Maker Domain
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.
🔧 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.
✨ 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)
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)
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)
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.