Table of Contents
Maker
Drawing the weapon back at the hip and bending at the knees to build power, a powerful weapon smith charges the head of her maul with intensifying flames. Made from bones and hide of a vicious red dragon, the mighty maul lands with a crack and a flash of fire, incinerating its target.
Hunkered away for days in a dark, basement forge, pounding away at a hard, dark metal, mined from a meteorite, the innovative armorer will combine it with steel to make a chainmail, impenetrable to the common blade.
Fingers dance nimbly across fabric as the needle rises and falls like the waves of the seamstress’s hometown by the sea. She embroiders a cloak with a traditional water nation pattern resembling fish scales, a symbol of protection.
The maker has the unique ability to create empowered items. They are skilled crafters who spend their spare time practicing their craft. As they gain skill and experience their crafts become more and more powerful. Those who reach the pinnacle of their craft come to create the artifacts we hear of in legends.
Level | Proficiency Bonus | Features | ||||||
---|---|---|---|---|---|---|---|---|
1st | +2 | Familiar Craft, Empowered Craft | ||||||
2nd | +2 | Fighting Style, Crafter | ||||||
3rd | +2 | Expertise, Artisan Guild | ||||||
4th | +2 | Ability Score Improvement | ||||||
5th | +3 | Extra Attack, Familiar Craft Improvement | ||||||
6th | +3 | Empowered Craft Improvement | ||||||
7th | +3 | Guild Feature | ||||||
8th | +3 | Ability Score Improvement | ||||||
9th | +4 | Extra Item (+1) | ||||||
10th | +4 | Guild Feature, Expertise Improvement | ||||||
11th | +4 | Empowered Craft Improvement | ||||||
12th | +4 | Ability Score Improvement | ||||||
13th | +5 | Extra Item (+2) | ||||||
14th | +5 | Familiar Craft Improvement | ||||||
15th | +5 | |||||||
16th | +5 | Ability Score Improvement | ||||||
17th | +6 | Extra Item (+3), Empowered Craft Improvement | ||||||
18th | +6 | Guild Feature | ||||||
19th | +6 | Ability Score Improvement | ||||||
20th | +6 | Master Crafter |
As a maker, you gain the following class features.
Hit Points
Hit Dice: 1d10 per maker level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier each time you gain a level in this class
Chi Points
Chi Dice: 1d4 per maker level
Chi Points at 1st Level: 4 + your Constitution modifier
Chi Points at Higher Levels: 1d4 (or 3) + your Constitution modifier each time you gain a level in this class
Proficiencies
Armor: All armor
Weapons: Simple weapons, Martial weapons
Tools: Choose two types of artisan’s tools
Saving Throws: Strength, Intelligence
Skills: Choose three from Chi, Athletics, History, Insight, Intimidation, Investigation, Nature, Persuasion, and Performance
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any martial weapon and a shield
- (a) scale mail, (b) leather armor, or (c) chain mail
- (a) scholar’s pack or (b) explorer’s pack
- Any simple weapon
Familiar Craft
Beginning at 1st level, you have experience forging, altering, selling, and appraising a certain type of item. Your familiarity with the craft allows you to identify and use that type of item with ease.
Choose one type of item that you are familiar with: armor, consumables, scrolls, weapons, wondrous items. When you make an Intelligence or Wisdom check to reveal information related to this type of item, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
You can expend one chi point or spend an hour or more examining an item to glean the following information from it:
- The item’s age
- The item’s nation of origin
- The item’s creator (or creators)
- The item’s primary use or function
- The item’s approximate value
- Whether or not the item has special properties
- Whether or not the item has been altered or tampered with in any way
You choose additional familiar item types at 6th and 14th level.
Empowered Craft
You are able to weave powerful energy into the fabric of your crafts, allowing you to create empowered items. At 1st level, you know how to imbue the power of two of the six base ability scores. When you imbue an item with this power, it becomes an empowered item which grants the wearer a +1 bonus to the chosen ability score when activated.
Any creature may make use of your empowered crafts. In order to do so, the creature must be attuned to the item and be able to wear, hold, carry, or otherwise use the item normally. If the item is a weapon or armor, the creature does not need to be proficient with it in order to get its bonus.
To activate your craft, the creature must expend chi points equal to the stat bonus granted by the item. If the creature is in combat, it must use a bonus action to activate the craft. Once an item is activated, the bonus lasts for 1 minute.
As you gain levels in this class, your empowered crafts get stronger and you learn to imbue the power of more ability scores. At 6th, 11th, and 17th level you learn how to imbue one more ability score, and the total bonus that can be given by one of your empowered crafts increases by 1. Thus, at 6th level, your empowered crafts could give a +2 bonus to one ability score, or +1 bonuses to two ability scores.
Making empowered crafts requires special material whose power is imbued into the item to grant stat bonuses. The crafting process requires you to acquire an amount of these materials worth 50 gold pieces for each +1 bonus granted by an item. The amount of time required to craft, determined by the total value of the item is equal to the cost of the base item plus the cost of the bonus material.
For general rules on crafting requirements, see the “Crafting” section of chapter 8.
Crafter
Starting at 2nd level, the speed with which you are able to craft items is dependent on your familiarity and knowledge of the craft, and you are able to make crafts with any artisan’s tools, even if you are not proficient.
You can add half your proficiency bonus, rounded down, to any ability check you make with artisan’s tools that don’t already include your proficiency bonus.
If you are not proficient with the tools you are using for a craft, you make progress on the craft at the normal rate of 5 gold pieces per day. When you are using artisan’s tools that you are proficient with, the rate increases to 5 x your Intelligence modifier (minimum of 1).
This rate assumes that you work on the craft for 4 hours each day. If you do not have a full day to work on the craft, you can divide your daily rate by 4 to determine your hourly rate of progress.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are in stance or wearing armor, you gain a +1 bonus to AC.
Endurance
Unless you are unconscious, you regain 1 hit point at the end of each of your turns in combat.
Grappling
You are able to wear down enemies you have grappled. When a creature that you are grappling uses their action to attempt to escape your grasp, they lose 1 chi point.
Power
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, or a bending move that requires two hands, you can reroll the die and must use the new roll. If you are using a weapon, it must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature that 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 in your stance or wearing a shield.
Two-Handed
When you engage in two-weapon fighting or use a bending move with your offhand, you can add your ability modifier to the damage of the second attack.
Expertise
At 3rd level, choose two of your skill or tool proficiencies, or one of each. Your proficiency bonus is doubled for any check you make that uses either of the chosen proficiencies.
If the chosen proficiency is an artisan’s tool, your crafting speed is doubled with that tool. Thus, if you have expertise with an artisan’s tool, you make progress on crafts using that tool at a daily rate of 10 x your Intelligence modifier (minimum of 1).
At 10th level, you can choose another two proficiencies to gain this bonus.
Artisan Guild
At 3rd level, you earn the right to join an artisan guild of your choice: the Guild of Elemental Inventors, the Guild of Empowered Armorers or the Guild of Traditional Crafters, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 18th level.
Ability Score Improvement
When 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’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Item
Beginning at 9th level, your familiarity with empowered items allows you to attune to an extra item, raising the maximum number of empowered items that you are allowed to benefit from to four.
The number of empowered items you can attune to increases to five at 13th level, and to six when you reach 17th level.
Deft Hands
By 11th level, the motions of your craft have become second nature, further accelerating the speed with which you are able to complete your work.
When you make crafts using artisan’s tools you are not proficient with, you make progress at a rate of 10 gold pieces per day. If you are proficient with the artisan’s tools you are working with, your daily rate increases to 10 x your Intelligence modifier (minimum of 1) gp per day.
If you have expertise with an artisan’s tool, your daily crafting rate with that tool quickens even further to 20 x your Intelligence modifier (minimum of 1).
Timeless Relic
Starting at 15th level, your extraordinary craftsmanship makes items you craft nearly indestructible. Your empowered crafts are considered Artifacts which cannot be damaged or destroyed by normal weapons, and do not degrade over time.
Additionally, when you die, a portion of your chi is distributed to each of your empowered items. When this happens, the item obtains its own, self-sustaining energy source, allowing it to provide its ability score bonus constantly and indefinitely.
Master Crafter
At 20th level, you become a true master of your craft when you learn imbue an item with the full power of its enhancement. You are able to make empowered crafts that increase the ability score of the creature holding it to 20 when activated. These crafts cost 5 chi points to activate.
Weapons
Makers of the Guild of Elemental Inventors use their bending to modify, build, create, or invent devices that in some way enhance or make special use of a person’s bending ability. In order to be a part of one of these guilds, you must be an elemental bender.
The Guild of Elemental Inventors has factions in all nations. Many of their crafts are designed to enhance weaponized bending, thus their members are frequently sought out by wealthy merchants and military officials to create this or that weapon en masse for distribution or defense.
Many of these weapons require special techniques to create, trade secrets, not to be shared with anyone outside of the guild. Their guild sign depicts a warhammer with the head on the earth, crossed by an icy lance and a flaming sword, with a fan spread out behind. Their guildhalls are usually large and ornate, and offer access to any material an elemental inventor could desire.
Empowered Weapons
At 3rd level, you learn to create empowered weapons using special crafting techniques and materials.
Empowered weapons are classified by rarity. At 3rd level, you are able to forge uncommon empowered weapons. The rarity of the weapons you can create increases to rare at 7th level, very rare at 11th level and legendary at 18th level.
The list of upgrades you can give to weapons can be found in the Weapon Upgrades table below. No single weapon can be given more than two upgrades from the Weapon Upgrades table. Each empowered weapon that you create requires three components: the base item, special materials, and time.
Some upgrades can be given to any weapon, while others only apply to certain types of weapons. The special materials required are the source of the empowered weapon’s power, infused into the weapon by your expert craftsmanship. The cost listed in the Weapon Upgrades table represents the estimated cost of the special materials required to for the upgrade, which determines the amount of time you require to perform the upgrade, following the guidelines of the Crafting section of chapter 8. If you forge the weapon from scratch, you must also include the cost of the set of weapon you are upgrading in your crafting time.
The full list of weapon upgrades along with their descriptions can be found in the Empowered Items section in chapter 5.
uncommon
+1 Weapon
Poison Sheath
Paralysis Sheath
Sharp Blade
Charge Attack
Focus
Powerful Draw
Quick Draw
Ammo Capacity
Stinging
rare
+2 Weapon
Amplify Flow
Elemental Damage
Critical Claw
Sharp Talon
Critical Draw
Punishing Draw
Parry
very rare
+3 Weapon
Agitator
Artillery
Critical Eye
Energy Damage
Full Speed
Full Strength
Ever-edge
Razor Sharp
Slugger
legendary
Master's Touch
Elemental Ruler
Weapon of Destruction
Soul Collector
Armor
The Guild of Empowered Armorers are a group of blacksmiths and tanners who have shown themselves to be exceptional in their craft. Originally formed by a group of armorers who felt slighted after receiving no credit for providing the armor for a war in which nobody was injured, they formed a guild to ensure they would be duly compensated for their expert crafts in the future.
While their guildhalls maintain a simple, humble appearance, they are typically large buildings, distinguished by numerous chimneys coming up from their many forges. Most of the best armor in the world comes out of this guild, but they’re willing to provide armor for just about any price range.
Many people go to the Guild of Empowered Armorers for their metalcraft, but their most valuable trade is the ability to craft pieces of armor from just about any hide or natural material and draw the innate power that it holds within to the surface, offering the wearer access to the empowered spirit of the armor’s source.
Armor Enhancements
At 3rd level, you learn to forge enhanced armors using special skills and materials.
Armor enhancements are classified by rarity. At 3rd level, you are able to forge uncommon armor enhancements. The rarity of the upgrades you can perform increases to rare at 7th level, very rare at 11th level and legendary at 18th level.
The list of upgrades you can give to armor can be found in the Armor Upgrades table below. No set of armor can be given more than two upgrades from the Armor Upgrades table. Each armor enhancement that you make requires three components: the base item, special materials, and time.
Some upgrades work with any armor, while others only apply to certain types of armor. The special materials required are the source of the upgrade’s power, infused into the armor through expert craftsmanship. The cost listed in the Armor Upgrades table represents the estimated cost of the special materials required to for the upgrade, which determines the amount of time you require to perform the upgrade, following the guidelines of the Crafting section of chapter 8. If you forge the armor from scratch, you must also include the cost of the set of armor you are upgrading in your crafting time.
The full list of armor upgrades along with their descriptions can be found in the Empowered Items section in chapter 5.
uncommon
Speed Boost
Resistance
Mounter
Focus
Burrowing
Swimming
Cliffhanger
Crawling
Heavy
Heat Resistance
Cold Resistance
Survivor
Detector
Lantern Shield
rare
+1 Armor
Elemental Resistance
Health Boost
Energy Boost
Stance Boost
Fortify
Sense
Stealth
Soft Landing
Endurance
Arrow Catcher
very rare
+2 Armor
Adrenaline
Energy Resistance
Evasion
Full Speed
Full Strength
Heroics
Iron Skin
Recovery
Resuscitate
legendary
+3 Armor
Latent Power
Rebound
Self-Regeneration
Divine Blessing
Rejuvenate
Items
Members of the Guild of Traditional Crafters are spread across the globe, coming from every nation and culture of the world. They make and share the crafts of their people, learn new styles from others, share their secrets and experiences, and work to build an international community of creators.
Members of this guild tend to stay rooted to their homelands, preferring to live and work in their communities, rather than in a central location. Thus, there are no guildhalls of the Guild of Traditional Crafters. Instead, members mark their homes or workplaces with the guild symbol, the flower of life, a series of interlocking circles that creates a flower-like pattern. Guild members are guaranteed help and hospitality in the homes of their fellow guild members, and frequently travel and convene to share stories, secrets, ideas, and aspirations.
The Guild of Traditional Crafters is less formal and not as driven by wealth, when compared to its counterparts; but that does not mean they do not hold their own form of power. Their guild members are sometimes called upon to advise governors in multicultural political affairs, as they are often able to offer more neutral, multinational points of view.
Traditional Crafts
At 3rd level, you learn to empower your crafts using traditional methods and materials, allowing you to make wondrous items with special properties.
Wondrous items are classified by rarity. At 3rd level, you are able to forge uncommon wondrous items. The rarity of the items you can create increases to rare at 7th level, very rare at 11th level and legendary at 18th level.
The list of wondrous items you are able to craft can be found in the Wondrous Items table below. Making wondrous items requires special materials and time. The special materials are the source of the item’s power, brought to life through expert craftsmanship. The cost listed in the Wondrous Items table represents the estimated cost of the special materials required to make the item, which determines the amount of time it takes to make it, following the guidelines of the Crafting section of chapter 8.
The full list of wondrous items along with their descriptions can be found in the Empowered Items section in chapter 5.
uncommon
Boots of Sneaking
Boots of Bouncing
Boots of Winter
Bracers of Archery
Bracers of the Clawed Beast
Cloak of Color Changing
Cloak of Protection
Eyes of Charming
Eyes of Eagle Sight
Gloves of Fly Catching
Gloves of the Gecko Spider
Gloves of the Raccoon Fox
Good Luck Charm
rare
Boots of Speed
Bracers of Defense
Circlet of Diplomacy
Cloak of Free-Flowing Fabric
Cloak of Dancing Silk
Helm of Calm Mind
Helm of Iron Will
Helm of the Dominant
Horn of Haunting
Mantle of Resistance
Necklet of Truth Telling
very rare
Chain of Confidence
Circlet of Mindsight
Cloak of Chaos
Cloak of Shadows
Horn of Heroes
Horn of Spirit
Ring of Regeneration
Ring of Surging
Robe of Constellations
legendary
Cloak of the Spirit Form
Mirror of Reflecting
Helm of Radiant Light
Robe of the Master