Artificer
Base Class: Artificer

Damwrights are artificers whose ingenuity and magical skills are deeply rooted in architecture, construction, and water manipulation. Originating among Beaverfolk communities, Damwrights use their talents to shape their environment, fortify settlements, and control the flow of water to their advantage.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with mason’s tools and carpenter’s tools. If you already have these proficiencies, you gain proficiency with another artisan's tool of your choice.

Damwright Spells

Starting at 3rd level, you always have certain spells prepared. These spells count as artificer spells but don’t count against your number of prepared spells.

Artificer Level Spells
3rd Create or Destroy Water, Earth Tremor
5th Spike Growth, Levitate
9th Wall of Water, Tidal Wave
13th Control Water, Stone Shape
17th Wall of Stone, Maelstrom

Flood Barrier

At 3rd level, you learn how to quickly create magical barriers from natural materials. As an action, you can magically construct a wall of earth, stone, or wood up to 10 feet long, 5 feet high, and 1 foot thick at a point within 30 feet of you. The barrier has AC 15, hit points equal to 5 times your artificer level, and lasts for 1 hour or until destroyed. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Hydraulic Engineer

At 5th level, your knowledge of water manipulation enhances your creations. You gain a swimming speed equal to your walking speed, and while you are submerged, you can breathe underwater.

Additionally, whenever you cast a Damwright spell that manipulates or creates water, creatures you designate within the spell’s area gain temporary hit points equal to your Intelligence modifier (minimum of 1).

Reinforced Construction

Starting at 9th level, the magical structures and defenses you create are more resilient. All objects, constructs, and barriers you create magically have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Additionally, your Flood Barrier can now be up to 20 feet long and 10 feet high.

Master of Floods

At 15th level, you become a master at controlling floods and currents. When you cast Control Water or Tidal Wave, the spell’s duration doubles, and the damage dice increases by one die step (d8 becomes d10, etc.).

Furthermore, you can now move freely through difficult terrain caused by water or mud, and you are immune to being knocked prone by water-based effects.

Reinforced Construction

Starting at 9th level, the magical structures and defenses you create are more resilient. All objects, constructs, and barriers you create magically have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Additionally, your Flood Barrier can now be up to 20 feet long and 10 feet high.

Flood Barrier

At 3rd level, you learn how to quickly create magical barriers from natural materials. As an action, you can magically construct a wall of earth, stone, or wood up to 10 feet long, 5 feet high, and 1 foot thick at a point within 30 feet of you. The barrier has AC 15, hit points equal to 5 times your artificer level, and lasts for 1 hour or until destroyed. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Damwright Spells

Starting at 3rd level, you always have certain spells prepared. These spells count as artificer spells but don’t count against your number of prepared spells.

Artificer Level Spells
3rd Create or Destroy Water, Earth Tremor
5th Spike Growth, Levitate
9th Wall of Water, Tidal Wave
13th Control Water, Stone Shape
17th Wall of Stone, Maelstrom

Hydraulic Engineer

At 5th level, your knowledge of water manipulation enhances your creations. You gain a swimming speed equal to your walking speed, and while you are submerged, you can breathe underwater.

Additionally, whenever you cast a Damwright spell that manipulates or creates water, creatures you designate within the spell’s area gain temporary hit points equal to your Intelligence modifier (minimum of 1).

Damwright Infusions

Aquatic Treads
Item: Boots
These boots grant the wearer a swimming speed equal to their walking speed, and advantage on Athletics checks made to swim.

Builder’s Gauntlets
Item: Gloves or Gauntlets
While wearing these gloves, you have advantage on skill checks using carpenter’s or mason's tools. Additionally, you can cast the Mending cantrip at will.

Hydrokinetic Tools
Item: Artisan's Tools
These infused artisan's tools allow you to shape up to 5 cubic feet of water or mud into simple shapes or constructs as an action. These shapes retain their form for up to 1 hour or until destroyed.

Reinforced Safety Vest
Item: Armor or Clothing
While wearing this armor or clothing, you gain resistance to damage caused by falling debris, collapsing structures, or similar environmental hazards.

Everflow Canteen
Item: Flask or Bottle
This enchanted canteen produces fresh drinking water, providing enough to sustain up to six creatures each day. Additionally, once per day, you can cast Purify Food and Drink using this item.

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Master of Floods

At 15th level, you become a master at controlling floods and currents. When you cast Control Water or Tidal Wave, the spell’s duration doubles, and the damage dice increases by one die step (d8 becomes d10, etc.).

Furthermore, you can now move freely through difficult terrain caused by water or mud, and you are immune to being knocked prone by water-based effects.

Damwright Image

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