Arcanitect
Iroa abounds with beautiful architecture, magnificent statuary, cyclopean walls, and other great works. In some cases, like in the great city states, the greatest of these works have been created with the magical assistance of a cadre of Artificers called the Arcanitects.
5th / shatter, spike growth
9th / erupting earth, meld into stone
13th / dimension door, gravity sinkhole
17th / telekinesis, wall of force
5th (2 HD) / control water, fabricate, mordenkainen's private sanctum, stone shape
9th (3 HD) / creation, guards and wards, move earth, passwall
13th (4 HD) / forbiddance, mordenkainen's magnificent mansion, symbol
17th (5 HD) / demiplane, mighty fortress, temple of the gods
Tool and Weapon Proficiency
Starting at 3rd level, you gain proficiency with carpenter's tools and masonry tools. If you already have either of these tool proficiencies, you gain proficiency with another kind of tool of your choice. You also become proficient with all axes, hammers, and picks, such as the battleaxe, maul, and so forth. You may apply your Intelligence modifier to your attack and damage rolls with these weapons instead of your Strength or Dexterity modifier, if it is higher.Arcanitect Spells
You gain mold earth and shape water as artificer cantrips. Additionally, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, and they don't count against the number of artificer spells you prepare. 3rd / magnify gravity, tenser's floating disk5th / shatter, spike growth
9th / erupting earth, meld into stone
13th / dimension door, gravity sinkhole
17th / telekinesis, wall of force
Masonic Rites
You gain the ability to perform certain spells as rituals that are above the spell level that you would currently or ever be able to cast as a spell, even though some of them can't normally be cast as rituals and most of them aren't on your spell list. You gain access to the following spells in this way at the class levels listed. You must use your carpentry or masonry tools as a focus when performing such rituals, depending on the medium with which you are working. You do not have the spells prepared as would usually be required to perform a ritual spell, but instead spend one or more of your Hit Dice to perform the rite, as listed below, which do not restore your hit points and are used only to fuel the ritual. You must still supply any expensive material components for any of these spells which require one. All of these spells are cast as artificer spells for you when used in this way. 3rd (1 HD) / glyph of warding, leomund's tiny hut, snare, unseen servant5th (2 HD) / control water, fabricate, mordenkainen's private sanctum, stone shape
9th (3 HD) / creation, guards and wards, move earth, passwall
13th (4 HD) / forbiddance, mordenkainen's magnificent mansion, symbol
17th (5 HD) / demiplane, mighty fortress, temple of the gods
Demolisher
Starting at 5th level, you can invest a resonant power into axes, hammers, and picks that makes them especially destructive. This is a special infusion that doesn't count against your infusion slots, and doesn't count against the usual limit of only putting one infusion into a given item. You can have one weapon infused at a time, and may change which weapon you have infused after a short or long rest. The infused weapon is magical, and it deals double damage to objects and structures. When you strike a creature, object or structure with this weapon, you deal +1d8 thunder damage, or +1d12 if wielded two-handed. At 15th level this increases to +2d8 / +2d12. In someone else's hands, the weapon is less potent, and the bonus dice are d4 and d6 respectively instead of d8 and d12.Builder
Also at 5th level, when you are building or repairing a structure or any part of a structure (a wall, a door, a bridge, etc), you get twice as much work done in a given amount of time, and can extend this benefit to a team you lead with a number of people up to your Intelligence modifier plus your relevant tool proficiency bonus.Instant Wall
As an action, you cast wall of stone, except the wall is made of wood, has 15 hit points per inch of thickness instead of 30, and is ten 10-foot panels of 4 inches thick or twenty 10-foot panels of 2 inches thick. You can span gaps, make ramps or stairs, etc with the same restrictions as wall of stone. As with wall of stone, you may sacrifice half the length to buttress the structure, doubling its hit points and quadrupling its load capacity. Unlike wall of stone, you do not have to (and in fact cannot) concentrate to maintain the wall, but it only lasts 10 minutes before crumbling. A freestanding 2 inch thick floor panel anchored across one side (i.e., a glorified oversized shelf) can bear a weight of 250 pounds on its flat side before breaking, while a freestanding 4 inch thick panel anchored across one side can bear a weight of 2000 pounds on its flat side. The weight capacity is doubled if the structure is anchored across at least two opposing sides; e.g., a bridge that actually makes it across a gap and thus is anchored on both sides has twice the capacity of a bridge that only goes partway across. Pilings (support pillars from the structure to bedrock beneath) and other extraneous support structures beyond buttressing cannot be created with this ability and are not included in the preceding calculation, but if you can otherwise create such a support or make use of a pre-existing support you can dramatically increase load capacity. Additionally, you may expend spell slots to give the wall one of the following features per spell level expended. You can't spend more spell levels than your artificer class level.- Handholds on two panels per spell level or on both sides of one panel, which can be climbed without an Athletics check, and which permit tieing things to the wall without further modification.
- Length in the form of four extra panels per spell level; this would be two panels if buttressed or if 4 inches thick, or one panel if 4 inches thick and buttressed.
- Reinforcement to increase the hit points by 50% of the base wall, and weight capacity by 100% of the base wall, per spell level.
- Slats which permit attacks to be made through the wall, at four designated 5 foot stretches per spell level; attacks against something on the other side made from farther than 5 feet away are subject to 3/4 cover.

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