Base Class: Artificer
Where other artificers reinforce matter, you manipulate possibility thresholds.
Paradox Architects are the descendants of Aeltheri experimentalists who attempted to solve gravitational accumulation through probability collapse rather than mechanical siphoning.
They discovered something horrifying: Reality is slightly negotiable. And it hates being edited.
Level 3: Paradox Core
You construct a hovering crystalline engine that warps probability around you. It floats within 5 feet of you and is intangible to others.
As a reaction when:
- You fail an ability check
- You fail a saving throw
- An attack misses you by 2 or less
You may roll a d4 and add it to the roll. You may use this a number of times equal to your proficiency bonus per long rest.
Level 3: Contingency Imprint
You may imprint a single “if/then” trigger into your Paradox Core after a long rest.
Choose one of the following triggers:
- If you drop below half HP → gain temporary HP equal to Artificer level
- If you are knocked prone → immediately stand without using movement
- If you fail a concentration check → reroll it
- If you take force damage → reduce it by your Intelligence modifier
The trigger activates once per long rest automatically.
Level 5: Retroactive Adjustment
When a creature within 30 feet hits with an attack, you may use your reaction to slightly alter the timeline. This is not a reroll. It is narrative correction.
Roll 1d6:
1–2: No change
3–4: Reduce damage by half
5: The attack becomes a miss
6: The attacker takes force damage equal to your Intelligence modifier
You may use this feature a number of times equal to your Intelligence modifier per long rest.
Level 9: Probability Fracture
As an action, choose a creature within 60 feet.
For 1 minute (concentration), that creature exists in unstable probability.
At the start of its turns, roll 1d4:
1 — Speed halved
2 — Disadvantage on next attack
3 — Takes 2d8 force damage
4 — Nothing happens
A creature can repeat a Wisdom saving throw at the end of its turn to end the effect.
Additionally: You gain resistance to psychic damage.
Level 15: Collapse Event
You may force reality to resolve competing outcomes.
As an action, choose a 20-foot-radius sphere within 60 feet.
For 1 minute:
- All creatures inside have disadvantage on saving throws
- Teleportation fails
- When a creature rolls a natural 1 or natural 20, roll again — the result becomes the opposite (1 becomes 20, 20 becomes 1)
At the end of the duration, each hostile creature in the sphere takes 4d10 force damage. Once per long rest.