Base Class: Artificer
Pens and papers, rulers and blueprints, diagrams and plans, these are the tools of a architect artificer. Able to construct both home and stronghold with ease, these artificers manipulate and alter the very terrain they battle in, quickly constructing walls and pits during battle. An architect artificer may have been trained in a prestigious academy, where every angle and board is studied in close detail and refined, having been trained to construct grand palaces. An architect artificer may have learnt only though candlelight and from a tattered book to help their family build a shed for tools, either way the path to being an architect is filled with learning and effort.
Studious Architect
3rd-level Architect feature
Your abilities to devise plans and schematics of buildings is impressive. You may over the course of 10 minutes draw the layout of a building you have been in, as well as it's exterior. This requires 5 gp worth of ink and paper. You must have spent at least 10 minutes inside the building.
Additionally, you have advantage on perception checks against hidden traps.
Blockade
3rd-level Architect feature
You are knowledgable enough to quickly construct structures. You may erect a panel with a height of 5 feet and a width of 5 feet as an action on your turn out of any material within 15 feet of you. You may have a number of panels connected to one another in a straight line equal to your proficency bonus. While behind a panel, you are considered behind half cover. The panel has a number of hit points dependant on the material, and an AC of the same way. You may maintain a panel, reinforcing and stabilising it for 1 minute to make it a permanent structure, otherwise it collapses after 10 minutes have passed. A panel may be rotated to become walls, floors, ceilings, and ramps.
You may also expend a spellslot to create the panel out of magic. These cannot be maintained to become permanent strucutres, and have an armor class equal to 8 + your intelligence modifier and a hit point maximum equal to your own. They dissipate after a minute has passed.
You also learn how to dig pits incredibly quickly, and are able to excavate a 5 by 5 foot cube of soft material, such as sand, clay or dirt as an action.
You gain proficiency with carpenter's tools.
Material Strength
|
Material |
Hit points |
Armor Class |
|---|---|---|
|
Crystal, dirt, glass |
Two times your artificer level plus your intelligence modifer |
13 |
|
Wood, bone, ice |
Three times your artificer level plus your intelligence modifier |
15 |
|
Brick, gold, stone |
Four times your artificer level plus two times your intelligence modifier |
17 |
|
Iron, steel |
Five times your artificer level plus two times your intelligence modifier |
19 |
|
Mithral |
Five times your artificer level plus five times your intelligence modifier |
21 |
|
Adamantite |
Ten times your artificer level plus ten times your intelligence modifier. |
23 |
Modify Terrain
5th-level Architect feature
Whenever you cast a spell that has an area of effect, you may choose to make that terrain difficult terrain for hostile creatures. You may also modify it the terrain to become, crumbling, slippery, or murky. You may modify the terrain this way a number of times equal to half your proficency bonus (rounded down).
Crumbling. Crumbling terrain is soft and prone to collapsing. When a hostile creature makes a melee weapon attack on this terrain, they have disadvantage on the attack roll as the ground crumbles beneath their feet.
Slippery. Slippery terrain is hard and easy to slip on. When a hostile creature moves more then ten feet while on this terrain, they must make a dexterity saving throw with a DC of 8 + your intelligence modifier, falling prone on a failure.
Murky. Murky terrain is wet and gross. A hostile creature has disadvantage on dexterity saving throws while on this terrain.
Construction Savant
9th-level Architect feature
Your knowledge of architecture has grown considerably. You have advantage on perception and investigation checks to find hidden doors, and on history checks on buildings. You also learn three modifications which you can apply to your constructions, either being incorporated into the wall segment while your constructing it, or applied to an already existing segment as a bonus action. You may use this feature a number of times equal to half your artificer level (rounded down) per long rest.
Barbed. A barbed wall segment deals 1d12 piercing damage to creatures who touch or attack the wall with a melee weapon attack. Upon destruction of the wall, it splinters causing every creature within 10 feet of both sides of the segment to make a Dexterity saving throw against your spellsave DC, taking 3d4 slashing damage on a failure, half of that on a success. This may be applied to a wall segment once.
Reinforced. A reinforced wall segment increase it's hit point maximum by 30 hit points and it's AC by 2. This may be applied to a wall segment three times.
Trapped. A trapped wall segment is activated upon a condition that is chosen upon the construction or addition of the modification. It may send a spear hurtling through the first creature to touch it, drop a bucket of burning coals upon an intruder, or send a creature down a pit after being broken. The trap deals an amount of damage decided upon by the DM. This may be applied to a wall segment once.
Master Builder
15th-level Architect feature
Your architecture knowhow is so impressive that you are able to tell the very era a building is from with a glance. Hidden doors are no longer hidden to you, and you can tell a mimic apart from an object with ease.
You may move with incredible speed, constructing up to four panels as an action. Once you do so, you cannot do this again for 1 minute. You may do this a number of times equal to your proficency bonus. You regain all expended uses upon a long or short rest. Additionally, using panels for cover grants three-quarter cover.
Previous Versions
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6/19/2024 3:37:19 AM
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6/20/2024 9:02:52 PM
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Coming Soon
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