Architect
The marvelous castles, and wonders of modern constructions are often times the result of a special group of artificers. Known for building great structures, but also highly valued for their quick assembly on the battlefield. Their extensive structural knowledge allows them to create fortifications for allies and exploit the weaknesses of the enemies defenses. Many a tides of war were shifted due to the barricades and vantage points created on the fly by this magical specialization.
Tools of the Trade
When you adopt this specialization at 3rd level, You gain proficiency with Mason's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Additionally, Bastion stuff
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.
| Artificer Level | Architect Spells |
|---|---|
| 3rd | Magic Missile, Catapult, Mending |
| 5th | Immovable Object, EarthBind |
| 9th | Pulse Wave, Leomund's Tiny Hut |
| 13th | Fabricate, Mordenkainen's Private Sanctum |
| 17th | Wall of Light, Wall of Force |
Arcane Blueprint
Beginning at 3rd level, your grand designs lead you to making a magical plan to hasten your construction of fortifications. As a bonus action, on a turn where you have cast a spell of level 1 or higher, you may choose one of the fortifications detailed on your blueprint and conjure it at a point you can see within 15ft. You may have a number of these fortifications on the battlefield at a time equal to your proficiency bonus, the oldest one disappears whenever you summon one beyond your max.
You may have a number of the "fortifications" from the list below detailed on your arcane blueprint equal to 1 + (pb/2 \/). You can change the options listed in your arcane blueprint whenever you finish a short or long rest.
Enhanced Toolbox
Starting at 5th level, you gain more experience in using your tools to both create and destroy. When you cast an artificer spell that deals force or bludgeoning damage while using Mason's tools as a spell casting Foci, the spell deals double damage against objects, structures and constructs.
Additionally, when you cast the mending cantrip while using Mason's tools, you may repair damage that is pb ft in any direction instead of 1ft in any direction.
Shielding Fortifications
At 9th level, your constructions lock down territory on the battlefield.
Whenever you Take a short rest, at the beginning you may sacrifice a hit die, building a temporary shelter that allows you and your companions to rest easy, doing so reduces the time of the short rest to 10 minutes.
Additionally, you may use a bonus action and spend a flash of genius to swap out one of your fortifications prepared on your arcane plan with another you do not have prepared.
Castlewright
At 15th level, your fortifications gain additional "Enhanced" benefits, as detailed in their descriptions, additionally you gain the following benefits:
- When you conjure a fortification as a bonus action from casting a spell, you may now create a second fortification as a part of that same action.
- If are granted cover or concealment from any source, it increases to the next higher category.
-You may have a number of these fortifications on the battlefield at a time equal to your proficiency bonus + your intelligence modifier, the oldest one still disappears whenever you summon one beyond your max.
Fortifications:
Wall: (3 X 1)
Allies treat the Fortification as 3/4 cover, or 1/2 if they made a melee attack on their previous turn.
(Enhanced) - Allies within 5ft of this Fortification gain +1 to AC
Bridge: (2 X 4)
Allies treat the spaces of this Fortification as "Guided Terrain" moving 2 ft for ever 1 ft expended.
(Enhanced) - Allies ignore any effects other terrain would apply while occupying a space on this Fortification
Trench: (4 Connected Squares)
Ranged attacks against allies are at disadvantage, and they may hide as a bonus action while within this Fortification.
(Enhanced) - Allies within this terrain are not visible for targeting by creatures not within 15ft of the Fortification.
Turret: (2x2)
Allies occupying a space within this Fortification gain advantage on the first ranged attack they make on their turn
(Enhanced) - Allies within the space of this Fortification may use their reaction to make a ranged weapon attack against a creature that moves within 15ft of the Fortification.
Barricade: (entryway)
The selected door, gate or entry way is blocked, creatures cannot move through it in either direction
(Enhanced) - Allies may move through the Fortification without issue
Moat: (6 connected squares)
Enemy Creatures attempting to pass through this terFortification rain must make an acrobatics or athletics check, vs your spell save dc vs falling prone
(Enhanced) For every increment of 3 the creature failed the save by, they are swept to the next adjacent square of the Fortification.
Watch-Tower: (1 X 1)
Knowledge and Perception checks made by Allies occupying the space of this Fortification treat rolls of 7 or lower as an 8.
(Enhanced) - Allies occupying this Fortification's space gain true sight out to 30ft.

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