publish: true
aliases:
- Calibarons’ Guild
created: 2026-03-09T12:15:34.082-04:00
modified: 2026-03-09T12:15:34.082-04:00
published: 2026-03-09T12:15:34.082-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/craftsman/calibarons
cssclasses: - json5e-class
obsidianUIMode: preview
Calibarons’ Guild
Craftsman: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Calibarons' Guild 4th +2 5th +3 6th +3 Magazine 7th +3 8th +3 9th +4 10th +4 Suppressive Fire 11th +4 12th +4 13th +5 14th +5 Stopping Power 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Design Dangerous Ranged Weapons
Craftsmen of the Calibarons’ Guild believe that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay low a giant, 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.
Subclass Features
Exotic Ammunition (Level 3)
When you finish a Long Rest, you can create a number of pieces of ammunition up to twice your Craftsman level. Choose the ammunition’s type (such as Arrows, Bolts, or Bullets) and which of the following benefits each piece of ammunition has. Unused ammunition degrades and can no longer be fired when you finish a Long Rest.
Armor-Piercing. If you make an attack using this ammunition against a creature or object with an AC of 17 or higher, the attack roll has Advantage.
Dragon’s Breath. This ammunition deals Fire damage instead of its normal damage type. A creature or flammable object hit by this ammunition starts Burning.
Drilling. Whenever this object hits a Large or smaller creature, fragments of it penetrate and continue in a 15-foot-long, 5-foot-wide Line. The first creature in that area takes damage equal to the ability modifier used to make the attack roll. This damage is the same type dealt by the weapon.
Flechette. When you make an attack using this ammunition, the attack is replaced with a hail of projectiles. Choose a target within the weapon’s range to make a Dexterity saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature takes the weapon’s damage, or half as much damage on a successful roll.
Exotic Batteries
In futuristic settings that use ammunition-less blasters, the Exotic Ammunition feature instead produces single-use arcane batteries that give blasters unique properties.
Zeroed Sights (Level 3)
Your ranged attacks with Masterwork weapons ignore Half Cover and Three-Quarters Cover.
Magazine (Level 6)
When you finish a Long Rest, you can use your Crafting Tools and materials worth 50+ GP to modify a Ranged weapon that has the Loading or Reload property. If it has Loading, it instead has Reload. If you use such a modified weapon that has Reload, a mechanical mechanism automatically reloads it from a belt or hopper of ammunition you are carrying (no action required).
Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an action or a Bonus Action; otherwise, reloading it takes an action. The number of attacks is determined by the size of the weapon’s damage die or dice, as shown on the Reload Attacks table.
Reload Attacks
| Damage Die | Reload Attacks |
|---|---|
| d4 | 8 |
| d6 | 6 |
| d8 | 4 |
| d10 | 2 |
| d12 | 1 |
| ^reload-attacks |
Suppressive Fire (Level 10)
Once per turn when you make a ranged attack roll, you can cow the target. That creature has Disadvantage on the next attack roll before the start of your next turn.
Stopping Power (Level 14)
When you roll damage for an attack you make with a Masterwork Ranged weapon, you can treat any damage die as if it rolled half of the largest number on the die. For example, if you roll a 1-4 on a d10, you can treat the roll as a 5.