Repair Guild (Faction)

> *This page contains mechanical information for a specific faction. For more general information, see Factions.*
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The Repair Guild can be found in the Sticks in Midtown, and are responsible for contract building and repair work as well as the repair of public structures, such as the Freeport Sign.  Their symbol is a sawdust-brown hammer, often embellished with images related to a particular subgroup or individual’s area of expertise. They represent the craftsmen, builders, and a wide variety of artisans across the atoll, and pride themselves on their contributions to Freeport's built environment. Of course, what they have built, they know best how to bring down.

## Rank 1: Trainee

You may know your way around some tools already, but you're still brand new in the Repair Guild. Work hard and listen to your mentors, and you'll go far.

### Mechanics

***Tools of the Trade.*** You gain proficiency in one set of artisan’s tools of your choice.

### Social

***Grounded.*** You're just starting out your career as a tradesperson, but you pick up some essentials quickly: always check for support beams, be wary of water near wood, and never touch live lightning.

## Rank 2: Apprentice

You're a familiar face now around the Guild, your persistence and initiative noticed in a rough-and-tumble organization. Keep at it, and maybe they'll make something of you yet.

### Mechanics

***Tricks of the Trade.*** You learn the *Mending* cantrip. Additionally, you can cast *Levitate*, *Tenser's Floating Disk*, or *Unseen Servant* once per long rest.

### Social

***Mentee.*** You've been taken under the wing of a more experienced tradesperson, who's seen your commitment to learning the tricks of the trade and has decided to teach you about their craft, be it piping and plumbing, structures and woodwork, or metallurgy.

## Rank 3: Journeyman

Now a fully-fledged tradesperson, you've grown confident in your ability to build - and demolish - with ease.

### Mechanics

***Demolitions Expert.*** Your weapon attacks and spells that can target structures deal double damage to objects and structures. Additionally, once per round when you hit a construct, creature made of inorganic material, or structure with a weapon or spell attack, you can deal an extra 4 (1d8) damage to it. The damage type matches the attack’s damage; if the attack does multiple types of damage, you may choose between them.

### Social

***Contractor.*** You've earned your clout now as a reliable constructor of quality products and dispenser of rapid repairs. As a result, you might find yourself more in-demand and as a result, in higher esteem in the community. In exchange for your work, you might be able to pull moderate favors in lieu of cash.

## Rank 4: Master Craftsman

Your time in the Guild has brought you both an increased repertoire of tools and techniques in addition to respect from your fellow builders.

### Mechanics

***Tradesman's Workshop.*** If you spend at least ten minutes strategizing with your party, the party gains the ability to take lair actions in combat as long as you're conscious to direct them. On initiative count 20, losing any ties except to other lair actions, the party may choose one of the following effects (or none). Once you've used two effects, you can't use any more until the following day.

*Selectively Stable.* The floors of the lair are prone to shaking beneath enemies' feet. Cast *Earth Tremor* with a DC of 15 on a point within 30 feet of a party member. All allied creatures automatically succeed the saving throw.

*Controlled Chaos.* Obstacles appear in the lair, one per member of the party, providing half cover. Obstacles disappear after 1d4+1 rounds.

*Fabrication Fracas.* Borne of the sounds of hammering and sawing, this cacophonous din explodes across a zone with a 20ft radius originating from a point any of the party members can see. Any non-allied creatures within it must make a DC 15 CON saving throw or be deafened for 1d4+1 rounds.

### Social

***Gaffer.*** Now the leader and director of larger construction projects, you oversee building teams and hold the pull within the Guild to order the felling of structures where appropriate.