Base Class: Artificer
Sculptors are both artists and craftspeople, transforming blocks of raw material into beautiful sculptures, carving figures and patterns into walls and pillars, or even sculpting amulets, figurines, and other small items. Artificers in this specialty can imbue their works with magical properties to protect and aid the places they are placed or the people who carry them, combining artistic expression with utility.
Level 3: Guardian Sculpture
Starting at 3rd level, you learn how to instantly create magical sculptures that aid you in combat. Using woodcarver's, smith's, potter's, mason's, or glassblower's tools, you can, as a Magic Action, magically create a Medium, Small, or Tiny sculpture in an unoccupied space on a horizontal surface within 5 feet of you. A Medium or Small sculpture occupies its space, and a Tiny sculpture can be held in one hand. You can use your Bonus Action to cause an unheld sculpture to move horizontally up to 30 feet to an unoccupied space you can see.
Once you've created a sculpture with this feature, you can't create another until you finish a short or long rest.
The sculpture is a magical object and, regardless of its size, has a number of hit points equal to five times your artificer level and is immune to poison and psychic damage. The sculpture persists for 1 minute, until it is reduced to 0 hit points or until you dismantle it with a Bonus Action. At the end of the time limit, unless you are incapacitated, you can expend a 1st-level or higher spell slot to extend the sculpture's persistence for another 1 minute (no action required).
The sculpture radiate an aura in a 30-foot-radius Emanation. When you create the sculpture, you determine its appearance and the material from which it is made. You must choose the material from the options described below, and this choice determines the sculpture's AC, aura effect, and other properties.
Clay (AC 13). At the start of each of your turns, you can choose a creature within the aura to gain resistance to Acid or Poison damage until the start of your next turn (no action required). You and your allies have advantage on Dexterity saving throws while within the aura. Whenever the sculpture is subjected to Acid damage, it takes no damage and instead regains a number of hit points equal to the Acid damage dealt.
Ice (AC 13). At the start of each of your turns, you can choose a creature within the aura to gain resistance to Cold or Necrotic damage until the start of your next turn (no action required). You and your allies have advantage on Intelligence saving throws while in the aura. Whenever the sculpture is subjected to Cold damage, it takes no damage and instead regains a number of hit points equal to the Cold damage dealt.
Wood (AC 15). At the start of each of your turns, you can choose a creature within the aura to gain resistance to Thunder damage until the start of your next turn (no action required). You and your allies have advantage on Constitution saving throws while in the aura. Whenever you or one of your allies regains hit points while in the aura, the sculpture also regains the same amount of hit points.
Metal (AC 19). At the start of each of your turns, you can choose one creature within the aura to gain resistance to Fire or Psychic damage until the start of your next turn (no action required). You and your allies have advantage on Wisdom saving throws while within the aura. Whenever the sculpture is subjected to Fire damage, it takes no damage and instead regains a number of hit points equal to the Fire damage dealt.
Stone (AC 17). At the start of each of your turns, you can choose one creature within the aura to gain resistance to Bludgeoning, Piercing or Slashing damage until the start of your next turn (no action required). You and your allies have advantage on Strength saving throws while within the aura. The first time the sculpture is reduced to 0 hit points, it is not destroyed and regains a number of hit points equal to your artificer level + your Intelligence modifier.
Glass (AC 13). At the start of each of your turns, you can choose a creature within the aura to gain resistance to Lightning or Radiant damage until the start of your next turn (no action required). You and your allies have advantage on Charisma saving throws while within the aura. Whenever the sculpture is subjected to Radiant damage, it takes no damage and instead glows, filling the aura with dim light for 1 round. Choose a creature within the aura to gain advantage on its next attack roll while the glow lasts.
Level 3: Sculptor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
|
Artificer Level |
Spells |
|
3 |
Alarm, Mold Earth, Protection from Evil and Good |
|
5 |
Healing Spirit, Magic Mouth |
|
9 |
Glyph of Warding, Tiny Servant |
|
13 |
Summon Construct, Stone Shape |
|
17 |
Legend Lore, Wall of Stone |
Level 3: Tools of the Trade
Sculptors can use a variety of materials to create their work. At 3rd level, you gain the following benefits:
Tool Proficiency. You gain proficiency with one of these tools of your choice: Woodcarver's, Smith's, Potter's, Mason's, and Glassblower's tools. If you already have proficiency in all the tools on this list, you gain proficiency with one other type of Artisan's Tools of your choice.
Wondrous Crafting. Choose one tool from among: Woodcarver's, Smith's, Potter's, Mason's, and Glassblower's tools. When you craft a Wondrous Item using the chosen tool, the amount of time required to craft it is halved.
Level 5: Forms of the Work
Starting at 5th level, you can grant your sculptures reactive abilities based on their shape. When you create a sculpture with your Guardian Sculpture feature, the sculpture gains one of the properties below in addition to those related to its material.
The Warrior. While you are within 60 feet of the sculpture, whenever an enemy you can see is about to exit the aura, you can use your Reaction to make a ranged spell attack roll from the sculpture's position against that enemy. On a hit, the target takes Force damage equal to 1d10 + your Intelligence modifier and is pulled 10 feet closer to the sculpture.
The Mage. While you are in the aura, whenever an enemy you can see enters the aura, you can use your Reaction to cast, from the sculpture's position, one of your cantrips with a casting time of one Action targeting that enemy. Cantrips with a range shorter than 30 feet are considered to have a 30-foot range for this casting.
The Trickster. While you are within 60 feet of the sculpture, whenever an enemy within the aura is hit by an attack roll, you can use your Reaction to add an extra Force damage equal to 1d8 + your Intelligence modifier to that attack's damage.
The Priest. If you cast a spell using a spell slot that restores hit points to a creature within the aura, you can choose another creature also within the aura to restore hit points equal to your artificer level.
The Dragon. While you are within 60 feet of the sculpture, whenever an enemy you can see enters the aura for the first time on their turn or ends their turn in the aura, you can use your Reaction to force them to make a Dexterity saving throw against your spell save DC. On a failed save, the enemy takes 2d10 acid, lightning, fire, cold, or poison damage. On a successful one, they take half as much damage.
Abstract. At the start of each of your turns, roll 1d6 and check the result on the table below. The sculpture gains the properties of the form associated with the result until the start of your next turn.
|
d6 |
Shape |
|
1 |
The Warrior |
|
2 |
The Mage |
|
3 |
The Trickster |
|
4 |
The Priest |
|
5 |
The Dragon |
|
6 |
One of the options above of your choice |
Level 9: Remarkable Exhibition
At 9th level, you learn to make the sculptures from your Guardian Sculpture feature cause an impact when they appear and when they disappear.
Inspiring Beginning. When you create the sculpture, creatures of your choice within its aura gain temporary hit points equal to 1d10 + your Intelligence modifier.
Explosive Finale. As a Reaction when the sculpture is reduced to 0 hit points, or as part of the Bonus Action you dismantle the sculpture, you can cause the sculpture to explode before disappearing. When you do so, each creature within 15 feet of the sculpture must make a Dexterity saving throw against your spell save DC, taking 3d6 Force damage on a failed save, or half as much damage on a successful one.
Level 15: Living Sculpture
At 15th level, you can summon a self-moving guardian sculpture. With woodcarver's, smith's, potter's, mason's, or glassblower's tools on hand, you can cast the Summon Construct spell without expending a spell slot and without requiring the costly material component. When casting this way, you can remove the Construct Spirit's stat block trait associated with the spell's material choice and replace it with the aura and properties of one of the material options for the sculpture created by your Guardian Sculpture. The Construct Spirit then appears to be made of the material associated with your choice.
Once you've cast Summon Construct this way, you can't do it again until you complete a long rest.
Previous Versions
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