Maker
‘I really am flattered! But no, I promise, it’s not magic. I’m not an idiot…’
— Carlen-pra, upon revealing his “Everice Flask”
Makers create whatever a community needs, from buildings and pottery to arms and alchemical brews. In the Broken World, those who can build something from what little remains are the lifeblood of Havens. Many Makers specialise in a specific craft, while others collect recipes and materials like glint-birds, turning their hand to anything required of them. This is extremely useful in smaller Havens or as part of a travelling group.
The death of a Maker can leave a Haven without the skills or knowledge to replace them. For this reason, Makers are generous with their knowledge and train apprentices as a matter of course. Some even pride themselves on the heredity of their skills, tracing their mentor's lessons back to storied Makers of the past. Others believe that the craft does not care who first invented it: what matters is how it best serves their community.
Innovation is a necessity for Makers, but many encounter resistance within their Haven — especially if their experimentation puts the Haven at risk. The art of Artificers, for example, is often seen as dangerous because they aim to recreate contraptions from the pre- Breaking world, which many worry will bring Decay upon the Haven. Some reckless Makers are spoken of in hushed tones as a warning to those who believe they can master the arts of the pre-Breaking world.
Play a Maker if you want to:
• Craft items and structures that help your Haven survive and thrive.
• Experiment with rare and dangerous materials.
• Create constructs, potions, and weapons to deal with any situation.
PLAYING A MAKER
Makers' lives are shaped by their craft. Any Maker worth their salt has had a lengthy period of learning and perfecting their craft. Were they apprenticed to a master Maker, or did they learn by trial and error? How did they pick up specialist tools and skills, and what allies and rivals do they have among the Makers of their Haven?
Makers are driven by the desire to craft and perfect. They are well-positioned to provide services to others. Think about when you provided people with the right thing in their hour of need and the bonds that formed.
Exploration and discovery fuel Makers, as every new material or place provides opportunities for innovation. They balance efficiency with curiosity when creating something for their Haven. Within a group, Makers are highly valued for their expertise and ability to fashion various tools and equipment as needed. In the wilderness, this can mean the difference between life and death.
QUICK BUILD
To quickly build a Maker, first gain +1 Dexterity and Proficiency in Investigation, Natural Lore, and Sleight of Hand. Next, gain Proficiency with Alchemist’s Tools and Artificer’s Tools. You have a hammer, a hunting knife, a light crossbow with 20 bolts, chichit pelt armour, a set of artificer’s tools, and a survivor’s pack.
Maker |
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Level | Proficiency Bonus | Features |
1 | +2 | Creator, Maker's Kit, Dabbler (1 Tool) |
2 | +2 | Talent |
3 | +2 | Maker's Calling |
4 | +2 | Personal Advancement |
5 | +3 | Extra Action, Form and Function, Dabbler (2 Tools) |
6 | +3 | Talent |
7 | +3 | Calling Feature |
8 | +3 | Personal Advancement |
9 | +4 | Trial and Error, Dabbler (3 Tools) |
10 | +4 | Talent |
11 | +4 | Calling Feature |
12 | +4 | Personal Advancement |
13 | +5 | Mark of the Maker, Waste Not, Dabbler (4 Tools) |
14 | +5 | Talent |
15 | +5 | Calling Feature |
16 | +5 | Personal Advancement |
17 | +6 | Apprentice, Dabbler (5 Tools) |
18 | +6 | Talent |
19 | +6 | Calling Feature |
20 | +6 | Personal Advancement |
Class Features
As a Maker, you gain the following features:
PRIMARY ATTRIBUTE
Makers are constantly working with their hands, whether fitting together intricate clockwork devices or delicately plucking petals from a poisonous flower. You gain +1 Dexterity.
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 16 + your Constitution Bonus
Hit Points after 1st Level: 1d8 (or 5) + your Constitution Bonus
PROFICIENCIES
You have the following Proficiencies in addition to those gained during your Lifepath:
• Armour: Light Armour, Medium Armour
• Weapons: Simple Weapons
• Tools: Choose two from Alchemist’s Tools, Artificer’s Tools, and Smith’s Tools
• Saving Throws: Dexterity, Intelligence
• Skills: Choose three from Acrobatics, Athletics, Forgotten Lore, Investigation, Medicine, Natural Lore, Perception, Sleight of Hand, and Stealth
EQUIPMENT
You have the following equipment in addition to anything gained during your Lifepath:
• Two simple weapons.
• A light crossbow with 20 bolts.
• Chichit pelt armour or armole scale armour.
• A set of tools of your choice.
• A delver’s pack or a survivor’s pack.
CREATOR
Makers create all manner of things in the Broken World, some of which are deadly to others. Dexterity is your crafting Attribute and is used to determine the Creation Bonus and Creation Save DC of your inventions.
Creation Save DC = 8 + your Proficiency Bonus + your Dexterity Bonus.
Creation Bonus: Your Proficiency Bonus + your Dexterity Bonus.
MAKER’S KIT
Necessity is the mother of invention, and you have learned to make do with what is at hand. In addition to your other equipment, you have a small assortment of gear, ingredients, and materials weighing 5 pounds that you can quickly repurpose to fit various needs. This is your Maker’s Kit. You are continuously refilling your Maker’s Kit with spare parts, discarded items, and useful components you find in the world.
Once per day, you can spend 1 hour using your Maker’s Kit to create one of the following items. You can use this ability during a Long Rest in addition to any Campcraft Activities you undertake. The GM has the final say regarding whether you could reasonably construct the item. Unless otherwise stated, the object holds together for one day, after which it falls apart.
• Survival Gear: You create one mundane item or object of adventuring gear, such as a block and tackle, a climber’s kit, a hunting trap, a lantern, and so on.
• Tools: You create a set of makeshift tools, a gaming set, or an instrument.
• Ammunition: You craft ammunition for a ranged weapon. You can create 10 arrows, crossbow bolts, blowgun needles, or sling bullets. Each piece of ammunition is destroyed upon use.
• Makeshift Weapon: You use your tools to create a weapon. The weapon is a Simple Weapon and deals 1d8 Bludgeoning, Piercing, or Slashing Damage (your choice). If it is a Ranged Weapon, it also gains Range (30/60). If the wielder rolls a 1 when attacking with the weapon, it breaks and falls apart.
• Ablative Armour: You reinforce a piece of armour, whether your own or an ally’s. The armour gains a bonus to AC equal to your Proficiency Bonus. Each time an Attack damages the person wearing the armour, the AC bonus is reduced by one. When the AC bonus is reduced to 0, the reinforcements you created break and fall away.
DABBLER
You are experienced with a variety of tools. At 1st Level, choose one set of Crafter’s Tools or Forager’s Tools and gain Proficiency with it. You become Proficient with another set of Tools at 5th, 9th, 13th, and 17th Level. Additionally, you add half your Proficiency Bonus, rounded down, to any Test you make using Crafter’s Tools that you are not Proficient with. You are considered Proficient with all Crafter’s Tools for the purposes of Campcraft, Downtime, and Seasonal Activities (see Downtime thread).
TALENT
When you reach Level 2, you learn a new Talent (see Talent thread). You learn additional Talents at Levels 6, 10, 14, and 18.
MAKER’S CALLING
At Level 3, you begin to specialise in a particular type of craft. Choose a Calling from Alchemist, Artificer, or Smith (see below). Your choice grants you unique abilities at Levels 3, 7, 11, 15, and 19.
PERSONAL ADVANCEMENT
When you reach Level 4, you achieve significant personal advancement, such as increased physical or mental Attributes or learning new Skills. Choose one of the following:
• Increase one Attribute Score by 2.
• Increase two Attribute Scores by 1.
• Increase one Attribute Score by 1, and gain Proficiency in Saving Throws with that Attribute. If you already have Proficiency with the chosen Saving Throw, you double your Proficiency.
• You gain Proficiency with three Skills or Tools of your choice. If you already have Proficiency with one of the chosen Skills or Tools, you double your Proficiency Bonus.
You gain personal advancement again at Levels 8, 12, 16, and 20. You can gain the same benefit multiple times but can’t increase Attribute Scores above 20.
EXTRA ACTION
At Level 5, you are more efficient in combat. You can take two Actions per turn instead of one.
FORM AND FUNCTION
Starting at 5th Level, when you use your Maker’s Kit to craft Survival Gear, Tools, Weapons, and Armour, the creations last for a number of days equal to your Proficiency Bonus.
TRIAL AND ERROR
At Level 9, you are skilled enough to salvage a creation that otherwise seems lost. When you fail a Test using Crafter’s Tools, you can choose to reroll the Test. You must keep the second result. You can do this a number of times per day equal to your Proficiency Bonus.
MARK OF THE MAKER
At Level 13, the mastery of your craft brings a mark of permanence to an ever-changing world. Decay, Hazards, and Monster abilities cannot destroy your creations.
WASTE NOT
Also at 13th Level, you have learned to make the most of what you have to hand, and this philosophy has spread to others in your Haven. Whenever your Haven rolls to generate Resources, you can reroll any number of the resulting dice and take the highest result.
APPRENTICESHIP
At Level 17, you have begun passing on your knowledge and expertise and have taken on your first apprentice. During downtime (see page 158), your Apprentice can help you with Downtime Activities. You have Advantage on all Tests you make when being assisted by your Apprentice.
Additionally, while you are away from your Haven, your Apprentice can continue working in your stead. Your Apprentice can undertake one Downtime Activity for each week that you are away. They have a +4 bonus to Tests made during the Downtime Activity.
At the beginning of each Season (see page 164), you can take on another Apprentice. Each additional Apprentice can undertake a Downtime Activity while you are away from the Haven, or two can work together to gain Advantage on Tests during downtime.
Calling: Alchemist
Alchemists brew potions and poisons from the everchanging natural resources of the Broken World. Whether they need a healing salve or a bottle of fiery oil, they have a concoction for every occasion. As they progress in their art, they recreate Decay-fuelled recipes of the world before that can create powerful but costly effects.
THE STUDY OF CHANGE
When you choose this Calling at 3rd Level, you gain Proficiency in Alchemist’s Tools. If you are already Proficient with Alchemist’s Tools, you instead double your Proficiency Bonus for Tests with these tools.
ALCHEMICAL CONCOCTIONS
Starting at 3rd Level, you can use your Maker’s Kit feature to create Alchemical Concoctions. You can brew a number of Concoctions equal to your Proficiency Bonus, which can be any combination of the potions listed below. For example, if you have a Proficiency Bonus of +3, you can use this feature to create a Smoke Screen and two Elixirs of Healing.
Your Alchemical Concoctions remain potent for one day, after which they become inert. You are considered Proficient with your Concoctions to throw them as part of a Ranged Attack. They have a Range of 20/60.
BOTTLE OF BURNING: When exposed to air, this luminous orange liquid erupts into flame and is almost impossible to snuff out. As an Action, you can throw the container at a target within 20 feet, shattering it on impact. On a hit, the target suffers 1d4 Fire Damage and catches fire. They suffer another 1d4 Fire Damage at the start of their turn for a number of rounds equal to your Proficiency Bonus. This Damage ignores Resistance to Fire and deals double Damage to constructs and objects. The only way to extinguish the flames is for the target to completely submerge themself in water for 1 round.
DRAUGHT OF ALERTNESS: This rich brown liquid heightens your senses and keeps you alert to danger. As an Action, a creature can consume a Draught of Alertness. For one minute, they add your Creation Bonus to Wisdom (Perception) and Initiative Tests.
ELIXIR OF HEALING: This warm red liquid revitalises the body. As an Action, a creature can consume an Elixir of Healing. They regain a number of Hit Points equal to their Hit Die + your Maker Level.
FLASK OF ICE: This icy blue liquid flash-freezes everything around it when exposed to air. As an Action, you can throw the container at a point within 20 feet, shattering it on impact and creating a blast of freezing ice in a 15- foot radius. All creatures within the area must make a Constitution Saving Throw versus your Creation Save DC. On a failure, they suffer 2d8 Cold Damage. On a success, they take half Damage. All surfaces in the area become coated with a thin layer of ice. Any creature moving through the area must succeed on a Dexterity Saving Throw versus your Creation Save DC or fall Prone. A creature can choose to move at half its Speed to succeed this Test automatically.
KNOCKOUT TOXIN: This pale white liquid can cause someone to fall into a deep sleep. As an Action, you can apply one dose of this toxin to a Piercing or Slashing weapon. The toxin remains active on the weapon for 1 hour or until the next successful Attack. Alternatively, you can hide this poison in food or drink. Detecting the poison requires a Wisdom (Perception) Test with a DC equal to your Creation Save DC. Any creature that imbibes the toxin or takes Damage from a weapon coated in it must make a Constitution Saving Throw versus your Creation Save DC. On a failure, they fall Unconscious for 1 minute or until they take Damage. On a success, they are Poisoned until the end of their next turn.
SMOKE SCREEN: When exposed to air, this swirling black liquid produces a cloud of dark smoke. As an Action, you can throw the container at a point within 20 feet, shattering it on impact and creating a cloud of black smoke in a 15- foot radius. The inside of the cloud is Heavily Obscured and blocks line of sight. The smoke dissipates after 1 minute or until blown away by a strong gust of wind.
HEALTHY HAVEN
At Level 7, you have learned how to prepare large batches of potions that the people of your Haven can use in emergencies. If you are in a Haven when it falls into Crisis (see page 131) you can spend a Long Rest preparing a bulk batch of potions for your community. If you do so, your Haven gains Resistance to Crisis Damage caused by medical threats, such as plagues or diseases, for one week.
PHILOSOPHER’S STONE
At Level 11, you have created a Philosopher’s Stone — a sphere of crystallised chaos that taps into the lost magic of the pre-Breaking world. Once per turn, as a Free Action, you can choose to gain 1 Decay to use your Philosopher’s Stone to instantly create an enhanced version of one of your Alchemical Concoctions. The Concoction remains potent indefinitely and is enhanced in the following way:
• Bottle of Burning: The bottle inflicts 4d4 Fire Damage on impact and 4d4 Fire Damage per turn.
• Draught of Alertness: The creature adds your Creation Bonus to Attack Tests for one minute.
• Elixir of Healing: The target doubles the Hit Points they recover.
• Flask of Ice: The flask deals 4d8 Cold Damage.
• Knockout Toxin: On a failure, the target falls Unconscious for one hour. On a success, they are Poisoned for 10 minutes.
• Smoke Screen: The smoke affects a 30-foot radius area. The smoke dissipates after 10 minutes or until blown away by a strong gust of wind.
THUMB ON THE SCALES
At Level 15, you have managed to build a resistance to the effects of your Philosopher’s Stone. When you use your Philosopher’s Stone, you can make a Decay Saving Throw. On a success, you don’t gain Decay from using the stone. On a failure, you gain 1 Decay as normal. Whether you succeed or fail, you gain the benefits of using the stone.
EQUIVALENT EXCHANGE
At Level 19, you can harness the power in your Philosopher’s Stone for one final, miraculous effect. As an Action, choose one of the following effects. Your Philosopher’s Stone is destroyed when you use the feature, and you gain 1d4 Decay. You cannot create a new Philosopher’s Stone.
• Raise the Dead: You place the Philosopher’s Stone on the chest of a creature that has died in the last ten days. The stone shatters, and the shards are forever embedded in the creature’s chest. The creature returns to life with all its Hit Points. They can never reduce their Decay below 3.
• Cleanse Decay: Choose a creature within 5 feet or an area up to 100 feet in diameter. The target’s Decay is reduced to 0. If the target is a Humanoid, the effects of their Lineage Curse are reversed.
• Alter Biome: You permanently alter the biome of your region. Choose an area up to 1 mile in diameter. You cause the area’s biome to change, such as changing desert to dense jungle or tundra to fertile farmland. You choose the new biome, and the effects happen over one month. Creatures in the area not accustomed to the new biome may die due to this effect.
• Create Chimera: You merge two living creatures to create a monstrosity with the traits of both. Choose two creatures within 5 feet. The creatures transform into a single entity. The new creature has the three highest and three lowest Attributes of the original creatures and gains the Skills, Resistances, Immunities, Vulnerabilities, Senses, and Languages of both. It gains up to two features of each creature and has the average Proficiency Bonus of both. Work with your GM to determine the creature’s Decay, physical traits, personality, and other vital information.
• Transmute Material: You change one type of material into another, such as turning a rock into a piece of silver. Choose an inorganic material up to 5 feet cube in size. You transmute the material into any other inorganic material. The change is permanent.
• Other Effects: You can use your Philosopher’s Stone to create different effects not listed here, such as causing one of your Concoctions to affect an entire Haven in one use. Tell your GM what you wish to do, and they will tell you if it is feasible. This ability allows you to alter organic and inorganic material but does not allow you to twist space and time.
Calling: Artificer
Artificers create cunning devices and tools such as crossbows capable of hurling custom ammunition and even small automata. They surround their Haven with traps, provide repairs wherever needed, and can even develop mass production methods that benefit future Haven-dwellers.
AFFINITY FOR INTRICACIES
When you choose this Calling at 3rd Level, you gain Proficiency in Artificer’s Tools. If you are already Proficient with Artificer’s Tools, you instead double your Proficiency Bonus for Tests with these Tools.
ARTIFICER’S LAUNCHER
Starting at 3rd Level, you modify a crossbow to allow it to launch special ammunition. Choose a light or heavy crossbow in your possession. This is your Artificer’s Launcher. If you do not have a light or heavy crossbow, you are assumed to create one when you take this Calling. You are considered Proficient with your Artificer’s Launcher, and only you know how to use it. If your Launcher breaks or is lost, you can modify another crossbow throughout a Long Rest to create a new Launcher.
In addition to its standard weapon stats, choose one of the following enhancements for your Artificer’s Launcher. Several enhancements allow you to fire special ammunition, such as a bola or shrapnel. If you choose one of these enhancements, you have five pieces of ammunition of that type. When you use your Maker’s Kit feature to craft ammunition, you can choose to craft five pieces of one special ammunition instead of 10 pieces of mundane ammunition.
Your Launcher gains additional enhancements at 7th, 11th, 15th, and 19th Level. If your Launcher gains the ability to fire multiple types of special ammunition, you can switch between ammunition as part of reloading your weapon.
ANCHOR LAUNCHER: Your Launcher has a grappling hook and line that you can fire up to 50 feet. When used, the Anchor Launcher grants Advantage on Strength (Athletics) Tests to climb, allowing the user to climb at their normal Speed as the line is reeled in. The user can also remain suspended by the Launcher without making a Test. When used as a weapon, it has a Range of 50 feet and deals 1d4 Bludgeoning Damage, but the Attack is made at Disadvantage.
AUTO-LOADER: Your Launcher is equipped with a mechanism that automatically reloads ammunition. The crossbow loses the Loading Property, and the wielder can switch between types of ammunition as a Free Action.
BOLA: Your Launcher can fire a thick cord, weighted on each end, that ensnares your enemies. The bola deals 1d4 Bludgeoning Damage and has a Range of 30/60. A Medium or smaller creature damaged by this Attack is Restrained. Large or greater creatures suffer Damage but are not Restrained. As an Action, a Restrained target or an ally within 5 feet can make a DC 10 Strength (Athletics) Test or use a Slashing weapon to remove the restraint.
HARNESS AND BRACE: Your Launcher is equipped with a weight-dispersing harness and an articulated arm that allows the wielder to operate it with one hand. The crossbow loses the Two-handed Property.
OILBURST: Your Launcher can fire a clay pot filled with thick black oil. The pot deals 1d4 Piercing Damage and has a Range of 30/60. A creature damaged by this Attack must make a Constitution Saving Throw versus your Creation Save DC. On a failure, they are Blinded for 1 minute. The creature can repeat the Saving Throw at the start of each of their turns as a Free Action or use an Action to clear the oil from their eyes, ending the effect. This has no effect on creatures without eyes.
RAM: Your Launcher can fire heavy, punching bolts that knock opponents off their feet. The ram bolt deals +1 Bludgeoning Damage and has a Range of 60/90. A creature damaged by this Attack must make a Strength Saving Throw versus your Creation Save DC. On a failure, they are knocked Prone.
SHRAPNEL: Your Launcher fires a small canister that explodes on impact, driving metal shards into those within range. Choose a point within 60 feet. All creatures within the area must make a Dexterity Saving Throw versus your Creation Save DC. On a failure, they suffer 2d4 Piercing Damage. On a success, they take half Damage.
THE BEST DEFENCE
At Level 7, you learn more efficient methods of crafting weapons and armour and share them with your Haven. The Resource cost of all Weapons and Armour made within your Haven is reduced by 1.
HOMUNCULUS
At Level 11, you have learned to create a small, humanlike automaton from metal, wood, and various strange materials harvested from the outlandish flora and fauna of the Broken World. This Homunculus is a great work in its own right, yet also capable of assisting you in your endeavours. Unlike the ancient automata of the pre-Breaking world, which used magic, your creation is a scientific marvel of ingenuity and invention.
Your Homunculus has the statistics listed and uses the following rules:
• When you create your Homunculus, choose its model from Defender, Fighter, or Helper. It gains the listed Trait.
• Your Homunculus uses your Proficiency Bonus for Attack Tests and Skills it is Proficient in. This is +4 when you first create the Homunculus and increases to +5 at 13th Level, and +6 at 17th Level.
• Your Homunculus gains +3 Hit Points each time you gain a Level.
• Once per day, you can use an Action to repair your Homunculus. Make a DC 10 Dexterity (Artificer’s Tools) Test. On a success, the Homunculus recovers a number of Hit Points equal to 1d6 × your Proficiency Bonus.
• You can repair your Homunculus during a Long Rest, in addition to any Campcraft Activities you undertake. It recovers all its Hit Points at the end of the rest.
• Your Homunculus can follow basic instructions, such as ‘wait here’, ‘bring me that tool’, or ‘hide’, but it can't think for itself.
• Once per turn, you can issue a command to your Homunculus as a Free Action.
• Your Homunculus has no sense of selfpreservation and will not defend itself or flee unless instructed to do so.
• Your Homunculus is not alive and does not need to eat, drink, sleep, or breathe.
If your Homunculus is destroyed, you can spend the following downtime rebuilding your Homunculus. When you do so, you can again choose whether you built it to be a Defender, Fighter, or Helper. You can rebuild your Homunculus in addition to any other Downtime Activities you undertake.
Homunculus
Small Construct
Armour Class | 14 (natural armour) |
Hit Points | 27 (6d6+6) |
Speed | 25 feet |
STR | DEX | CON | INT | WIS | CHA |
12(+1) | 12(+1) | 12 (+1) | 3 (-4) | 10 (+0) | 1 (-5) |
Damage Immunities | Poison, Psychic |
Condition Immunities | Charmed, Exhaustion, Frightened, Paralysed, Petrified, Poisoned |
Senses | Darkvision 30 feet, Passive Perception 10 |
Languages | None |
Traits |
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Model | Description |
Defender | You created your Homunculus to protect you from harm, fortifying its structure and equipping it with a shield. Its Constitution is 14 (+2) and its AC is 18. It has 33 Hit Points and gains +4 Hit Points each time you gain a Level instead of the usual +3. |
Fighter | You have enhanced your Homunculus for physical combat, making it stronger and equipping it with a blade. Its Strength is 14 (+2), and its AC is 15. It gains +1 on Attack Testss and deals +1 Damage (included in the Sword Action below). When ordered to attack, it attacks twice instead of once. |
Helper | You built your Homunculus to aid you in your work, making it more agile and fitting it with a selection of tools. Its Dexterity is 14 (+2), and it gains Proficiency in 4 Skills and Tools of your choice. Your Homunculus can help with any crafting tasks, including Campcraft, Downtime, and Seasonal Activities. You gain Advantage on any Test your Homunculus helps with. |
Actions |
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Metal Fists | Melee Weapon Attack: +5 to hit, range 5 feet, one target. Hit: 4 (1d6+1) Bludgeoning Damage. |
Multiattack (Fighter Only) | The Homunculus makes two Attacks with its Sword. |
Sword (Fighter Only) | Melee Weapon Attack: +6 to Hit, reach 5 feet, one target. Hit 6 (1d8+2) Slashing Damage. |
THE MARCH OF PROGRESS
At Level 15, your continued advancement in efficient manufacturing ensures that your Haven can produce resources in greater quantities. Whenever you are within your Haven when it generates Resources, it generates an additional 1d4.
ARTIFICIAL ADAPTATION
Additionally at 15th Level, you can modify your Homunculus to suit your needs. You can use your Maker’s Kit feature to temporarily grant your Homunculus the benefits of a second model type, choosing from Defender, Fighter, or Helper. It can’t gain the bonuses of the same model type twice. The augmentation lasts for one day, after which the additional parts grind to a halt or fall away.
MASS PRODUCTION
At Level 19, you have formalised the creation of one of your inventions, allowing you and your apprentices to mass produce them and share them with the people of your Haven. Choose either a Launcher with one enhancement, or one type of Homunculus (Defender, Fighter, or Helper). You create documentation, blueprints, and guidelines for how to make that specific piece of artifice.
At the end of each Season, your Haven produces one of your inventions, plus one per Apprentice (Apprenticeship, see above). While you are still alive and present in your Haven, this number doubles as you provide direct instruction and advice on building the creation. These mass-produced creations do not benefit from your Mark of the Maker feature and are still affected by Decay.
If you mass-produce a Launcher, future generations will become familiar with the weapon and know how to use it. Future characters raised within your Haven gain Proficiency with this Launcher.
If you mass-produce a Homunculus, future generations will benefit from a more sedentary lifestyle where manual labour gives way to a devotion to arts and creativity. Future characters raised within your Haven gain Proficiency in one set of Crafter’s Tools or Kinship Tools of their choice.
Calling: Smith
Smiths are the doughty forge masters of their Havens and excel at creating the highest quality fortifications, weapons, ammunition, and armour. They can modify weapons and armour in the field, ascertain the best way to destroy an object, and lead the way in transforming their Haven into a defensible outpost.
ARMED AND ARMOURED
When you choose this Calling at 3rd Level, you gain Proficiency in Smith’s Tools. If you are already Proficient with Smith’s Tools, you instead double your Proficiency Bonus for Tests with these Tools. Additionally, you gain Proficiency with Heavy Armour and Martial Weapons.
SHARPEN THE BLADE
Starting at 3rd Level, you have learned to create deadly weapons and solid armour even when crafting in the field. When you use your Maker’s Kit to create a Makeshift Weapon, the weapon deals +1 Damage. When you create Ablative Armour, the Armour grants an additional +1 AC.
GENIUS FORTIFICATIONS
At Level 7, the fortifications you construct for your Haven are works of genius that even allow defenders to attack aerial foes. Any Defences you build (see Downtime thread) also grant your Haven Resistance to Crisis Damage from aerial-based physical threats, such as flying Monsters.
LIFE’S WORK
At Level 11, years at the forge have allowed you to create your life’s great work. Choose a weapon or set of armour from Chapter 7. Equipment. The chosen item becomes your Life’s Work. If you choose a weapon, the weapon deals +1 Damage and grants a +1 bonus to Attack Tests. If you choose a set of Armour, the armour gains +1 AC.
Your Life’s Work can’t be destroyed and is immune to the effects of Decay. Choose one of the following benefits. Your Life’s Work gains an additional benefit at Levels 15 and 19. You can choose the same benefit multiple times.
BEAUTIFUL: You have created something extraordinary, akin to the legendary arms and armour of the pre-Breaking world. You have Advantage on social Tests when interacting with anyone who would be impressed by your craftwork.
DEADLY (WEAPON ONLY): The weapon you have forged is incredibly dangerous. The weapon deals an additional +1 Damage, for a total of +2.
SILENT (ARMOUR ONLY): The armour is so perfectly crafted that it almost moulds to the wearer’s skin. The armour grants Advantage on Dexterity (Stealth) Tests or removes the Disadvantage to Stealth Tests imposed by certain armours.
REINFORCED (ARMOUR ONLY): The armour has been reinforced to offer even more protection. The armour grants an additional +1 AC for a total of +2.
RESISTANT (ARMOUR ONLY): The armour is built to resist certain types of Damage.
Choose Bludgeoning, Piercing, Slashing, Fire, Cold, Acid, or Lightning. The armour grants Resistance to the chosen Damage Type.
PENETRATING (WEAPON ONLY): The weapon has been forged to bypass a creature’s armour and defences. Attacks from the weapon ignore Damage Resistance and Damage Immunity.
WELL BALANCED (WEAPON ONLY): The weapon you have forged is perfectly balanced. The weapon grants an additional +1 to Attack Tests, for a total of +2.
UNMAKER
Additionally at 11th Level, you can find the tiniest weak point in an object, allowing you to unmake it with a single strike. As an Action, you can spend a Hit Die to destroy a Medium or smaller object. The object is shattered and reduced to its component parts. If the object is being worn or held by someone, you must make a successful Called Shot (see page 124) to destroy it.
WALKING ARMOURY
At Level 15, crafting weapons and armour becomes second nature to you. When you use your Maker’s Kit to craft an item, you can create a Makeshift Weapon or Ablative Armour in addition to your chosen creation.
ANCESTOR’S ANVIL
At Level 19, you have built a great forge to be the roaring heart of your Haven, providing weapons and armour to your community for generations to come. Your Haven gains the Smithy improvement (see Downtime thread) if it doesn’t have it already. At the end of each Season, each of your Apprentices (Apprenticeship, see above) can create one of the following:
• 1d8 Simple Weapons
• 1d4 Martial Weapons
• 1d6 sets of Light Armour
• 1d3 sets of Medium Armour
• 1 set of Heavy Armour
You can directly instruct one Apprentice while you are still alive and present in your Haven. Doing so doubles the amount of weapons or armour they can forge each Season. This does not cost you an Activity Equipment created without your involvement do not gain the benefit of your Mark of the Maker feature (see above) and is still affected by Decay.
Thanks to your work, future generations are well-versed in using various weapons and armour. Future characters raised within your Haven can start with Proficiency in Martial Weapons or Medium Armour.