Artificer
Base Class: Artificer

The Fortifier excels at using the battlefield to their advantage. Setting up walls for allies to take cover behind and forcing enemies into inconvenient locations, you'd be hard pressed to find a more valuable ally on the world's harshest battlefields.

Level 3: Fortifier Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fortifier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Fortifier Spells

Artificer 

Level

Spells

3rd

shield, entangle

5th

immovable object, arcane lock

9th

erupting earth, glyph of warding

13th

wall of fire, stone shape

17th

wall of force, passwall

Level 3: Hardlight Walls

Also at 3rd level, you've learned how to create magical walls. You can take an action to create a number of 5-foot-long, 10-foot-tall, 1-foot-thick walls equal to half your artificer level (rounded up). The walls can be placed in any locations within 30 feet of yourself and need not be connected to the ground. They may be placed adjacent to each other (forming a longer, solid wall). Any creatures with a wall between them have total cover from each other.

The walls are magical objects with an AC equal to 10 + your spell attack modifier and a number of hit points equal to five times your artificer level. Walls are immune to poison, necrotic, and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on one, it regains 4d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss any of these walls at will (no action required).

You may use this feature once between long rests, unless you expend an artificer spell slot of any level to use it again. Whenever you create new Hardlight Walls, any current walls are immediately destroyed.

 

Level 5: Battlefield Shaper

Starting at 5th level, you can maneuver your allies to move them out of harm's way. You may move any willing creature of your size or smaller alongside yourself when you move on your turn (no action required).

In addition, you may temporarily dismiss your walls to enable your allies to strike. When an ally attempts to target a creature or space that would result in collision with one of your walls within 60 feet of you, you may use your reaction to dismiss that wall until the end of the turn.

Level 9: Bashing Walls

Beginning at 9th level, As a bonus action on your turn, you can move any number of your walls within 30 feet of you up to 10 feet in any direction. You may change the orientation of the wall as you do this if you wish. If a wall comes in contact with a hostile creature, it must succeed a Strength saving throw with a DC equal to your artificer spell save DC or be moved to an unoccupied space within 5 ft. of that wall. Walls pass through allies harmlessly while moving in this way.

Level 15: Supreme Waller

At 15th level, you have unparalleled control over your walls and the creatures around them. You gain the following benefits:

  • Allies' attacks and features may pass through your walls at will.
  • When you make your walls, you may shape them into a 30-foot-radius sphere centered on yourself instead of separate walls. When shaped this way, they block all spell effects and teleportation of your choice into the sphere. You cannot move the sphere using your Bashing Walls feature.
  • When you move your walls using Bashing Walls, the distance they can move is increased to 30 feet.

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