Base Class: Artificer
An architect is a master of channeling their abilities into the construction of many things. Architects use their power to build cities from the ground up and assist armies with strategic construction. Architecture is not a common artificer tradition, but it is respected nonetheless.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with mason’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Architect Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Architect Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Upon adopting this specialization, you also get the Mending cantrip, and it doesn't count against your number of cantrips known.
Architect Spells
3rd Level: Catapult, Healing Word
5th Level: Warding Wind, Arcane Lock
9th Level: Galder’s Tower, Tiny Hut
13th Level: Fabricate, Wall of Fire
17th Level: Creation, Wall of Force
Architect Points
Starting at 3rd level, you learn how to channel your magic into construction. You have a number of architect points equal to 1 + your intelligence modifier (minimum of 1), and you regain all of your architect points when you finish a long rest.
Construction
Starting at 3rd level, you can magically create structures almost immediately. Upon adopting this specialization, pick two buildings from the Architectural Constructs list. You may pick an additional building at 5th, 10th, and 15th level. Using this feature requires the use of mason’s tools as your spellcasting focus and requires you to expend a minimum of one architect point.
Building a construct takes one action, and it must be built in a space it can fit into. Upon creation of one of your constructs, all objects within its area are pushed out of the space it occupies. All of your constructs have hit points equal to five times your artificer level and AC equal to 8 + your proficiency bonus + your intelligence modifier, have resistance to all non-magical damage, and can be healed by using the mending cantrip as a 1st level spell or higher. If the mending spell is cast on one of your constructs, it regains 1d8 hit points per level of the spell used to restore it. All of your constructs will last 1 hour before dissipating. This time increases to 3 hours at 6th level, 8 hours at 11th level, and 24 hours at 17th level.
Technological Innovation
Starting at 5th level, you learn how to build things and infuse them with magic. You gain two artificer infusions that can only be used for this feature. If more than two items are infused with this feature, you may use your standard infusions. Upon obtaining this feature, pick one innovation infusion to learn from the following. You learn a second technological innovation at 9th level, and a third at 13th level.
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Shield Generator: You can craft simple metals into a magical pole that must be planted in the ground, and it radiates a protection aura for your allies. Any friendly creature within 5 feet of your shield generators has a minimum AC of 8 + your proficiency bonus + your intelligence modifier.
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Clockwork Wings: You can craft simple metals into an intricate and gracious design of flight. Any creature wearing your clockwork wings that is of medium size or lower can take an action to gain a flying speed equal to half their normal speed. By the end of the turn, the wings are overwhelmed. The creature loses their flight speed and will fall unless supported. The wings can be used a number of times equal to 1 + half your intelligence modifier (rounded down). They regain all expended uses upon finishing a long rest.
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Performance Booster: You can craft simple metals into a small set of equipment that aids the wearer’s physical capabilities. Any creature wearing this gains a climbing and swimming speed equal to 10 feet higher than their walking speed, can use your intelligence score and modifier instead of their strength score and modifier for long and high jumps, and if their modifier to Strength (Athletics) is lower than your intelligence modifier + your proficiency bonus, they may instead use that as their Strength (Athletics) modifier.
Deep Knowledge
Starting at 9th level, your proficiency in architecture grows. You gain expertise with mason’s tools and one additional architect point. Additionally, you learn some secret techniques to empower your Architectural constructs. Upon building one, you can apply one of the following effects to it:
- When a creature attacks the construct, it makes a Constitution saving throw against your spell save DC. On a failure, the creature takes 1d6 force damage, and the attacker is pushed back 5 feet. On a success, the creature takes no damage and is not pushed back.
- The construct gains 1 AC and temporary HP equal to twice your artificer level.
- Friendly creatures inside or on the construct have advantage on Dexterity and Constitution saving throws.
- Friendly creatures inside or on the construct have +1 to attack and damage rolls.
Master Architect
Starting at 15th level, your skill in architecture has reached its absolute peak. You may expend one architect point to trigger one of the following effects:
- You may cast Galder’s Tower at up to 9th level without using any spell slots.
- You increase your intelligence score and cap by 4 for 24 hours.
- You regain all of your architect points. This takes effect after spending one to use this feature.
Once you use this feature, you can’t use this feature again until you finish 1d4 long rests.
Architectural Constructs
- Fortress - Creates a stone fortress, 15 feet on a side and 20 feet tall, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you, which can be opened and closed with a bonus action.
- Turret - Creates a small, round structure that is 8 feet tall and 3 feet in diameter. Upon creation, it is set to face in a specific direction, and can see up to 30 feet in that direction. When you end your turn, if there is at least one creature within the line of sight of the turret, it fires a projectile that deals 1d10 + half your artificer level (rounded up) + your intelligence modifier piercing damage. If the target of the attack passes a dexterity save (DC = 8 + your proficiency bonus + your intelligence modifier), they may move out of the way of the turret. If another creature is targeted as a result of this dodge, they may also make the dexterity save.
- Research Station - Creates an elaborate, stone magical research station equipped with a distillery, bookshelves, and a small firing range. Spellcasters who spend an hour here, researching and practicing, can replenish a single used spell slot of 4th level or lower, and gain advantage on the first spell attack roll they make after finishing their research. Research can only be done once per day, and does not count as a short rest. Advantage does not stack.
- Campsite - Creates a stone campsite in a 15 foot radius of where the construct was activated that can host up to three creatures. At it will appear multiple stone benches, a campfire pit equipped with cooking equipment at the center, and an open stone tent which fits one creature. Taking a short rest in the tent heals the creature by their maximum hit dice value, in addition to any hit dice they may use.
If you expend more than one architect point, it is 5 feet larger in radius, can host 2 extra creatures, and short resting in the tent additionally heals by your intelligence modifier for each point used past the first.
- Terrain - Creates a completely flat box of stone in a 10 foot plane that you can then imbue with your magic. Upon creation, you may select nearby creatures, including yourself, to benefit from the terrain. Any selected creature that passes over this may use a bonus action to add 15 feet to their speed until the end of their turn.
If you expend more than one architect point, the size of the cube increases by 5 feet for each point used past the first, and the speed bonus increases by 5 feet for each two points used past the first. - Wagon - Creates a large stone wagon that is 5 feet by 10 feet and is designed to be drawn by a large beast or person. It can hold up to 50 pounds of weight at any given time, and weighs 150 pounds with nothing on it.
If you expend more than one architect point, it becomes slightly sturdier, weighing 25 pounds heavier but being able to carry 25 more pounds of weight for each point used past the first. - Spikes - Creates a field of stone spikes in a 10 foot radius. While these spikes are present, the affected area is considered difficult terrain, and creatures moving inside the area must either move carefully, using an extra 5 feet of movement per tile, or take 1d4 + your intelligence modifier piercing damage for every 5 feet they travel.
If you expend more than one architect point, the radius increases by 5 feet for each point used past the first.







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Posted Aug 15, 2021Your spells don't work properly fyi. They don't show up as ones that are automatically prepared.