All Makers are artisans of their craft. Your dedication to your chosen area of expertise has resulted in the creation of your first real breakthrough in innovation. Work with your DM to design a wonder that is capable of the following as examples: It can serve as a distraction, provide the help action, provide 1d4 of healing or damage, or carry simple items. Perhaps you have created a mechanical familiar of sorts, perhaps you have created a rapid distiller for potions and poisons?
At this stage, any effects would have 2 charges that would have to be reloaded. These would function as the equivalent of the cost of purchasing arrows. Any mechanical familiar would not have sentience at this stage, and you would not be able to share senses with it.
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