{"name":"Craftman","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 room resonates with the sound of\r\nmetal impacting metal, while the bright, hot piece of\r\nsteel in 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\u2019s 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\nCraftsmen are virtuoso artisans and genius\r\ninventors. Not content merely creating masterwork\r\npieces of weapons and armor, they invent and\r\nengineer ingenious devices and singularly deadly\r\nweapons.\r\n\r\n[h1]Master of Craft[\/h1]\r\nArtisans of all types are an integral part of every\r\nculture: buildings must be erected, pots must be\r\nsent 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\n\r\n[h1]Secret of Steel[\/h1]\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-produced\r\nitems.\r\n\r\n[h1]Creating a Craftsman[\/h1]\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 unrivaled 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[h1]QUICK BUILD[\/h1]\r\nYou can make a craftsman quickly by following these\r\nsuggestions. Make Strength or Dexterity your highest\r\nability score, followed by Intelligence. Next, select\r\nAthletics and Investigation as your skills. Finally,\r\nchoose a background befitting of your history of\r\ncraftsmanship.","hit_dice":"1d10","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per craftsman level after 1st","armor_proficiencies":"All armor, shields","weapon_proficiencies":"Simple weapons, Martial weapons, Exotic weapons","tools":"All artisan\u2019s tools","saving_throws":"Constitution, Intelligence","skills":"Choose two from: Arcana, Athletics, History, Investigation, Medicine, Perception, and Persuasion","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\u2022 A set of craftman\u2019s tools\r\n\u2022 A shield and (a) chain mail, (b) leather armor, or (c) scale mail\r\n\u2022 A dagger and (a) a warhammer or (b) any simple weapon\r\n\u2022 (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows\r\n\u2022 A dungeoneer\u2019s pack\r\n\r\n[small]As a craftsman, you carry a set of craftsman\u2019s tools, a combined toolkit that covers a broad range of applications. You can use a set of craftsman\u2019s tools for any ability check you would make with any set of artisan\u2019s tools. A set of craftsman\u2019s tools costs 75 gp.[\/small]","spellcasting":"","class_features":"[h1]Exotic Proficiencies[\/h1]\r\nStarting at 1st level, you gain proficiency with exotic weapons and exotic armor, which are unconventional, yet effective items with which no other class is proficient. If a feature or effect grants proficiency with a weapon or suit of armor, it doesn\u2019t grant proficiency with exotic weapons or exotic armor, unless otherwise stated.\r\n\r\n[h1]Active Crafting[\/h1]\r\nAlso at 1st level, you can craft one item each day when you take a long rest, without losing the benefits of a long rest. You pay half the item\u2019s gold piece cost in materials, up to 25 gp. If an item costs more than 25 gp in materials, you can finish the item by working on it for multiple days, spending 25 gp each day until the item is completed.[br]\r\nAs you gain levels in this class, your crafting speed increases, allowing you to spend more on materials for each day of crafting, as shown in the Active Crafting column of the Craftsman table.[br]\r\nItems you craft using this feature are worth half their gold piece cost when sold. This means that you can sell an item to refund its cost in materials, but not to make a profit.\r\n\r\n[h1]Masterwork[\/h1]\r\nAt 2nd level, you begin to learn the deeper intricacies of weapon and armor craftsmanship.\r\n[h3]MASTERWORK EQUIPMENT[\/h3]\r\nAs a craftsman, you are capable of creating weapons and armor of the utmost quality; such creations are known as masterwork items. To create a masterwork version of an item, add 50 gp to the cost in materials you pay to craft the item. Masterwork weapons you create have a +1 bonus to attack rolls. A magic weapon that adds a bonus to your attack and damage rolls doesn\u2019t add this bonus to attack rolls.\r\n[h3]Masterwork Properties[\/h3]\r\n[table]\r\n[tr]\r\n[th:20]Properties[\/th]\r\n[th:40]Craftsman Level[\/th]\r\n[th:20]Cost[\/th]\r\n[\/tr]\r\n[tr]\r\n[td:40]Apprentice[\/td]\r\n[td:20]2nd[\/td]\r\n[td:20]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Journeyman[\/td]\r\n[td:20]5th[\/td]\r\n[td:20]100 gp[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Master[\/td]\r\n[td:20]11th[\/td]\r\n[td:20]250 gp[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Legendary[\/td]\r\n[td:20]17th[\/td]\r\n[td:20]400 gp[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]MASTERWORK PROPERTIES[\/h3]\r\nMasterwork weapons and armor can be modified with masterwork properties, advanced modifications that transform them into truly unique weapons and armor. Masterwork properties are separated into 4 levels: Apprentice, Journeyman, Master, and Legendary. You can apply any number of Apprentice properties to a masterwork weapon, or up to three Apprentice properties to a masterwork suit of armor. Additionally, you can apply one Journeyman, one Master, and one Legendary property to each\r\nmasterwork item.\r\n\r\n@[MASTERWORK PROPERTIES](article:324c431d-6cfc-4d4b-82e8-b1f712df8ed7)\r\n\r\nIf you add a Master or Legendary property to an item, only you can use it.\r\n[h3]MODIFYING EQUIPMENT[\/h3]\r\nUsing the Active Crafting feature, you can modify a weapon or suit of armor when you take a long rest.[br]\r\nThis allows you to do the following:[br]\r\n[b]Improving Equipment.[\/b] You can make any nonmagical weapon or suit of armor masterwork for a cost of 50 gp in materials.[br]\r\n[b]Adding Masterwork Properties.[\/b] Adding masterwork properties of Journeyman level or higher requires a cost in gold pieces and also requires you to be of a high enough level in this class, as shown in the Masterwork Properties table. When you learn a new level of masterwork properties, you can apply a property from that level to a masterwork item at no cost.[br]\r\nCheck the Weapons Exceptions sidebar later in this chapter before adding masterwork properties to a weapon.[br]\r\nWhenever you modify the properties of a masterwork weapon, you can change its damage type to bludgeoning, piercing, or slashing damage, if its damage was already one of these types.[br]\r\n[b]Removing Properties.[\/b] You can remove any properties of a masterwork item, including those a weapon had when you first created it. You can\u2019t remove a property from an item that is a prerequisite for another of the item\u2019s properties. If you replace a property of Journeyman level or higher with a property of the same level over the same long rest, you can do so without an additional cost in materials.\r\n[h3]CRAFTING ABILITY[\/h3]\r\nIntelligence is the primary ability you use when crafting items. You use your Intelligence modifier when setting the saving throw DC for items that you craft.[br]\r\n[b]Masterwork save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[h3] Downtime Crafting[\/h3]\r\nAny character can craft an item in their downtime; the craftsman is simply better at it. To craft an item, a character requires three things:[br]\r\n\u2022 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\u2019s current circumstances, contacts, or access to materials.[br]\r\n\u2022 Tools. You must have a set of appropriate artisan\u2019s tools and proficiency with them to craft an item. Occasionally, an item might call for an entire workshop or other special tools.[br]\r\n\u2022 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.[br]\r\nYou can sell any item you craft during your downtime for its total gold piece cost. As such, if you run a shop or craft items during your downtime purely to make profit, you can make 5 gp per day, assuming you sell all of your items.\r\n\r\n[h1]Tool Belt[\/h1]\r\nBy 2nd level, you always have the right tool at hand. You can use your action to retrieve a piece of nonmagical gear from your belt, pack, cart, or wherever you keep your tools, even if you didn\u2019t have it in your inventory before. The item\u2019s gold piece cost can be up to 50 gp. You can\u2019t use this feature to produce a weapon, suit of armor, shield, or potion. An item retrieved in this way becomes lost in your inventory and vanishes when you finish a long rest.[br]\r\nYou can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.\r\n\r\n[h1]Artisans\u2019 Guild[\/h1]\r\nAt 3rd level, you join an Artisans\u2019 Guild. Select one of the Guilds from those listed below; you gain the 3rd level feature of that guild. You gain an additional Guild feature at 7th, 10th, 14th and 18th level.\r\n\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h1]Extra Attack[\/h1]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h1]Folded Steel[\/h1]\r\nAt 6th level, you discover or create new processes for making your masterwork gear even stronger than before. Masterwork weapons crafted or modified by you count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[h1]Eye for Quality[\/h1]\r\nStarting at 9th level, you can cast the identify spell at will, without using a spell slot or spell components. Additionally, when you cast the spell, you also appraise the target item, learning its market value in gold pieces.\r\n\r\n[h1]Flawless Construction[\/h1]\r\nBeginning at 13th level, masterwork items you create don\u2019t rust, pit, fray at the edges, or otherwise show signs of aging. Additionally, they have resistance to all damage. Items you create can only be destroyed by effects that can destroy magic items.\r\n\r\n[h1]Uncanny Tool Belt[\/h1]\r\nBy 15th level, you have a knack for finding the most useful things buried away in your cart. You can produce a single common or uncommon magic item from your tool belt. The item becomes lost in your inventory and vanishes when you finish a long rest. Once you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h1]Magnum Opus[\/h1]\r\nAt 20th level, you complete an object of unparalleled majesty. You work feverishly for a period of 30 days to create a single magic item of very rare or legendary rarity. This item is tied to your very soul: regardless of type, you are always considered attuned to it, and no other creature can attune to it while you are alive. This item doesn\u2019t count against your maximum number of attuned items, and you ignore all attunement requirements for the item. As long as you are on the same plane of existence as your item, you can use a bonus action to call it to your hand or onto your body (as appropriate). You can only craft a Magnum Opus once.","subclass_options":"[h1][b]ARTISANS\u2019 GUILDS[\/b][\/h1]\r\nAll master craftsmen learn the basics of smithing, leatherworking, woodworking, and other necessary disciplines on the path to mastery, either on their own or under the tutelage of another master artisan. However, as they hone their skills, they invariably find themselves drawn to gatherings of other likeminded craftsmen. These groups, formalized as Guilds, provide a means for craftsmen to compare notes and schematics, acquire resources, and provide a means for craftsmen to ply their trade.\r\n[table]\r\n[tr]\r\n[th:20]NAME[\/th]\r\n[th:40]DESCRIPTION[\/th]\r\n[\/tr]\r\n[tr]\r\n[td:40]Arcane Maesters\u2019 Guild[\/td]\r\n[td:20]Magical craftsmen that forge mundane steel into magic items[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Armigers\u2019 Guild[\/td]\r\n[td:20]Armorsmiths of great renown that wear reinforced steel[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Bladeworkers\u2019 Guild[\/td]\r\n[td:20]Weaponsmiths who build innovative implements of war and train in their use[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Calibarons\u2019 Guild[\/td]\r\n[td:20]Gunsmiths who develop advanced firearms and attachments[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Forgeknight\u2019s Guild[\/td]\r\n[td:20]Wields a portable forge to heat their weapons and armor to explosive limits[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Mechanauts\u2019 Guild[\/td]\r\n[td:20]Pilots a modified apparatus of the crab, a walking construct of fearsome power[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Thunderlords\u2019 Guild[\/td]\r\n[td:20]An electric innovator that uses lightning-charged equipment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td:40]Trappers\u2019 Guild[\/td]\r\n[td:20]A mechanical tinkerer that deploys lethal booby traps during combat[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h1]Arcane Maesters\u2019 Guild[\/h1]\r\nWhile most seasoned spellcasters will enchant a handful of magic items over the course of their careers, artisans belonging to the Guild of Arcane Maesters seek to become true masters of magic item creation. They rightly take seriously the forging of such powerful relics: each creation must be a masterwork in its own right to contain the potent magic woven into them. Despite laboring for months or even years to perfect their creations, seasoned maesters are always seen to be laden with dozens of magic items, attuned to a handful of rings, and carrying a wand of magic missiles, just in case.\r\n[h2]MAGIC ITEM CRAFTING[\/h2]\r\nThe following lists show which magic items you can create, the craftsman level you must reach and the cost in materials each item requires.\r\n[row]\r\n[col3][b]3rd level \u2014 100 gp[\/b][br]\r\nBag of holding[br]\r\nDecanter of endless water[br]\r\nEyes of minute seeing[br]\r\nFolding boat[br]\r\nGoggles of night[br]\r\nHandy haversack[br]\r\nHelm of comprehending languages[br]\r\nImmovable rod[br]\r\nLantern of revealing[br]\r\nPeriapt of health[br]\r\nRope of climbing[br]\r\nWand of secrets[\/col3]\r\n[col3][row]\r\n[col][b]7th level \u2014 250 gp[\/b][br]\r\nBoots of elvenkind[br]\r\nCirclet of blasting[br]\r\nCloak of elvenkind[br]\r\nEfficient quiver[br]\r\nEyes of charming[br]\r\nPipes of haunting[br]\r\nPortable hole[br]\r\nRing of jumping[br]\r\nRing of water walking[br]\r\nWand of magic missiles[br]\r\nWind fan[\/col]\r\n[col][b]10th level \u2014 500 gp[\/b][br]\r\nBoots of striding and springing[br]\r\nEversmoking bottle[br]\r\nEyes of the eagle[br]\r\nGloves of missile snaring[br]\r\nHat of disguise[br]\r\nHelm of telepathy[br]\r\nPeriapt of proof against poison[br]\r\nPeriapt of wound closure[br]\r\nRing of feather falling[br]\r\nRing of mind shielding[br]\r\nSlippers of spider climbing[br]\r\nWinged boots[\/col]\r\n[\/row] [\/col3]\r\n[col3][b]14th level \u2014 1,000 gp[\/b][br]\r\nBelt of dwarvenkind[br]\r\nBoots of levitation[br]\r\nBoots of speed[br]\r\nCape of the mountebank[br]\r\nCloak of the bat[br]\r\nGem of seeing[br]\r\nHorn of blasting[br]\r\nInstant fortress[br]\r\nIron bands of binding[br]\r\nRing of free action[br]\r\nRing of the ram[br]\r\nRing of X-ray vision[br]\r\nWand of enemy detection[br]\r\nWand of fear[\/col3]\r\n[\/row]\r\nFrom among those available at 3rd level, you can craft 5 magic items. You can craft 3 from among those available at 7th, 3 from among those at 10th, and 2 from among those at 14th. In the process of creating a new magic item, you can dismantle a magic item you have created in order to build a new one from the same category.\r\n\r\n[h2]APPRENTICE PROPERTY[\/h2]\r\nAlso at 3rd level, you learn to apply the following masterwork property to your equipment:\r\n[h3]ENCHANTED[\/h3]\r\n[i]Apprentice weapon property[\/i][br]\r\n[b]Components:[\/b] Masterwork weapon[br]\r\nThis weapon is interwoven with strong magical enchantments. You can use your Intelligence, instead of Strength or Dexterity, for this weapon\u2019s attack and damage rolls.\r\n\r\n[h2]INSTANT ATTUNEMENT[\/h2]\r\nBeginning at 7th level, your experience in creating magic items allows you to quickly bond with them. You can use your action to attune to a magic item, and you can end your attunement to an item as part of the same action. You can use this ability a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a short or long rest.\r\n\r\n[h2]EPHEMERAL ENCHANTMENT[\/h2]\r\nStarting at 10th level, you can spend 10 minutes to lay an enchantment on a nonmagical weapon, enchanting up to 6 nonmagical weapons during a short or long rest. For the next 8 hours, each enchanted weapon counts as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage.\r\n\r\n[h2]SEVER CONNECTION[\/h2]\r\nBy 14th level, you can break the connection that binds you to your magic items and repurpose that magic to protect yourself. As a reaction when a creature you can see targets you with an attack, or when you make a saving throw, you can end your attunement to one magic item. Until the start of your next turn, you gain a bonus to your Armor Class and saving throws equal to your Intelligence modifier. The total number of magic items you can attune to is reduced by 1 until you finish a short or long rest.[br] \r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h2]LEGENDARY PROPERTY[\/h2]\r\nAt 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:\r\n[h3]RESONANT[\/h3]\r\n[i]Legendary armor property[\/i][br]\r\n[b]Components:[\/b] Masterwork suit of exotic armor[br]\r\nBy spending a short rest focusing on a magic item while wearing this armor, you can attune the item directly to the armor. You can use the magic item as though you were attuned to it while you are wearing the armor. You can attune up to two items to the armor, and can end an item\u2019s attunement to the armor by spending another short rest focused on the item.\r\n\r\n[h1]Armigers\u2019 Guild[\/h1]\r\nThe Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.\r\n[h2]FIGHTING STYLE[\/h2]\r\nBeginning at 3rd level, you not only learn to forge powerful armor, but can wear it with skill. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.[br]\r\n[b]Defense.[\/b] While you are wearing armor, you gain a +1 bonus to AC.[br]\r\n[b]Protection.[\/b] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[h2]SHINING STEEL[\/h2]\r\nStarting at 7th level, your imposing, shining armor makes you a clear target for your foes. When you roll initiative and aren\u2019t surprised, you can challenge any number of creatures within 60 feet of you that can see you to battle. Each affected creature must succeed on a Wisdom saving throw against your Masterwork save DC or have disadvantage on any attack roll that doesn\u2019t target you on the first round of combat. A creature with an Intelligence of 3 or less automatically succeeds on this saving throw.\r\n\r\n[h2]ARMOR REINFORCEMENT[\/h2]\r\nStarting at 10th level, you can spend 10 minutes to reinforce a suit of armor, or you can reinforce up to 6 suits of armor during a short or long rest. This armor retains its reinforcement until the creature wearing it is hit, after which it is no longer fortified. Reinforced armor gains one of the following properties of your choice:[br]\r\n[b]Adamant.[\/b] When a creature wearing this armor takes damage, it reduces the amount it takes by 1d8.[br]\r\n[b]Banded.[\/b] A creature wearing this armor has a +1 bonus to Armor Class.\r\n\r\n[h2]FORTIFY[\/h2]\r\nStarting at 14th level, as a bonus action, you can gain resistance to all damage until the end of your next turn. Once you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h2]LEGENDARY PROPERTY[\/h2]\r\nAt 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:[br]\r\n[h3]INVINCIBLE[\/h3]\r\n[i]Legendary armor property[\/i][br]\r\n[b]Components:[\/b] Masterwork suit of exotic armor[br]\r\nWhile you are wearing this armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 5.\r\n\r\n[h1]Bladeworkers\u2019 Guild[\/h1]\r\nBlade and bow, axe and mace: these are the tools with which the Bladeworkers try to change the world. They believe that the right blade, in the right hand can make a warrior unstoppable.\r\n[h2]FIGHTING STYLE[\/h2]\r\nStarting when you choose this guild at 3rd level, you not only learn to forge great weapons, you fight with them as well. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.[br]\r\n[b]Dueling.[\/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.[br]\r\n[b]Great Weapon Fighting.[\/b] When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.[br]\r\n[b]Hand-and-a-Half.[\/b] While wielding a versatile weapon in two hands, you gain a +1 bonus to attack and damage rolls with that weapon.[br]\r\n[b]Two-Weapon Fighting.[\/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]SABOTAGING STRIKE[\/h2]\r\nBeginning at 7th level, you can use your knowledge of armament construction to disarm your foes and crush their armor. Once on each of your turns, when you take the Attack action, you can replace one of your attacks with one of the following special melee attacks.[br]\r\n[b]Disarm.[\/b] You attempt to disarm a target within your reach. The target makes a Strength saving throw against your Masterwork save DC. On a failed save, it drops one item of your choice that it is holding or carrying. The object lands at its feet.[br]\r\n[b]Sunder.[\/b] You attempt to shatter the defenses of a target within your reach that is wearing armor or carrying a shield. The target must make a Dexterity saving throw against your Masterwork save DC. On a failed save, the target\u2019s armor or shield takes a permanent and cumulative \u22121 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If a creature\u2019s armor or shield is damaged but not destroyed, it can repair it over the course of a short or long rest.\r\n\r\n[h2]HONED WEAPONS[\/h2]\r\nStarting at 10th level, you can spend 10 minutes to fortify a weapon, or fortify up to 6 weapons during a short or long rest. This weapon retains its fortification until it hits a target, after which it is no longer fortified. A fortified weapon gains one of the following properties of your choice:[br]\r\n[b]Honed.[\/b] This weapon has a +2 bonus to attack rolls.[br]\r\n[b]Sharpened.[\/b] This weapon deals an extra 1d8damage on a hit.\r\n\r\n[h2]VERSATILE WEAPON MASTER[\/h2]\r\nBy 14th level, you can wield all manner of weapons in rapid succession. Once on each of your turns when you attack with a weapon, you can gain advantage on the attack roll. You can use this ability four times: once to make a ranged weapon attack with a weapon that has the Ammunition property, once to make a melee weapon attack with a twohanded weapon, once to make a melee weapon attack with a one-handed weapon, and once to make a ranged weapon attack with a thrown weapon. Each use must be with a different weapon, and you regain each use of this ability after one minute. You can\u2019t use this ability if you have disadvantage on the attack roll, or if you can\u2019t see the target.\r\n\r\n[h2]LEGENDARY PROPERTY[\/h2]\r\nAt 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:\r\n[h3]DEVASTATING[\/h3]\r\n[i]Legendary weapon property[\/i][br]\r\n[b]Components:[\/b] Masterwork exotic weapon[br]\r\nThis weapon scores a critical hit on a roll of 18\u201320.\r\n\r\n[h1]Calibarons\u2019 Guild[\/h1]\r\nThe Calibarons know, better than most, that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay a giant low and magic may let the savvy and the blessed stand up to the gods, but only a gun will let a common man put a dragon in its place.\r\n[h2]FIGHTING STYLE[\/h2]\r\nStarting at 3rd level, you adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.[br]\r\n[b]Akimbo.[\/b] When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.\r\n[b]Bullseye.[\/b] You gain a +2 bonus to ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect. This effect does not stack with the Archery fighting style.\r\n[b]Duelist.[\/b] While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target\u2019s AC by 5 or more, you deal an extra die of weapon damage. You can only use this ability once per round.\r\n[b]Shotgunner.[\/b] When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is lower than the original.\r\n\r\n[h2]APPRENTICE PROPERTY[\/h2]\r\nStarting at 7th level, you can add the following special property to your firearms:\r\n[h3]SUPPRESSOR[\/h3]\r\n[i]Apprentice weapon property[\/i][br]\r\n[b]Components:[\/b] Masterwork martial ranged weapon with the Firearm property[br]\r\nAttacks with this weapon make only a low thud or a quiet clink, audible out to 10 feet, and release a puff of smoke to mask the light given off by the blast.\r\n[h3]BALLISTIC CALIBRATION[\/h3]\r\nStarting at 10th level, you can spend 10 minutes to calibrate and reinforce a ranged weapon, or you can calibrate up to 6 ranged weapons during a short or long rest. This weapon retains its calibration until it hits a target, after which it is no longer calibrated. A calibrated ranged weapon gains one of the following properties of your choice:[br]\r\n[b]Ballistic.[\/b] This weapon deals an extra die of damage on a hit.[br]\r\n[b]Calibrated.[\/b] This weapon scores a critical hit on a roll of 18\u201320.\r\n[h3]UNDERBARREL GRENADE LAUNCHER[\/h3]\r\nBeginning at 14th level, you have learned to construct the ultimate firearm attachment: an underbarrel grenade launcher. You can use your action to attach this launcher to a two-handed ranged weapon with the Firearm property or remove it from one. If the launcher is ever lost or stolen, you can construct a new one over the course of a long rest with 100 gp in materials.[br]\r\nYou can use your action to fire the launcher at a point you can see within 60 feet of you. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw against your Masterwork save DC, taking 8d6 fire damage on a failed save, or half as much on a successful save.[br]\r\nOnce you fire the launcher, you can\u2019t do so again until you finish a short or long rest.\r\n\r\n[h2]LEGENDARY PROPERTY[\/h2]\r\nAt 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:\r\n[h3]BURST FIRE[\/h3]\r\n[i]Legendary weapon property[\/i][br]\r\n[b]Components:[\/b] Masterwork exotic firearm with the Automatic property[br]\r\nWhen you take the Attack action to make an attack with this firearm, you can use your bonus action to make one additional attack with it.\r\n\r\n[h1]Forgeknight\u2019s Guild[\/h1]\r\nTo a Forgeknight, heat is not merely integral to forging, curing, and welding gear, it is a weapon in its own right, for the swing of a white-hot blade bites not only with steel, but with flame. A Forgeknight carries the intensity of a forge with them, storing it in their armor and building it up in their weapons, before unleashing it in a scorching blast.\r\n[h2]PORTABLE FORGE[\/h2]\r\nWhen you join this guild at 3rd level, you construct a portable forge which allows you to heat objects you are forging without a specially constructed shop or foundry. When you gain this forge, you are assumed to have been working on it in your spare time, only bringing it to full functionality when you take this subclass. If your forge is ever lost or damaged, you can repair or replace it over the course of a long rest with 100 gp of materials.[br]\r\nWhile you are carrying your force, you gain the following benefits:[br]\r\n\u2022 Weapons you wield can deal fire damage instead of their normal damage type.[br]\r\n\u2022 You have resistance to fire damage.[br]\r\n\u2022 You can cast the cantrips mending and produce flame. Intelligence is your spellcasting ability for each of these spells.[br]\r\n\r\n[h2]FORGEFIRED ARMORY[\/h2]\r\nStarting at 7th level, you can add the Explosive and Heat properties to your melee weapons. When you hit a target with an explosive melee weapon, it creates an explosion at the point of impact, as per the Explosive property, which doesn\u2019t harm you or the weapon.\r\n\r\n[h2]SUPERHEATED WEAPONS[\/h2]\r\nStarting at 10th level, you can plunge a number of melee weapons or pieces of ammunition into an active forge or your portable forge, heating them to white-hot temperatures. Weapons and ammunition placed in the forge must be made of metal, and remain heated for 10 minutes. You can heat one weapon or 2 pieces of ammunition in the forge as an action, or up to 10 weapons or 20 pieces of ammunition over the course of 1 minute.[br]\r\nA heated weapon or piece of ammunition deals fire damage instead of its normal damage type, and if it hits a flammable object that isn\u2019t being worn or carried, that object ignites. The first time a heated weapon or piece of ammunition hits a target, it deals an extra 1d6 fire damage.\r\n\r\n[h2]FIRE BURST[\/h2]\r\nBeginning at 14th level, you can release the heat of your portable forge in a colossal burst. While holding your forge, you can cast the fireball spell, centered on yourself, without using a spell slot or material components, using your Masterwork save DC. You take no damage from this spell.[br]\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h1]Mechanauts\u2019 Guild[\/h1]\r\nFor centuries, the pinnacle of mechanized vehicles was the apparatus of the crab, a singular device capable of exploring inhospitable environments, from the sea floor to lava-strewn volcanic fields. However, ambitious craftsmen from the Mechanauts\u2019 Guild have drawn up designs for a new vehicle, mightier and more customizable than the old apparatus. This device is a walking tank, equipped with savage fists, scuttling legs, and climate control enhancements\u2014a vehicle to dwarf all others, a true feat of engineering.\r\n[h2]MECHANAUT'S APPARATUS[\/h2]\r\nAt 3rd level, you complete the frame of a Mechanaut\u2019s Apparatus, with ample room for upgrades and improvements. Its blueprints are based on the apparatus of the crab, but you can model your apparatus after any beast or as a humanoid figure.[br]\r\n[b]Apparatus Statistics.[\/b] The statistics of your apparatus are given in the Mechanaut\u2019s Apparatus stat block. The apparatus\u2019s Armor Class is based on your Intelligence modifier and its hit points are based on your craftsman level.[br]\r\n[b]Customizing the Apparatus.[\/b] Your apparatus comes with two installed masterwork melee weapons, which you can modify with masterwork properties or replace with different melee weapons when you finish a long rest. Your apparatus is always proficient with its installed weapons, and can use masterwork weapons with Master and Legendary properties.[br]\r\n[b]Repairing the Apparatus.[\/b] When your apparatus drops to 0 hit points, it can\u2019t move or act, but can be repaired. You can spend 1 minute restoring the apparatus\u2019s ability to move at half speed, which it loses if it takes damage again before it is repaired.[br]\r\nYou can repair your apparatus at the end of a short rest by spending Hit Dice, causing it to regain hit points as if it had taken a short rest. When you finish a long rest, you can repair your apparatus, causing it to regain all its hit points. You are always considered to have enough materials to repair your apparatus. If your apparatus is lost, you can build a new one for 400 gp.[br]\r\n[b]Entering and Exiting the Apparatus.[\/b] A creature that isn\u2019t wearing armor can use half its movement to enter or exit the apparatus. While within the apparatus, a creature has total cover from effects originating outside of it. Only one Medium or Small creature can be in the apparatus at a time.[br]\r\nWhile inside the apparatus, a creature takes half the damage the apparatus takes.[br]\r\n[b]Piloting the Apparatus.[\/b] Your apparatus acts on your turn, though it doesn\u2019t take actions unless you are piloting it. Any creature inside the apparatus can command it to move (no action required), but only you can use your action to pilot the apparatus, commanding it to take the Attack, Dash, Disengage, or Dodge action. When you command the apparatus to take the Attack action, the apparatus makes the same number of attacks you would make using the Attack action, and uses your Dexterity or Intelligence modifier (your choice) for its attack and damage rolls, as if you were making the attack.\r\n[block:1138663]\r\n\r\n[h2]COCKPIT UPGRADE[\/h2]\r\nAt 3rd level, you can customize your apparatus by pgrading its piloting compartment. Choose one of he following upgrades:[br]\r\n[b]Comfortable Amenities.[\/b] interior of he apparatus is particularly cozy, perhaps even ncluding a warm blanket and pillow. You can sleep hile within the apparatus without ill effect.[br]\r\n[b]Ejector Seat.[\/b] apparatus comes equipped ith an emergency ejection system, allowing or quick escape. Exiting this apparatus costs no movement.[br]\r\n[b]Loudspeaker.[\/b] The apparatus comes equipped with a system that magnifies your voice up to three times as loud as normal.\r\n\r\n[h2]LIMB UPGRADE[\/h2]\r\nBy 7th level, you have redesigned your apparatus\u2019s legs to achieve better mobility. Choose one of the following upgrades:[br]\r\n[b]Arachnotron Legs.[\/b] The apparatus can move up, down, and across vertical surfaces and ceilings, and it gains a climbing speed equal to its walking speed.[br]\r\n[b]Heavy Suspension.[\/b] The apparatus\u2019s jump distance triples, and it takes no damage from falling a distance of less than 100 feet.[br]\r\n[b]Telescopic Frame.[\/b] While no one is inside the apparatus, you can use your bonus action to command it to collapse down to Medium size or return to Large size. While collapsed in this way, the apparatus can\u2019t be entered.\r\n\r\n[h2]PASSENGER SEAT[\/h2]\r\nStarting at 10th level, you have installed a second seat inside the cockpit. A creature can\u2019t pilot the apparatus or command it to move from this second seat, but the creature does benefit from total cover from outside effects and take half the damage taken by the apparatus.\r\n\r\n[h2]ATTACHMENT UPGRADE[\/h2]\r\nBeginning at 14th level, you have installed an external attachment to your apparatus. Choose one of the upgrades below. Once you use the installed upgrade, you must finish a short or long rest before you can use it again.\r\n[b]Abjuration Generator.[\/b] You have installed a magical shield generator on the outside of your apparatus. You can activate it as a bonus action, granting your apparatus temporary hit points equal to your craftsman level.[br]\r\n[b]Flak Cannon.[\/b] On the front of your apparatus, you have installed a single-shot shrapnel cannon, which you can use your action to fire at a creature you can see within 120 feet of you. The target must make a Dexterity saving throw against your Masterwork save DC, taking 6d6 slashing damage on a failed save, or half as much damage on a successful one.[br]\r\n[b]Rocket Engine.[\/b] You can use your bonus action to light the apparatus\u2019s installed rocket engine, propelling you up to 30 feet in a straight line in any direction you choose. If you make a melee attack immediately after this movement, the attack is made with advantage. On a hit, this attack knocks the target prone or pushes it up to 10 feet away from you (your choice).\r\n\r\n[h2]LEGENDARY PROPERTY[\/h2]\r\nAt 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:\r\n[h3]PNEUMATIC[\/h3]\r\n[i]Legendary weapon property[\/i][br]\r\n[b]Components:[\/b] Masterwork exotic melee weapon[br]\r\nIf this weapon is installed in a mechanaut\u2019s apparatus and it deals more than one die of damage on a hit, whenever you roll damage, you can maximize one of the weapon\u2019s damage dice instead of rolling it.\r\n\r\n[h1]Thunderlords\u2019 Guild[\/h1]\r\nFrom the earliest days of life, storms (and particularly lightning) have struck the creatures caught in them with awe and terror. The Thunderlords, by contrast, draw wild inspiration from the majesty of nature, and seek to, quite literally, capture lightning in a bottle.\r\n[h2]POWER CELL[\/h2]\r\nStarting when you join this guild at 3rd level, you construct a lightning-generating power cell, which comes connected to a set of conduit gauntlets. When you gain these items, you are assumed to have been working on them in your spare time, only bringing them to full functionality when you choose this subclass. If these pieces of equipment are lost or damaged, you can replace them over the course of a long rest with 100 gp worth of materials.[br]\r\n[b]Charge Points.[\/b] Your power cell gives you a number of charge points, which represent the electrical energy stored within your power cell. Your maximum number of charge points is equal to half your craftsman level, rounded up. You can spend these points to generate various electrical effects through your power cell. You regain all expended charge points when you finish a short or long rest.[br]\r\n[b]Using Charge Points.[\/b] Once per turn when you hit a creature with an attack that deals lightning damage, you can spend 1 or more charge points, up to a maximum number equal to your proficiency bonus, to enhance the power of the attack. When you do so, choose one of the following effects:[br]\r\n[i]Arc.[\/i] Lightning arcs to nearby targets. Choose a number of creatures equal to the number of charge points you spend that are within 15 feet of the target of your attack. Each of the chosen creatures must make a Dexterity saving throw against your Masterwork save DC. On a failed save, a creature takes lightning damage equal to 1d6 + your Intelligence modifier.[br]\r\n[i]Discharge.[\/i] The creature you hit takes an extra 1d6 lightning damage for each charge point you spend.[br]\r\n[i]Jolt.[\/i] The creature you hit can\u2019t take reactions until the start of your next turn.\r\n\r\n[h2]SHOCK[\/h2]\r\nAt 3rd level, while you are carrying your power cell and it has at least 1 unspent charge point, you gain the following benefits:[br]\r\n\u2022 Weapons you wield can deal lightning damage instead of their normal damage type.[br]\r\n\u2022 You know the shocking grasp and spare the dying cantrips. Intelligence is your spellcasting ability for these spells.\r\n\r\n[h2]LIGHTNING ROD[\/h2]\r\nStarting at 7th level, while you\u2019re carrying your power cell, you have resistance to lightning damage. Additionally, whenever you take lightning damage from a hostile creature while wearing your gauntlets, you can regain 2 expended charge points as a reaction.\r\n\r\n[h2]STATIC CHARGE[\/h2]\r\nStarting at 10th level, you can spend 10 minutes to store an electric charge in a weapon or suit of armor, or you can store an electric charge in up to 6 different weapons or suits of armor during a short or long rest. Unexpended charges dissipate after 1 hour. A charged weapon or suit of armor gains the following appropriate property:[br]\r\n[b]Charged Armor.[\/b] When you take damage from a melee attack, you can use your reaction to expend the charge, dealing 1d8 lightning damage to the creature that hit you.[br]\r\n[b]Charged Weapon.[\/b] When you hit a creature with an attack using this weapon, you can expend the charge to deal an extra 1d6 lightning damage to the target.\r\n\r\n[h2]HIGH VOLTAGE[\/h2]\r\nStarting at 14th level, while carrying your power cell, you can spend 5 charge points to cast the lightning bolt spell without using a spell slot or material components. This spell uses your Masterwork save DC.\r\n\r\n[h2]LEGENDARY PROPERTY[\/h2]\r\nAt 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:\r\n[h3]ELECTROSHOCK[\/h3]\r\n[i]Legendary weapon property[\/i][br]\r\n[b]Components:[\/b] Masterwork exotic weapon[br]\r\nWhen you hit a creature with this weapon, you can expend the weapon\u2019s built-in power cell to shock the target. The target must succeed on a Constitution saving throw against your Masterwork save DC or become stunned until the end of your next turn.[br]\r\nOnce you use this property, you can\u2019t use it again with this weapon until you finish a short or long rest.\r\n\r\n[h1]Trappers\u2019 Guild[\/h1]\r\nCraftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but the craftsmen of the Trappers\u2019 Guild raise this to a level of artistry. Given enough time and resources, a trapsmith can veritably blanket a room in dangerous implements, setting the stage to slay an intruder in a half-dozen unique ways. While the traps do the dirty work, the trapsmith is free to lounge about some distance away, enjoying a cold beverage and dreaming up new, dangerous designs.\r\n[h2]DANGER SENSE[\/h2]\r\nStarting when you join this guild at 3rd level, your experience with traps gives you an edge when escaping danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be blinded, deafened, or incapacitated.\r\n\r\n[h2]TRAPS[\/h2]\r\nYou are an expert in designing ingenious and lethal traps. Starting at 3rd level, you can craft traps designed for quick deployment, which are detailed in the Traps section below.[br]\r\nWhen you take the Attack action, you can forgo one or more of your attacks to deploy a trap. You can deploy a number of traps equal to your Intelligence modifier (minimum of 1), and you regain all expended deployments when you finish a short or long rest. You can use an action to disarm and recover one of your traps that hasn\u2019t been triggered, which also restores one use of your trap deployments.\r\n\r\n[h2]BOOBY TRAP[\/h2]\r\nStarting at 7th level, you can take 1 minute to conceal one of your traps from an unsuspecting target. A creature can detect a concealed trap by using its action to make an Intelligence (Investigation) or Wisdom (Perception) check against your Masterwork save DC, or by having a passive Perception score higher than that DC. The next time this trap activates before being disarmed, it deals twice as many damage dice.\r\n\r\n[h2]AMBUSH MODIFICATION[\/h2]\r\nStarting at 10th level, you can spend 10 minutes to modify a ranged weapon, or you can modify up to 6 ranged weapons during a short or long rest, each of which gains the following property:[br]\r\n[b]Hair-Trigger.[\/b] This weapon has advantage on the first attack it makes using the Ready action.\r\n\r\n[h2]RAPID SETUP[\/h2]\r\nAt 14th level, as an action, you can deploy up to four traps. Once you use this ability, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h2]LEGENDARY PROPERTY[\/h2]\r\nAt 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:\r\n[h3]NET[\/h3]\r\n[i]Legendary weapon property[\/i][br]\r\n[b]Components:[\/b] Masterwork exotic ranged weapon that doesn\u2019t have the Firearm property[br]\r\nWhen you hit a Large or smaller creature with this weapon\u2019s projectile, it also deploys a net that automatically hits the creature.\r\n\r\n[h2][u]Traps[\/u][\/h2]\r\nCraftsmen of the Trappers\u2019 Guild can build the following traps:\r\n[h3]BALLISTA TRAP[\/h3]\r\nYou load this compact, ballista-like device in an unoccupied space within 5 feet of you and aim it in a direction you choose. The trap triggers whenever a creature enters the area within a 5-foot-wide, 30-foot-long line extending from the front of the trap. When it triggers, the ballista fires automatically, making a ranged attack against the creature. This attack roll uses your Intelligence modifier and proficiency bonus. On a hit, the target takes 2d8 piercing damage.\r\n\r\n[h3]MAN-TRAP[\/h3]\r\nYou affix this oversized hunting trap to the ground in an unoccupied 5-foot-square area within 5 feet of you. When a Small or larger creature moves within the trap\u2019s area, the trap clamps down on the creature. The creature must make a Dexterity saving throw against your Masterwork save DC. On a failed save, the creature takes 2d8 slashing damage, and if it is Large or smaller, it becomes trapped, making it unable to move. On a successful save, the creature takes half as much damage and isn\u2019t trapped. The trapped creature or another creature within 5 feet of it can use its action to make a Strength check against your Masterwork save DC, freein the trapped creature on a success. A Huge or larger creature that failed its saving throw rips the trap from its mounting the next time it moves.\r\n\r\n[h3]RAZOR WIRE[\/h3]\r\nYou deploy a tangle of razor-sharp wire in up to four unoccupied, contiguous, 5-foot-square areas you choose within 10 feet of you. Each of these areas becomes difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Once deployed, the razor wire can\u2019t be recovered.\r\n\r\n[h3]TRIGGER BOMB[\/h3]\r\nYou toss this explosive device into an unoccupied space within 30 feet of you. As a reaction when a creature you can see or hear moves within 5 feet of the bomb, you can press the detonator, causing the bomb to explode. Each creature within 5 feet of the bomb must make a Dexterity saving throw against your Masterwork save DC, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren\u2019t being worn or carried.","table_data":"LEVEL | PROFICIENCY BONUS | Abilities | ACTIVE CRAFTING\r\n1 | +2 | Exotic Proficiencies, Active Crafting | 25 gp\r\n2 | +2 | Masterwork (Apprentice properties), Tool Belt | 25 gp\r\n3 | +2 | Artisans\u2019 Guild | 50 gp\r\n4 | +2 | Ability Score Improvement | 75 gp\r\n5 | +3 | Extra Attack, Masterwork (Journeyman properties) | 100 gp\r\n6 | +3 | Folded Steel | 125 gp\r\n7 | +3 | Artisans\u2019 Guild feature | 150 gp\r\n8 | +3 | Ability Score Improvement | 175 gp\r\n9 | +4 | Eye for Quality | 200 gp\r\n10 | +4 | Artisans\u2019 Guild feature | 225 gp\r\n11 | +4 | Masterwork (Master properties) | 250 gp\r\n12 | +4 | Ability Score Improvement | 275 gp\r\n13 | +5 | Flawless Construction | 300 gp\r\n14 | +5 | Artisans\u2019 Guild feature | 325 gp\r\n15 | +5 | Uncanny Tool Belt | 350 gp\r\n16 | +5 | Ability Score Improvement | 375 gp\r\n17 | +6 | Masterwork (Legendary properties) | 400 gp\r\n18 | +6 | Artisans\u2019 Guild feature | 425 gp\r\n19 | +6 | Ability Score Improvement | 450 gp\r\n20 | +6 | Magnum Opus | 500 gp","source":"https:\/\/www.kickstarter.com\/projects\/magehandpress\/spire-of-secrets","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1138611","world":"9f58264c-0fbf-49ba-9619-eb9ca70a43fe","folder":"25833"}