"Some folks, especially those high falutent folk down south, think they know the trades better than us Houlliers. They love boastin' their production lines, margins of error, and efficiency. I suppose we can't ever match their volume, but the Dozen Deities saw it fit for us to make the finest tools, constructs, and products these deserts ever have seen. These each have a little o' heart we left in them, and piece of each lives in us. Ah, mind my sappy talk; I quite enjoy my work."
- Jesse Houllier
Saltpeter, the old djinn of the salt flats, has decided you and your kin are worthy of harnessing raw invention.
You have a supernatural knack for working out how to make things, and making things that work. You are given access to a number of Sparks, represented by d6s, equal to your proficiency bonus plus 1. You may use these in the following ways:
- Imbue. When crafting an item, you may choose to imbue it with ingenuity. Make a statement about the item and the property you wish to imbue unto it, and discuss this with your GM. Once you have completed this and the crafting of the item, the item gains that property and removes a Spark from your pool. Whenever you make an ability check, saving throw, or other roll associated with the item and its property, you may add the Spark (d6) to the roll. You may use an item's property only once per turn. Examples of properties include "Reliable" for a gun, "Always catches the sun just right" for a chest plate, and "This was my father's and it never leaves my side" for a sorcerer's wand.
- I am a Craftsman. Similarly to imbuing an item, you can utilize these sparks for every day use through one statement: "I am a Craftsman". This feature may similarly be used when making an ability check, saving throw, or other roll associated with being a craftsman. You will also spend a Spark from your pool to use this feat in this way.
You must complete a short or long rest in order to refill your pool of Sparks that have not been imbued.
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