to cast the spell\r\nlightning bolt without using a spell slot or material\r\ncomponents. This spell uses your Masterwork save\r\nDC.\r\n\r\n[b]LEGENDARY PROPERTY[\/b]\r\nAt 18th level, you reach the peak of your craft. You\r\nlearn the following Legendary masterwork property,\r\nwhich you can immediately apply to a masterwork\r\nweapon:\r\n[br]\r\n[b]ELECTROSHOCK\r\n[br][\/b]\r\nLegendary weapon property\r\n[br]\r\nComponents Masterwork exotic weapon\r\nWhen you hit a creature with this weapon, you can\r\nexpend the weapon\u2019s built-in power cell to shock the\r\ntarget, which must make a Constitution saving throw\r\nagainst your Masterwork save DC. On a failed save,\r\nthe target is stunned until the end of your next turn.\r\nOnce you use this property, you can\u2019t use it again\r\nwith this weapon until you finish a short or long rest.\r\n\r\n[h3]Trappers' Guild[\/h3]\r\nCraftsmen are no strangers to turrets, bombs, and\r\nclockwork mechanisms, but the craftsmen of the\r\nTrappers\u2019 Guild raise this to a level of artistry. Given\r\nenough time and resources, a trapsmith can veritably\r\nblanket a room in dangerous implements, setting the\r\nstage to slay an intruder in a half-dozen unique ways.\r\nWhile the traps do the dirty work, the trapsmith is\r\nfree to lounge about some distance away, enjoying\r\na cold beverage and dreaming up new, dangerous\r\ndesigns.\r\n\r\n[b]DANGER SENSE\r\n[br][\/b]\r\nStarting when you join this guild at 3rd level, your\r\nexperience with traps gives you an edge when\r\nescaping danger. You have advantage on Dexterity\r\nsaving throws against effects that you can see, such\r\nas traps and spells. To gain this benefit, you can\u2019t be\r\nblinded, deafened, or incapacitated.\r\n\r\n[b]TRAPS\r\n[br][\/b]\r\nYou are an expert in designing ingenious and lethal\r\ntraps. Starting at 3rd level, you can craft traps\r\ndesigned for quick deployment, which are detailed in\r\nthe Traps section below.\r\nWhen you take the Attack action, you can forgo\r\none or more of your attacks to deploy a trap. You can\r\ndeploy a number of traps equal to your Intelligence\r\nmodifier (minimum of 1), and regain all expended\r\ndeployments when you finish a short or long rest.\r\nYou can use an action to disarm and recover a trap\r\nthat has not been triggered, which also restores one\r\nuse of your trap deployments.\r\n\r\n[b]BOOBY TRAP\r\n[br][\/b]\r\nStarting at 7th level, you take 1 minute to conceal one\r\nof your traps from an unsuspecting target. A creature\r\ncan detect a concealed trap by using its action to\r\nmake an Intelligence (Investigation) or Wisdom\r\n(Perception) check against your Masterwork save\r\nDC, or by having a passive Perception score higher\r\nthan that DC. The first time this trap activates, it\r\ndeals twice as many damage dice.\r\n\r\n[b]AMBUSH MODIFICATION\r\n[br][\/b]\r\nStarting at 10th level, you can spend 10 minutes to\r\nmodify a ranged weapon, or modify up to 6 ranged\r\nweapons during a short or long rest, each of which\r\ngains the following property:\r\nHair-Trigger. This weapon has advantage on\r\nthe first attack it makes using the Readied action.\r\n\r\n[b]RAPID SETUP\r\n[br][\/b]\r\nAt 14th level, as an action, you can deploy up to four\r\ntraps. Once you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]LEGENDARY PROPERTY\r\n[br][\/b]\r\nAt 18th level, you reach the peak of your craft. You\r\nlearn the following Legendary masterwork property,\r\nwhich you can immediately apply to a masterwork\r\nweapon:\r\n[br]\r\n[b]NET[\/b]\r\n[br]\r\nLegendary weapon property\r\n[br]\r\nComponents Masterwork exotic ranged weapon\r\nthat doesn\u2019t have the Firearm property\r\nWhen you hit a Large or smaller creature with this\r\nweapon\u2019s projectile, it also deploys a net which\r\nautomatically hits the creature.\r\n\r\n[b][u]Traps\r\n[br][\/u][\/b]\r\nCraftsmen of the Trappers' Guild can build the\r\nfollowing traps:\r\n\r\n[b]BALLISTA TRAP\r\n[br][\/b]\r\nYou load this compact ballista-like device in an\r\nunoccupied space within 5 feet of you and aim it in\r\na direction you choose. The trap triggers whenever\r\na creature enters the area of a 5-foot wide, 30-foot\r\nlong line extending from the front of the trap. When\r\nit triggers, the ballista fires automatically, making a\r\nranged attack with a bonus equal to your Intelligence\r\nmodifier + your proficiency bonus. On a hit, the\r\ntarget takes 2d8 piercing damage.\r\n\r\n[b]MAN-TRAP\r\n[br][\/b]\r\nYou affix this oversized hunting trap to the ground\r\nin an unoccupied 5-foot square area with 5 feet of\r\nyou. When a creature of Small size or larger moves\r\nwithin the trap\u2019s area, the trap clamps down on the\r\ncreature\u2019s legs. The creature must make a Dexterity\r\nsaving throw against your Masterwork save DC or\r\ntake 2d8 slashing damage and be trapped, unable to\r\nmove. On a successful save, the creature takes half\r\nthis slashing damage and is not trapped. The trapped\r\ncreature or another creature within 5 feet of it can\r\nuse its action to make a Strength check against your\r\nMasterwork save DC to free the trapped creature.\r\nTrapped creatures of Huge size and larger can move\r\nnormally, ripping the trap from its mounting when\r\nthey move.\r\n\r\n[b]RAZOR WIRE\r\n[br][\/b]\r\nYou deploy a tangle of razor-sharp wire into up to\r\nfour unoccupied, contiguous 5-foot square areas\r\nyou choose within 10 feet of you. Each of these areas\r\nbecomes difficult terrain. When a creature moves\r\ninto or within the area, it takes 2d4 piercing damage\r\nfor every 5 feet it travels. Once deployed, the razor\r\nwire can\u2019t be recovered.\r\n\r\n[b]TRIGGER BOMB\r\n[br][\/b]\r\nYou toss this explosive device to an unoccupied\r\nspace with 30 feet. As a reaction when a creature\r\nmoves within 5 feet of the bomb, you can press the\r\ndetonator, causing the bomb to explode in a 15-foot\r\ndiameter sphere. Each creature within that area\r\nmust make a Dexterity saving throw against your\r\nMasterwork save DC, taking 2d6 fire damage on\r\na failed save, or half as much on a successful one.\r\nFlammable objects in this area that aren\u2019t being worn\r\nor carried ignite.","table_data":"LEVEL | PROFICIENCY BONUS | FEATURES | ACTIVE CRAFTING\r\n1st | +2 | Exotic Proficiencies, Active Crafting | 25 gp\r\n2nd | +2 | Masterwork (Apprentice properties), Tool Belt | 25 gp\r\n3rd | +2 | Artisans\u2019 Guild | 50 gp\r\n4th | +2 | Ability Score Improvement | 75 gp\r\n5th | +3 | Extra Attack, Masterwork (Journeyman properties) | 100 gp\r\n6th | +3 | Folded Steel | 125 gp\r\n7th | +3 | Artisans\u2019 Guild feature | 150 gp\r\n8th | +3 | Ability Score Improvement | 175 gp\r\n9th | +4 | Eye for Quality | 200 gp\r\n10th | +4 | Artisans\u2019 Guild feature | 225 gp\r\n11th | +4 | Masterwork (Master properties) | 250 gp\r\n12th | +4 | Ability Score Improvement | 275 gp\r\n13th | +5 | Flawless Construction | 300 gp\r\n14th | +5 | Artisans\u2019 Guild feature | 325 gp\r\n15th | +5 | Uncanny Tool Belt | 350 gp\r\n16th | +5 | Ability Score Improvement | 375 gp\r\n17th | +6 | Masterwork (Legendary properties) | 400 gp\r\n18th | +6 | Artisans\u2019 Guild feature | 425 gp\r\n19th | +6 | Ability Score Improvement | 450 gp\r\n20th | +6 | Magnum Opus | 500 gp","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1042929","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}