(The Supplier) Description: A traveling merchant who has learned to infuse magic into currency, transforming trade into tactical power.He doesn't cast conventional spells;instead, he activates Seal Coins—single-use magical items that attach to equipment.
Class Features Monetary Infusion At the end of a long rest, you can create Seal Coins—tiny magical items that attach to equipment.Each coin occupies one Seal Slot in an equipment slot (weapon, shield, chest armor, gauntlets, boots, helm, cloak, ring, amulet).
When creating coins, you choose from your list of Known Coins.Once attached, the coin grants its benefit until it is used (being consumed) or until you end a long rest (at which point all coins dissipate).
Activate a Coin: Bonus action or reaction (coin-specific).Some activate automatically under specific conditions.
Starting Contract (Level 1) You begin with a Supply Contract with an ally (including sigils).You can prepare coins specifically for this ally without consuming your personal Seal Slots.The ally can carry up to 2 of these coins.
Trade Route (Level 2) You are an expert traveler.Your party cannot get lost while traveling, and travel does not reduce your coin-making capacity.Additionally, you can perform a Quick Trade: When an ally uses a coin you created, you can grant them another bonus action (1/short rest).
Merchant Specialization (Level 3) Choose a specialization: Exchange House, Logistics Consortium, or Artificers Guild.
Quick Transaction (Level 5) You can attach or replace a coin as a bonus action instead of an action.
Dual Seal (Level 6) Items with coins can hold 2 coins (consuming both slots).
Safe Investment (Level 9) If a coin is not used for 24 hours, you can recover it at the end of a short break instead of a long one.
Master Coin (Level 11) Once per long break, you can create a Master Coin that does not count against your limit and lasts for 7 days.
Network of Contacts (Level 13) You have contacts in most cities.You can acquire common goods at 75% off and rare goods at 90% off.Additionally, you can have up to 3 Supply Contracts simultaneously.
Capitalization (Level 15) Your coins grant enhanced benefits (superior versions of the base effects).
Legendary Coin (Level 18) Once per week, you create a coin with a legendary rarity effect (determined by DM).
Merchant Empire (Level 20) Your Seal Slots are doubled.You can have 5 Supply Contracts.Once per long rest, you can double all the effects of an activated currency.
Seal Coins (Examples by Level)
Levels 1-4 (Common)
Coin Space Effect Activation
Finger Edge Seal Weapon +1d6 weapon-type damage On Hit
Parry Seal Shield +2 AC until your next turn Reaction to being attacked
Step Seal Boots Movement x2, does not provoke AOs Bonus Action
Grip Seal Gloves Strength (Athletics) Advantage Passive
Alert Seal Helm +5 Initiative Passive
Resistance Seal Armor Resistance to one damage type (you choose when creating) Bonus Action
Levels 5-10 (Uncommon)
Coin Space Effect
Repulsion Seal Weapon Pushes 15 ft. + prone (STR save DC 15)
Reflect Seal Shield Reflects magic missile or arrow
Teleport Seal Boots Teleport 60 ft. to empty space
Steady Hands Seal Gloves You cannot beUnarmed, you automatically grab
Seal of Clairvoyance Helm See invisibility, magical darkness
Seal of Second Skin Armor Armor +1 effective
Levels 11-16 (Rare)
Table Coin Space Effect
Seal of Elemental Charge Weapon +3d8 elemental damage + condition
Seal of Total Block Shield Critical hit immunity until your next turn
Seal of Phase Boots Ethereal 1 minute or until attack
Seal of Dominion Gloves Grab is a bonus action, automatic restriction
Seal of Command Helm Order 1/day as an action
Seal of Adamantine Armor Critical hit immunity and critical hit effects
Levels 17-20 (Very Rare/Legendary)
Coin Space Effect
Seal of Annihilation Weapon Ignores resistances and immunities
Seal of Mirror Shield Reflects spells of level 3 or lower
Seal of Teleportation Planar Boots Teleport without fail 1/day
Seal of Titan Gloves Strength 30, Large size 1 minute
Seal of Foresight Helm Foresight 1 minute 1/week
Seal of Invulnerability Armor: Resistance to all non-magical damage
EXCHANGE HOUSE (Banker-Merchant) Specialists in value, loans, and magical transactions.
Level 3: Venture Capital You can "lend" coins to allies without a Supply Contract.If they are not used within 1 hour, they revert to you. You gain Blood Gold: When an ally uses your coin to defeat a creature, you gain gold equal to 10x the creature's CR.
Level 7: Shared Investment When an ally with your coin defeats a creature, you both gain short rest benefits (if in combat) or temporary HP. Level 10: Credit Coin You can create coins "on credit": they do not count toward your daily limit, but you must "pay" by creating 2 fewer coins at the next long rest.
Level 14: Forced Bankruptcy As an action, you can destroy all your active coins to deal area damage (2d6 per coin, 30-foot radius, DEX save).
Level 17: House Master Your coins never dissipate over time.You can "embargo" coins from enemies (action, touch, DEX save DC 18 or the coin is deactivated).
LOGISTICS CONSORTIUM (Transport Master) Experts in movement, supplies, and tactical deployment.
Level 3: Supply Chain You can store coins in Portable Containers (up to 3 coins each).Any ally can access them as an action. Your load speed is not reduced by heavy loads.
Level 7: Rapid Deployment You can attach coins to allies within 30 feet as a bonus action. You can "recover" unused coins from downed allies within 60 feet as an action.
Level 10: Armored Caravan Your party gains +2 to Initiative and cannot be surprised while traveling. You can have a Supply Cart (extradimensional dimension) that stores up to 20 coins and can deploy them automatically.
Level 14: Merchant Teleportation 1/day: You can swap your position with any ally carrying your coin, regardless of distance (same plane).
Level 17: Global Logistics Network You can attach coins to any number of seals/remotely controlled devices with no distance limit. Your coins function on different planes if you have an "anchor" (ally or control point).
ARTIFYERS' GUILD (Master Creator) Innovators who improve the seal system itself.
Level 3: Composite Seal You can fuse 2 coins into 1 Composite Seal (occupies 1 space; both effects can be activated together or separately).
Level 7: Reactive Seal You can program automatic activation conditions for your coins (e.g., "activate when HP < 50%").
Level 10: Permanent Seal Choose 1 coin: it becomes semi-permanent (lasts 7 days, then has a 1-day cooldown).You can exchange it at the end of a long rest.
Level 14: Living Seal Your coins gain limited consciousness.They can activate automatically in danger (without any action from the bearer), 1 per turn each.
Level 17: Seal of Legend You can create Artifact Seals: they mimic the properties of known magic items (up to very rare, DM approves).
Description: A strategist who operates from Headquarters—a fortified space that is enhanced through investment.He does not fight personally;he controls Sigillas, mindless constructs that are his extensions on the battlefield.
Class Characteristics
Level Characteristics Investment Points Known Sigillas Compartments
Headquarters You have a Headquarters—an extradimensional or fortified physical space (castle, tower, ship, workshop).
The Hall has: HP: 50 + 10 per level AC: 10 + your INT modifier Immunities: Poison, Psychic, Charm, Fear
Vulnerabilities: None (but if the Hall is destroyed when you are within, then you die)
The Hall has Compartments that you can upgrade with Investment Points (IP).Each compartment can have upgrades that grant passive or active benefits.
Hall Actions (while controlling Sigilla):
Action: Create/modify structure on the field (wall, floor, ceiling)
Bonus Action: Move Sigilla 30 feet
Reaction: Activate trap/magic circle
Starting Sigilla You control a Sigilla—a medium-sized construct (or large at higher levels) that is your avatar on the field.
The Sigil:
Shares your mental stats (INT, WIS, CHA)
Uses its own physical stats (STR, DEX, CON) according to the model
Has its own HP (d6 per level + Sigil's CON modifier)
Has no mind: immune to charm, illusion, and fear, but vulnerable to antimagic and dispel magic
Change Sigil: Action (1 minute) at your Hall.The current Sigil "parks" (enters an inert state at the Hall) and you deploy another.
Battle Geometry You can create magical structures on the battlefield (within a 120-foot radius of your Sigil):
Wall: 10x10 feet, 20 HP, AC 15, blocks line of sight
Floor: 10x10 feet, difficult or hazardous terrain
Roof/Cover: 10x10 feet, provides full cover It costs 1 action to create a structure.
Maximum 3 + INT modifier simultaneous structures.
Remote Control (Level 2) You can perceive through your Sigilla (sight, hearing).You can speak through it.If the Sigilla is destroyed, you take 1d10 psychic damage and are stunned 1 turn.
Architectural Specialization (Level 3) Choose: Mobile Fortress, Automaton Factory, or Arcane Nexus.
Improved Sigilla (Level 5) Your Sigillas gain: +2 to a physical stat (you choose when deploying) Resistance to nonmagical damage Speed +10 ft.
Limited Autonomy (Level 9) You can give simple commands to your parked Sigilla (defend area, attack intruders, patrol).It functions independently until it receives new commands or is destroyed.
Master Sigilla (Level 11) Once per long rest, you deploy a Master Sigilla: Large size Base physical stats 18 Can use 2 actions per turn Lasts 1 hour or until destroyed
Expanded Presence (Level 13) Structure radius increases to 240 feet.You can have up to 2 Sigillas deployed simultaneously (one active, one in limited autonomy).
Dual Control (Level 15) You can control 2 active Sigillas simultaneously (you have 2 actions, 2 bonus actions, 2 reactions—one per Sigilla).
Legendary Sigilla (Level 18) Once per week, you deploy a Sigilla with legendary stats and 3 actions per turn.
Supreme Architect (Level 20) Unlimited Structures 3 Simultaneously Active Sigils Your Headquarters is indestructible while you control at least 1 Sigil You can "rebuild" destroyed Sigils in 1 action (1/day per Sigil)
Sigilla Models
VANGUARD (Tank) STR 16, DEX 12, CON 16 HP: 12 per level Speed: 25 ft. Attack: Constructive Strike (+STR, 1d10 bludgeoning, levels 5+ 2d10, 11+ 3d10) Special: Taunt (reaction to impose disadvantage on attack against an ally within 5 ft.)
INTERCEPTOR (Mobile) STR 12, DEX 16, CON 14 HP: 8 per level Speed: 40 ft., Climb 30 ft. Attack: Swift Blade (+DEX, 1d8 slash, bonus attack bonus) Special: Evasion (DEX save for half area damage)
GUNNER (Range) STR 10, DEX 14, CON 12 HP: 6 per level Speed: 30 ft. Attack: Arcane Missile (120/480 ft., 1d10 strength, levels 5+ 2d10, 11+ 3d10) Special: High Stand (ignores partial cover from friendly structures)
SUPPORT (Utility) STR 12, DEX 12, CON 14 HP: 10 per level Speed: 30 ft. Attack: Disruptor (+INT, 1d6 strength)+ random status effect) Special: Stabilization Field (allies within 10 feet gain +2 to saves)
INFILTRATOR (Level 7+)** STR 10, DEX 18, CON 12 HP: 6 per level Speed: 40 feet, stealth with advantage Attack: Silent Blade (2d6 slashing if surprise attack) Special: Invisibility (bonus action, 1 minute, 1/short rest)
Magic Circles (Traps/Area Effects) You can place Magic Circles as an action (radius 10 feet, duration 1 minute or until activated):
Circle Effect Activation
Pain Trap 3d8 strength damage, half on DEX save Step over
Binding Trap Restraint, STR save at end of turn Step over
Fall Trap Fall 4d6, prone, DEX save 1/2 Step
Over Jump Zone: Vertical jump 30 ft. without triggering an attack. Voluntary Step
Healing Zone: 2d8+INT HP to allies entering. Voluntary Step
Speed Zone: +20 ft. speed, +2 AC. Voluntary Step
Shield Zone: Damage resistance until exiting. Voluntary Step
Teleportation Trap: Teleports 60 ft. in a random direction. Step over
Maximum of 3 simultaneous circles.You can deactivate them remotely as a bonus action.
Headquarters Compartments and Upgrades
Compartment Types:
Workshop: Upgrades Sigillas
Library: Upgrades circles and structures
Control Room: Improves range and perception
Storage: Enables autonomy and backup
Nexus: Enables special magical effects
Cryostasis Chamber: Resurrects Sigillas
Upgrades (IP cost):
Workshop: Reinforced Armor (2 IP): Sigillas +2 AC Improved Actuators (3 IP): Sigillas +10 ft. speed Aiming Systems (3 IP): Sigillas +2 to attacks
Library: Advanced Geometry (2 IP): Structures +10 HP, +1 AC Empowered Circles (3 IP): Circles +1d8 damage or healing Rapid Architecture (4 IP): Creating a structure is a bonus action 1/turn
Control Room: Improved Sensors (2 IP): Perception through Sigilla +5 Stable Link (3 IP): Control at any distanceOn the same plane Split Vision (5 IP): Control of 2 Sigils without penalty (Level 15 prerequisite)
Storage: Reserves (2 IP): 1 additional Sigil parked Emergency Protocols (4 IP): If an active Sigil falls to 0 HP, another is automatically deployed
Nexus: Elemental Infusion (3 IP): Sigils gain resistance to one element Local Antimagic Field (5 IP): 1/day, disable magic within a 30-foot radius for 1 minute
MOBILE FORTRESS (Ship/Caravan) Your Headquarters is mobile and self-sufficient.
Level 3: Traveling Base Your Headquarters can be a ship, fortified caravan, or levitating structure. Travel speed: 60 feet (water/land/air, choose when creating). You can deploy Sigillas within 300 feet of your moving Headquarters.
Level 7: Shipboard Artillery Your Headquarters has 2 cannons/harpies (range 300/1200, 4d10 damage, reload every 2 turns). You can operate them remotely while controlling a Sigilla. Level 10: Tactical Deployment You can "launch" Sigillas from your Headquarters up to 120 feet (they land at the end of the following turn). Sigillas deployed this way have featherfall and a surprise attack on the first turn.
Level 14: Besieged Fortress Your Headquarters gains an additional 100 HP and regenerates 10 HP/turn. Structures created within 60 feet of the Headquarters have +20 HP.
Level 17: Mechanical Invasion You can deploy up to 4 Small Sigillas (medium stats) as an action (1/day). Or: deploy 1 Colossal Sigilla (double size, +4 STR/CON, 3 actions). AUTOMATO
FACTORY (Swarm/Minions) Specialists in quantity over quality.
Level 3: Mass Production Your Sigillas are Small (medium speed, -2 STR, +2 DEX). You can control 2 Sigillas from level 3 (but only 1 has full action; the other has a bonus action). You have 4 "shells" available (you can rebuild destroyed ones with 1 hour of labor).
Level 7: Coordinated Swarm When 2+ Sigils attack the same target, gain +2 to attack and deal additional Sigil damage. You can "sacrifice" a Sigil to negate an attack against another (reaction).
Level 10: Swarm Autonomy Sigils in autonomy can use actions (basic attack or move). You can have up to 3 Sigils in autonomy simultaneously.
Level 14: System Overload As an action, destroy a Sigil to: Explosion: 6d6 damage in a 20-foot radius Overload: Another Sigil gains 2 additional actions this turn Transfer: Another Sigil recovers all its HP
Level 17: Hive Mind All your Sigils possess "distributed consciousness."If one sees something, they all know. You can have 4 active Sigils (2 full, 2 bonus actions) or 6 in autonomy.
ARCANE NEXUS (Area Magic) Masters of circles, structures, and terrain control.
Level 3: Ley Line Weaver Your circles last 10 minutes. You can have up to 5 circles active simultaneously. Structures created within circles have +10 HP.
Level 7: Combined Circles You can overlap 2 circles for a combined effect: Pain + Binding: Damage and restriction Leap + Speed: Triple movement without ARs Heal + Shield: Temporary HP equal to healing
Level 10: Terrain Architect You can create complex structures: doors, stairs, movable roofs. Structures can be "pre-programmed" to move or transform (your bonus action).
Level 14: Magical Mastery Radius of structures and circles: 360 feet. Circles affect an area with a 20-foot radius. You can activate all circles simultaneously as an action (1/day).
Level 17: Constructed Reality 1/day, for 1 minute: Unlimited structures Circles are automatically recreated if deactivated Terrain within a 120-foot radius becomes "yours": you can alter it (water to land, land to lava, etc.)
CLASS SYNERGY Combined Mechanics Improved Supply Contract When a Provisioner and Architect are allies:
The Provisioner's coins can be attached to Sigils (occupying the Sigil's "armor" slots)
The Architect can "manufacture" coins in their Hall using IP (1 IP = 1 common coin, 3 IP = 1 uncommon coin)
The Provisioner can "store" coins in the Architect's Hall compartments
Equipped Sigil (Example Build)
Vanguard Sigil with: Stealth Seal (integrated weapon) Stealth Seal(Chassis) Seal of Passage (Propulsors) Seal of Grasp (Manipulators) Result: Mobile tank that can reposition itself, grab enemies, and resist elemental damage while bleeding targets.
Combined Tactic: "The Living Wall" Architect creates a 10x10 wall. Supplier equips Sigilla with Seal of Reflection (shield) and Seal of Anchor (boots). Sigilla positions itself behind the wall and attacks from a distance. If an enemy gets past the wall, Sigilla uses Seal of Reflection, and the wall becomes a trap (previously placed Circle of Pain).
Synergistic Downtime Architect's Headquarters with "Trading Post" Compartment: Generates 100 gp/week. Supplier with Logistics Consortium specialization: Reduces the cost of Headquarters upgrades by 25%. Together, they can establish Protected Trade Routes: Passive income + a secure base for adventures.
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(The Supplier) Description: A traveling merchant who has learned to infuse magic into currency, transforming trade into tactical power. He doesn't cast conventional spells; instead, he activates Seal Coins—single-use magical items that attach to equipment.
Class Characteristics
Level Characteristics Known Currencies Seal Slots
1 Monetary Infusion, Starting Contract 3 2
2 Trade Route, Eye for Value 4 2
3 Merchant Specialization 5 3
4 Characteristic Enhancement 5 3
5 Quick Transaction 6 3
6 Dual Seal 6 4
7 Specialization (Enhancement) 7 4
8 Characteristic Enhancement 7 4
9 Safe Investment 8 4
10 Specialization (Enhancement) 8 5
11 Master Coin 9 5
12 Characteristic Enhancement 9 5
13 Networking 10 5
14 Specialization (Enhancement) 10 6
15 Capitalization 11 6
16 Characteristic Enhancement 11 6
17 Specialization (Enhancement) 12 6
18 Legendary Coin 12 7
19 Characteristic Enhancement 13 7
20 Merchant Empire 14 7
Hit Dice: d8
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Blacksmith's tools, jeweler's tools, vehicles (land), vehicles (water)
Saving Rolls: Intelligence, Charisma Skills: Choose 3 from Insight, Persuasion, Deception, Investigation, Perception, History, Survival
Class Features Monetary Infusion At the end of a long rest, you can create Seal Coins—tiny magical items that attach to equipment. Each coin occupies one Seal Slot in an equipment slot (weapon, shield, chest armor, gauntlets, boots, helm, cloak, ring, amulet).
When creating coins, you choose from your list of Known Coins. Once attached, the coin grants its benefit until it is used (being consumed) or until you end a long rest (at which point all coins dissipate).
Activate a Coin: Bonus action or reaction (coin-specific). Some activate automatically under specific conditions.
Starting Contract (Level 1) You begin with a Supply Contract with an ally (including sigils). You can prepare coins specifically for this ally without consuming your personal Seal Slots. The ally can carry up to 2 of these coins.
Trade Route (Level 2) You are an expert traveler. Your party cannot get lost while traveling, and travel does not reduce your coin-making capacity. Additionally, you can perform a Quick Trade: When an ally uses a coin you created, you can grant them another bonus action (1/short rest).
Merchant Specialization (Level 3) Choose a specialization: Exchange House, Logistics Consortium, or Artificers Guild.
Quick Transaction (Level 5) You can attach or replace a coin as a bonus action instead of an action.
Dual Seal (Level 6) Items with coins can hold 2 coins (consuming both slots).
Safe Investment (Level 9) If a coin is not used for 24 hours, you can recover it at the end of a short break instead of a long one.
Master Coin (Level 11) Once per long break, you can create a Master Coin that does not count against your limit and lasts for 7 days.
Network of Contacts (Level 13) You have contacts in most cities. You can acquire common goods at 75% off and rare goods at 90% off. Additionally, you can have up to 3 Supply Contracts simultaneously.
Capitalization (Level 15) Your coins grant enhanced benefits (superior versions of the base effects).
Legendary Coin (Level 18) Once per week, you create a coin with a legendary rarity effect (determined by DM).
Merchant Empire (Level 20) Your Seal Slots are doubled. You can have 5 Supply Contracts. Once per long rest, you can double all the effects of an activated currency.
Seal Coins (Examples by Level)
Levels 1-4 (Common)
Coin Space Effect Activation
Finger Edge Seal Weapon +1d6 weapon-type damage On Hit
Parry Seal Shield +2 AC until your next turn Reaction to being attacked
Step Seal Boots Movement x2, does not provoke AOs Bonus Action
Grip Seal Gloves Strength (Athletics) Advantage Passive
Alert Seal Helm +5 Initiative Passive
Resistance Seal Armor Resistance to one damage type (you choose when creating) Bonus Action
Levels 5-10 (Uncommon)
Coin Space Effect
Repulsion Seal Weapon Pushes 15 ft. + prone (STR save DC 15)
Reflect Seal Shield Reflects magic missile or arrow
Teleport Seal Boots Teleport 60 ft. to empty space
Steady Hands Seal Gloves You cannot be Unarmed, you automatically grab
Seal of Clairvoyance Helm See invisibility, magical darkness
Seal of Second Skin Armor Armor +1 effective
Levels 11-16 (Rare)
Table Coin Space Effect
Seal of Elemental Charge Weapon +3d8 elemental damage + condition
Seal of Total Block Shield Critical hit immunity until your next turn
Seal of Phase Boots Ethereal 1 minute or until attack
Seal of Dominion Gloves Grab is a bonus action, automatic restriction
Seal of Command Helm Order 1/day as an action
Seal of Adamantine Armor Critical hit immunity and critical hit effects
Levels 17-20 (Very Rare/Legendary)
Coin Space Effect
Seal of Annihilation Weapon Ignores resistances and immunities
Seal of Mirror Shield Reflects spells of level 3 or lower
Seal of Teleportation Planar Boots Teleport without fail 1/day
Seal of Titan Gloves Strength 30, Large size 1 minute
Seal of Foresight Helm Foresight 1 minute 1/week
Seal of Invulnerability Armor: Resistance to all non-magical damage
Specializations
EXCHANGE HOUSE (Banker-Merchant) Specialists in value, loans, and magical transactions.
Level 3: Venture Capital You can "lend" coins to allies without a Supply Contract. If they are not used within 1 hour, they revert to you. You gain Blood Gold: When an ally uses your coin to defeat a creature, you gain gold equal to 10x the creature's CR.
Level 7: Shared Investment When an ally with your coin defeats a creature, you both gain short rest benefits (if in combat) or temporary HP. Level 10: Credit Coin You can create coins "on credit": they do not count toward your daily limit, but you must "pay" by creating 2 fewer coins at the next long rest.
Level 14: Forced Bankruptcy As an action, you can destroy all your active coins to deal area damage (2d6 per coin, 30-foot radius, DEX save).
Level 17: House Master Your coins never dissipate over time. You can "embargo" coins from enemies (action, touch, DEX save DC 18 or the coin is deactivated).
LOGISTICS CONSORTIUM (Transport Master) Experts in movement, supplies, and tactical deployment.
Level 3: Supply Chain You can store coins in Portable Containers (up to 3 coins each). Any ally can access them as an action. Your load speed is not reduced by heavy loads.
Level 7: Rapid Deployment You can attach coins to allies within 30 feet as a bonus action. You can "recover" unused coins from downed allies within 60 feet as an action.
Level 10: Armored Caravan Your party gains +2 to Initiative and cannot be surprised while traveling. You can have a Supply Cart (extradimensional dimension) that stores up to 20 coins and can deploy them automatically.
Level 14: Merchant Teleportation 1/day: You can swap your position with any ally carrying your coin, regardless of distance (same plane).
Level 17: Global Logistics Network You can attach coins to any number of seals/remotely controlled devices with no distance limit. Your coins function on different planes if you have an "anchor" (ally or control point).
ARTIFYERS' GUILD (Master Creator) Innovators who improve the seal system itself.
Level 3: Composite Seal You can fuse 2 coins into 1 Composite Seal (occupies 1 space; both effects can be activated together or separately).
Level 7: Reactive Seal You can program automatic activation conditions for your coins (e.g., "activate when HP < 50%").
Level 10: Permanent Seal Choose 1 coin: it becomes semi-permanent (lasts 7 days, then has a 1-day cooldown). You can exchange it at the end of a long rest.
Level 14: Living Seal Your coins gain limited consciousness. They can activate automatically in danger (without any action from the bearer), 1 per turn each.
Level 17: Seal of Legend You can create Artifact Seals: they mimic the properties of known magic items (up to very rare, DM approves).
The Architect
Description: A strategist who operates from Headquarters—a fortified space that is enhanced through investment. He does not fight personally; he controls Sigillas, mindless constructs that are his extensions on the battlefield.
Class Characteristics
Level Characteristics Investment Points Known Sigillas Compartments
1 Headquarters, Initial Sigilla, Battle Geometry 3 1 2
2 Headquarters Upgrade, Remote Control 4 1 2
3 Architectural Specialization 5 2 3
4 Characteristic Upgrade 5 2 3
5 Enhanced Sigilla, Tactical Design 6 2 3
6 Additional Compartment 6 3 4
7 Specialization (Upgrade) 7 3 4
8 Characteristic Upgrade 7 3 4
9 Limited Autonomy 8 3 4
10 Specialization (Upgrade) 8 4 5
11 Master Sigilla 9 4 5
12 Characteristic Upgrade 9 4 5
13 Expanded Presence 10 4 5
14 Specialization (Upgrade) 10 5 6
15 Dual Control 11 5 6
16 Ability Enhancement 11 5 6
17 Specialization (enhancement) 12 5 6
18 Legendary Sigil 12 6 7
19 Ability Enhancement 13 6 7
20 Supreme Architect 14 6 7
Hit Dice: d6 (applied to active Sigil)
Armor: None (the Headquarters has natural armor)
Weapons: None (the Sigil has natural attacks)
Tools: Carpenter's tools, mason's tools, cartographer's tools
Saving Rolls: Intelligence, Wisdom Skills: Choose 2 from Arcana, History, Investigation, Perception, Insight, Persuasion
Class Features
Headquarters You have a Headquarters—an extradimensional or fortified physical space (castle, tower, ship, workshop).
The Hall has: HP: 50 + 10 per level AC: 10 + your INT modifier Immunities: Poison, Psychic, Charm, Fear
Vulnerabilities: None (but if the Hall is destroyed when you are within, then you die)
The Hall has Compartments that you can upgrade with Investment Points (IP). Each compartment can have upgrades that grant passive or active benefits.
Hall Actions (while controlling Sigilla):
Action: Create/modify structure on the field (wall, floor, ceiling)
Bonus Action: Move Sigilla 30 feet
Reaction: Activate trap/magic circle
Starting Sigilla You control a Sigilla—a medium-sized construct (or large at higher levels) that is your avatar on the field.
The Sigil:
Shares your mental stats (INT, WIS, CHA)
Uses its own physical stats (STR, DEX, CON) according to the model
Has its own HP (d6 per level + Sigil's CON modifier)
Has no mind: immune to charm, illusion, and fear, but vulnerable to antimagic and dispel magic
Change Sigil: Action (1 minute) at your Hall. The current Sigil "parks" (enters an inert state at the Hall) and you deploy another.
Battle Geometry You can create magical structures on the battlefield (within a 120-foot radius of your Sigil):
Wall: 10x10 feet, 20 HP, AC 15, blocks line of sight
Floor: 10x10 feet, difficult or hazardous terrain
Roof/Cover: 10x10 feet, provides full cover It costs 1 action to create a structure.
Maximum 3 + INT modifier simultaneous structures.
Remote Control (Level 2) You can perceive through your Sigilla (sight, hearing). You can speak through it. If the Sigilla is destroyed, you take 1d10 psychic damage and are stunned 1 turn.
Architectural Specialization (Level 3) Choose: Mobile Fortress, Automaton Factory, or Arcane Nexus.
Improved Sigilla (Level 5) Your Sigillas gain: +2 to a physical stat (you choose when deploying) Resistance to nonmagical damage Speed +10 ft.
Limited Autonomy (Level 9) You can give simple commands to your parked Sigilla (defend area, attack intruders, patrol). It functions independently until it receives new commands or is destroyed.
Master Sigilla (Level 11) Once per long rest, you deploy a Master Sigilla: Large size Base physical stats 18 Can use 2 actions per turn Lasts 1 hour or until destroyed
Expanded Presence (Level 13) Structure radius increases to 240 feet. You can have up to 2 Sigillas deployed simultaneously (one active, one in limited autonomy).
Dual Control (Level 15) You can control 2 active Sigillas simultaneously (you have 2 actions, 2 bonus actions, 2 reactions—one per Sigilla).
Legendary Sigilla (Level 18) Once per week, you deploy a Sigilla with legendary stats and 3 actions per turn.
Supreme Architect (Level 20) Unlimited Structures 3 Simultaneously Active Sigils Your Headquarters is indestructible while you control at least 1 Sigil You can "rebuild" destroyed Sigils in 1 action (1/day per Sigil)
Sigilla Models
VANGUARD (Tank) STR 16, DEX 12, CON 16 HP: 12 per level Speed: 25 ft. Attack: Constructive Strike (+STR, 1d10 bludgeoning, levels 5+ 2d10, 11+ 3d10) Special: Taunt (reaction to impose disadvantage on attack against an ally within 5 ft.)
INTERCEPTOR (Mobile) STR 12, DEX 16, CON 14 HP: 8 per level Speed: 40 ft., Climb 30 ft. Attack: Swift Blade (+DEX, 1d8 slash, bonus attack bonus) Special: Evasion (DEX save for half area damage)
GUNNER (Range) STR 10, DEX 14, CON 12 HP: 6 per level Speed: 30 ft. Attack: Arcane Missile (120/480 ft., 1d10 strength, levels 5+ 2d10, 11+ 3d10) Special: High Stand (ignores partial cover from friendly structures)
SUPPORT (Utility) STR 12, DEX 12, CON 14 HP: 10 per level Speed: 30 ft. Attack: Disruptor (+INT, 1d6 strength) + random status effect) Special: Stabilization Field (allies within 10 feet gain +2 to saves)
INFILTRATOR (Level 7+)** STR 10, DEX 18, CON 12 HP: 6 per level Speed: 40 feet, stealth with advantage Attack: Silent Blade (2d6 slashing if surprise attack) Special: Invisibility (bonus action, 1 minute, 1/short rest)
Magic Circles (Traps/Area Effects) You can place Magic Circles as an action (radius 10 feet, duration 1 minute or until activated):
Circle Effect Activation
Pain Trap 3d8 strength damage, half on DEX save Step over
Binding Trap Restraint, STR save at end of turn Step over
Fall Trap Fall 4d6, prone, DEX save 1/2 Step
Over Jump Zone: Vertical jump 30 ft. without triggering an attack. Voluntary Step
Healing Zone: 2d8+INT HP to allies entering. Voluntary Step
Speed Zone: +20 ft. speed, +2 AC. Voluntary Step
Shield Zone: Damage resistance until exiting. Voluntary Step
Teleportation Trap: Teleports 60 ft. in a random direction. Step over
Maximum of 3 simultaneous circles. You can deactivate them remotely as a bonus action.
Headquarters Compartments and Upgrades
Compartment Types:
Workshop: Upgrades Sigillas
Library: Upgrades circles and structures
Control Room: Improves range and perception
Storage: Enables autonomy and backup
Nexus: Enables special magical effects
Cryostasis Chamber: Resurrects Sigillas
Upgrades (IP cost):
Workshop: Reinforced Armor (2 IP): Sigillas +2 AC Improved Actuators (3 IP): Sigillas +10 ft. speed Aiming Systems (3 IP): Sigillas +2 to attacks
Library: Advanced Geometry (2 IP): Structures +10 HP, +1 AC Empowered Circles (3 IP): Circles +1d8 damage or healing Rapid Architecture (4 IP): Creating a structure is a bonus action 1/turn
Control Room: Improved Sensors (2 IP): Perception through Sigilla +5 Stable Link (3 IP): Control at any distance On the same plane Split Vision (5 IP): Control of 2 Sigils without penalty (Level 15 prerequisite)
Storage: Reserves (2 IP): 1 additional Sigil parked Emergency Protocols (4 IP): If an active Sigil falls to 0 HP, another is automatically deployed
Nexus: Elemental Infusion (3 IP): Sigils gain resistance to one element Local Antimagic Field (5 IP): 1/day, disable magic within a 30-foot radius for 1 minute
Specializations
MOBILE FORTRESS (Ship/Caravan) Your Headquarters is mobile and self-sufficient.
Level 3: Traveling Base Your Headquarters can be a ship, fortified caravan, or levitating structure. Travel speed: 60 feet (water/land/air, choose when creating). You can deploy Sigillas within 300 feet of your moving Headquarters.
Level 7: Shipboard Artillery Your Headquarters has 2 cannons/harpies (range 300/1200, 4d10 damage, reload every 2 turns). You can operate them remotely while controlling a Sigilla. Level 10: Tactical Deployment You can "launch" Sigillas from your Headquarters up to 120 feet (they land at the end of the following turn). Sigillas deployed this way have featherfall and a surprise attack on the first turn.
Level 14: Besieged Fortress Your Headquarters gains an additional 100 HP and regenerates 10 HP/turn. Structures created within 60 feet of the Headquarters have +20 HP.
Level 17: Mechanical Invasion You can deploy up to 4 Small Sigillas (medium stats) as an action (1/day). Or: deploy 1 Colossal Sigilla (double size, +4 STR/CON, 3 actions). AUTOMATO
FACTORY (Swarm/Minions) Specialists in quantity over quality.
Level 3: Mass Production Your Sigillas are Small (medium speed, -2 STR, +2 DEX). You can control 2 Sigillas from level 3 (but only 1 has full action; the other has a bonus action). You have 4 "shells" available (you can rebuild destroyed ones with 1 hour of labor).
Level 7: Coordinated Swarm When 2+ Sigils attack the same target, gain +2 to attack and deal additional Sigil damage. You can "sacrifice" a Sigil to negate an attack against another (reaction).
Level 10: Swarm Autonomy Sigils in autonomy can use actions (basic attack or move). You can have up to 3 Sigils in autonomy simultaneously.
Level 14: System Overload As an action, destroy a Sigil to: Explosion: 6d6 damage in a 20-foot radius Overload: Another Sigil gains 2 additional actions this turn Transfer: Another Sigil recovers all its HP
Level 17: Hive Mind All your Sigils possess "distributed consciousness." If one sees something, they all know. You can have 4 active Sigils (2 full, 2 bonus actions) or 6 in autonomy.
ARCANE NEXUS (Area Magic) Masters of circles, structures, and terrain control.
Level 3: Ley Line Weaver Your circles last 10 minutes. You can have up to 5 circles active simultaneously. Structures created within circles have +10 HP.
Level 7: Combined Circles You can overlap 2 circles for a combined effect: Pain + Binding: Damage and restriction Leap + Speed: Triple movement without ARs Heal + Shield: Temporary HP equal to healing
Level 10: Terrain Architect You can create complex structures: doors, stairs, movable roofs. Structures can be "pre-programmed" to move or transform (your bonus action).
Level 14: Magical Mastery Radius of structures and circles: 360 feet. Circles affect an area with a 20-foot radius. You can activate all circles simultaneously as an action (1/day).
Level 17: Constructed Reality 1/day, for 1 minute: Unlimited structures Circles are automatically recreated if deactivated Terrain within a 120-foot radius becomes "yours": you can alter it (water to land, land to lava, etc.)
CLASS SYNERGY Combined Mechanics Improved Supply Contract When a Provisioner and Architect are allies:
The Provisioner's coins can be attached to Sigils (occupying the Sigil's "armor" slots)
The Architect can "manufacture" coins in their Hall using IP (1 IP = 1 common coin, 3 IP = 1 uncommon coin)
The Provisioner can "store" coins in the Architect's Hall compartments
Equipped Sigil (Example Build)
Vanguard Sigil with: Stealth Seal (integrated weapon) Stealth Seal (Chassis) Seal of Passage (Propulsors) Seal of Grasp (Manipulators) Result: Mobile tank that can reposition itself, grab enemies, and resist elemental damage while bleeding targets.
Combined Tactic: "The Living Wall" Architect creates a 10x10 wall. Supplier equips Sigilla with Seal of Reflection (shield) and Seal of Anchor (boots). Sigilla positions itself behind the wall and attacks from a distance. If an enemy gets past the wall, Sigilla uses Seal of Reflection, and the wall becomes a trap (previously placed Circle of Pain).
Synergistic Downtime Architect's Headquarters with "Trading Post" Compartment: Generates 100 gp/week. Supplier with Logistics Consortium specialization: Reduces the cost of Headquarters upgrades by 25%. Together, they can establish Protected Trade Routes: Passive income + a secure base for adventures.