<nav class="page-sequence" aria-label="Handbook pages"><a class="seq-prev" href="/rules/domains/warden/"><small>← Previous</small><span>Warden Domain</span></a><a class="seq-up" href="/rules/"><small>↑ Handbook contents</small><span>Welcome to the Rules</span></a><a class="seq-next" href="/rules/domains/beastbond/"><small>Next →</small><span>Beastbond Domain</span></a></nav>

**Maker Domain** characters solve problems with their hands: tools, traps, contraptions, and gear built on the spot. Maker crafting is **soft**—no shopping lists or recipes. You describe what you build and how it looks, and **temporary items** last a **scene or a day** unless a Feature says otherwise. A Maker might be a smith's apprentice, a tinkerer with pockets full of bits, a shipwright who can patch anything, or an **artificer** who wires spells into brass and glass.

::: wrap tip

🔧 **Describe your device!** Maker cards say what a gadget *does*, not what it *is*. A Trap Setter might be a jar of spider-silk goo, a spring-loaded net, or a puddle of glowing glue. A Gadget Toss might be a fizzing smoke bomb or a little clockwork beetle that screeches. Same rules, your flavor.

:::

::: wrap tip

✨ **Artificers:** Pair Maker with **Thaumaturge** (spells as formulas etched into devices) or **Theurgy** (blessings and wards sealed into relics and holy tools). Maker's *Spell Engine* (Tier 2) lets you bind magic you already know into items your friends can use.

:::

## Tier 1 Base Card: Maker Initiate

**Maker Aspect:** Choose **Discipline** or **Ingenuity**. (Use **Tact** only if your Maker is more trader than tinkerer.)

### Core Feature: Quick Build

With a few minutes and some materials, build a **temporary item** (a ladder, a lantern, a pulley, a simple tool, a toy that walks across the table). It lasts **one day**. In combat, building costs **2 Action Load** and the item lasts **one scene**.

Choose **two** Domain Feature Cards from Tier 1.

### Requirements to Advance to Tier 2 (complete 3):

- Build something that saves the party  
- Repair a broken item at a crucial moment  
- Trap or stop a creature with a device  
- Trade or sell something you made  
- Teach someone to use a tool or gadget
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 1 Feature Cards

### Trap Setter (Combat – Active)

**Action Load:** 1

Fire, splash, or set a sticky or snaring device at a point within **15 feet** (a 5-foot square). Describe it: a spray of spider-web silk, a splash of glue, a spring net, a tangle of wire, a slick of frost-grease. The first enemy in that square, or the first to enter it before your next turn, rolls **Agility** or **Fortitude** Resistance against your Maker Aspect roll. On a failure, it is **Restrained** until it uses its action to break free (same roll).

You may have **one** Trap Setter device out at a time.

### Gadget Toss (Combat – Active)

**Action Load:** 1

Throw a smoke ball, flash powder, sparking firecracker, or screeching wind-up critter at a point within 30 feet. Creatures within 10 feet of that point are **Distracted** until the end of their next turn. Smoke also blocks sight through the area for a round.

### Tinker's Kit (Exploration – Passive)

**Action Load:** — (Passive)

You always have the right **small tool** for the job, and you can turn junk into **spare parts** for *Quick Build* almost anywhere.

### Patch Up (Team Action – Active)

**Action Load:** 1

Bolt on a brace, rivet a strap, or slap on a padded plate: an ally within 5 feet gains **+1 threshold** until they are next hit.

### Makers' Guild (Roleplay – Passive)

**Action Load:** — (Passive)

Crafters respect you and roll with you; you have **Advantage** to trade or bargain with them.

### Appraiser (Exploration – Passive)

**Action Load:** — (Passive)

You know the value and quality of any item, and whether it is **magical** (but not what the magic does).

## Tier 2 Base Card: Maker Adept

### Core Feature: Lasting Work

Choose one temporary item per Full Rest: it becomes **permanent**. A permanent item is mundane unless another Feature makes it magical.

Choose **two** Domain Feature Cards from Tier 2.

### Requirements to Advance to Tier 3 (complete 4):

- Build a defense for a village  
- Improve a weapon or armor  
- Invent something new  
- Fix a magical item  
- Bind a spell or blessing into a device  
- Win an argument with a contraption
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 2 Feature Cards

### Spell Engine (Team Action – Active)

**Action Load:** none (downtime or out of combat; takes about 10 minutes per device)

You bind magic into a crafted item: a wand of brass tubes, a blessed lantern, a rune-etched bullet, a bracer that hums with stored lightning.

- Choose a **spell** you have prepared (Thaumaturge or other spellcaster) **or** an **Active magic Feature** you know from another Domain (e.g. Theurgy's *Blessing* or *Mend*, an Incantor element).
- **Mark 1 Stress** and build the device. It holds **one charge** (two charges at Tier 3+).
- Anyone holding the device may spend a charge by paying the magic's normal **Action Load**. It uses **your** Maker Aspect for any rolls or DCs and has the same range, damage, and effects.
- Using the device does **not** use up your prepared spell or the Feature's own limits—the magic is copied, not moved.
- You may have **Spell Engines equal to your Tier** charged at once. A spent device can be recharged with this Feature (mark Stress again). All charges fade at the end of your next Full Rest unless the item is made permanent with *Lasting Work*—even then, charges still fade and must be rebuilt.
- Spells that cost **3 or more Action Load** can't be bound until **Tier 3**.

### Arcane Blaster (Combat – Active)

**Action Load:** 1

You carry a hand cannon, spark-thrower, or rune-crossbow you built. Make a ranged attack within **60 feet** using your Maker Aspect for **1d8** damage of a type you chose when you built it (fire, lightning, cold, or magical bludgeoning "force bolts", or plain piercing bolts). As a **cone** within 15 feet instead (flamethrower, scatter-shot), it deals **1d6** to each creature in the cone and costs **2 Action Load**.

### Clockwork Companion (Team Action – Passive)

**Action Load:** — (Passive)

You build a small mechanical helper—a brass spider, a tin owl, a wind-up dog. It carries, fetches, holds things, scouts ahead, and can fit through small gaps. It has **1 HP**, uses your Maker Aspect for any roll, and can be rebuilt over a Full Rest if destroyed. As a **Team Action** costing **1 Action Load**, it can **Help** an ally within 5 feet of it (the ally rolls with Advantage).

### Barricade (Combat – Active)

**Action Load:** 2

Snap open a folding shield wall, inflate a canvas bulwark, or stack crates fast. Allies behind it gain **+2 Evasion** against ranged attacks until the end of the scene or until it is destroyed.

### Upgrade (Team Action – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Over a Quick Rest, tune an ally's weapon (balanced blade, rifled barrel, glowing edge): it deals **+1 damage** for a day.

### Siege Mind (Exploration – Passive)

**Action Load:** — (Passive)

You see the weaknesses of walls, doors, locks, and machines. You have **Advantage** to break, jam, or disable them.

### ⚡ Quick Fix (Combat – Reactive)

**Action Load:** 1

When an ally's gear breaks or a device fails, fix it immediately.

## Tier 3 Base Card: Maker Expert

### Core Feature: Workshop

You may build **two** temporary items at once, and *Quick Build* in combat costs **1 Action Load**. Your *Spell Engines* hold **two charges** each.

Choose **three** Domain Feature Cards from Tier 3.

### Requirements to Advance to Tier 4 (complete 4):

- Build a vehicle  
- Build something for a famous person  
- Craft an enduring magical item  
- Open a workshop  
- Defeat a monster with a trap or device
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 3 Feature Cards

### Explosive Device (Combat – Active)

**Action Load:** 2

Throw, launch, or plant a bomb—a hextech grenade, a jar of alchemist's fire, a crackling charge on a fuse. Creatures within 10 feet of a point within 30 feet take **2d6** damage (type of your choice when built). If planted, you choose when it goes off (no action).

### Enchant Item (Team Action – Active)

**Action Load:** none (takes a Full Rest of work)

Make a **permanent magic item** from a permanent item you built or own. Choose one:

- **Weapon:** +1 to hit and its damage counts as magical, or +1d4 of one damage type.
- **Armor or shield:** +1 threshold.
- **Trinket:** one Tier 1 Feature from *any* Domain you have, usable once per scene by its bearer (they pay its Action Load and use your Aspect).
- **Focus:** a spellcaster attuned to it rolls one spell per scene with Advantage.

You may keep **enchanted items equal to your Tier**. Making a new one past that limit unravels one you choose.

### Mechanical Beast (Combat – Active)

**Action Load:** 2

Your *Clockwork Companion* (or a new one) unfolds into a fighting form for the scene: it has HP equal to **3 × your Tier**, attacks within 5 feet using your Maker Aspect for **1d8**, and acts on your turn when you spend **1 Action Load** to command it.

### Engineer (Exploration – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Build a bridge, raft, glider, or lift in an hour.

### Masterwork (Team Action – Passive)

**Action Load:** — (Passive)

Once per scene, a creature using an item you made may roll with **Advantage** on one roll that uses it.

### Snare Field (Combat – Active)

**Action Load:** 2

Set up to **three** *Trap Setter* devices at once (each at a different point within 30 feet). You may have three out at a time.

### Inventor's Name (Roleplay – Passive)

**Action Load:** — (Passive)

Nobles and guilds seek your work, and people with problems seek you.

## Tier 4 Base Card: Maker Master

### Core Feature: Legendary Craft

Once per adventure, craft a **legendary item** with the GM. It may hold a spell or Feature you know as a **permanent, once-per-scene** effect that never needs recharging.

Choose **three** Domain Feature Cards from Tier 4.

## Tier 4 Feature Cards

### Arcane Cannon (Combat – Active)

**Action Load:** 3

Deploy or fire your great weapon: a shoulder-mounted spell cannon, a turret, a lightning rod tower. Creatures in a line 60 feet long (or within 15 feet of a point within 120 feet) take **4d6** damage of a type you chose when built. Once per scene, you may load a *Spell Engine* charge into it: the spell's effect happens too, with its area doubled.

### War Machine (Combat – Active)

**Action Load:** none (takes a day of work)

Build a siege engine, walking tank, or great contraption with the GM.

### Living Workshop (Exploration – Passive)

**Action Load:** — (Passive)

You can work anywhere and need no materials for simple items. You may recharge one *Spell Engine* per Quick Rest without marking Stress.

### Arsenal (Team Action – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Outfit the whole party with temporary gear in a Quick Rest: each ally gets one temporary item, and one ally may also get a charged *Spell Engine* that doesn't count against your limit.

### Guildmaster (Roleplay – Passive)

**Action Load:** — (Passive)

You lead a guild of crafters.

### ⚡ Perfect Fix (Combat – Reactive)

**Action Load:** 1

Undo one broken or destroyed item instantly.

<nav class="page-sequence page-sequence-bottom" aria-label="Handbook pages"><a class="seq-prev" href="/rules/domains/warden/"><small>← Previous</small><span>Warden Domain</span></a><a class="seq-up" href="/rules/"><small>↑ Handbook contents</small><span>Welcome to the Rules</span></a><a class="seq-next" href="/rules/domains/beastbond/"><small>Next →</small><span>Beastbond Domain</span></a></nav>
