Construct Crafter
Artificers that specialise in the creation of constructs are usually accompanied by a guardian construct which acts as a protective companion to them. These artificers craft enhancements and upgrades for their guardian to better enhance their abilities to protect and defend. With their guardians at their side, construct crafter artificers fight with their constructs to overwhelm their opponents.
Tool Proficiency
When you adopt this specialisation at 3rd level, you gain proficiency in one of the following tools: smith’s tools, mason’s tools, or weaver’s tools. If you already have all these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Construct Crafter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Construct Crafter 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 | Construct Crafter Spells |
|---|---|
| 3rd Level | Command, Compelled Duel |
| 5th Level | Darkvision, Summon Construct |
| 9th Level | Life Transference, Tiny Servant |
| 13th Level | Arcane Eye, Stoneskin |
| 17th Level | Animate Objects, Rary's Telepathic Bond |
Construct Crafter Infusions
Starting at 3rd level, your specialisation grants you an expanded list of new infusion options to learn when you learn an artificer infusion. The following infusions are added to your Infusion Options but do not count against the number of infusions you know:
| Construct Crafter Infusions | Prerequisite & Required Item | Requires Attunement |
|---|---|---|
| Firebug Construct | 3rd Level Construct Crafter, a tiny candle worth at least 5gp | - - - |
| Mantle of Distraction | 3rd Level Construct Crafter, a cloak or cape | Yes |
| Repelling Weapon | 3rd Level Construct Crafter, a simple or martial weapon | - - - |
| Mechanical Launcher | 7th Level Construct Crafter, a gauntlet or glove | Yes |
| Gem of Absorbtion | 15th Level Construct Crafter, a gem worth 100gp | Yes |
Guardian Construction
Starting at 3rd level, you learn how to create a construct guardian to fight for you and protect you.
You create the construct guardian when you complete a long rest using your smith’s tools, mason’s tools, or weaver’s tools. When you do so, you determine its appearance, what material body it uses, and its body type. The type of body you choose determines the guardian construct Stat block your guardian uses, and you can choose between the bipedal or quadrupedal construct. When you reach 7th level, you can choose to use the flying construct option and the metal material type. The type of tools you use depends on the material you use to create the guardian. Metal material requires smith’s tools, stone material requires mason’s tools, and flesh material requires weaver’s tools.
The guardian is friendly to you and your companions, and it obeys your commands. In combat, the guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its actions and reactions from its stat block on its own, unless you take a bonus action on your turn to command it to take another action. The guardian can use magic items and shares the attunement to items you are attuned to.
If your guardian is reduced to 0 hit points, it dies and cannot be healed. You can spend 1 hour, which can be done during a short rest, to revive the guardian, and it regains hit points equal to 4 x your Intelligence modifier when it is revived. After reviving the guardian, you must complete a long rest before you can do so again, unless you expend a spell slot to revive the guardian again. If you expend a spell slot to revive the guardian, it regains additional points equal to the slot level x your Intelligence modifier (minimum of 1).
During a long rest, you can use your smith’s tools, mason’s tools, or weaver’s tools to repair your guardian and change its appearance and features. While being repaired or modified, the guardian is considered unconscious and cannot function until the completion of the long rest. At the completion of the long rest, the guardian regains all its hit points, charges, and all its hit dice. If your guardian is dead, you can use your smith’s tools, mason’s tools, or weaver’s tools to revive your guardian at the completion of the long rest. If you create a new guardian or have lost your guardian, you can spend three days creating a new one. When you do so, you must use your tools during each long rest to work on your new guardian, and any remains of the original guardian disappears.
Construct Crafter's Guardian Construct
Efficient Guardian
Starting at 7th level, you learn how to upgrade your guardian further when you construct it. When you create your guardian at the end of a long rest, you choose to grant one of the following abilities to your guardian:
- Defensive Shell: As a bonus action, the guardian can expend 1 charge to gain temporary hit points equal to 1d4 + your Intelligence modifier. These temporary hit points last for 1 hour or until they disappear.
- Energy Absorption: As a reaction to taking acid, cold, fire, lighting, or thunder damage, the guardian can expend 1 charge to gain resistance to the triggering damage type until the start of its next turn . On the guardian’s next turn, the first attack it hits deals an extra 2d6 damage of the triggering type.
- Force-Powered Projectile: When taking the Attack action on its turn, the golem can expend 1 charge and replace any attacks it makes this turn with this ranged attack. This projectile is a ranged weapon attack with a range of 30/120 ft. On hit, the target takes force damage equal to 1d8 + your Intelligence modifier.
Additionally, when the guardian takes the Attack action, it makes two attacks instead of one.
Arcane-Infused Guardian
Beginning at 11th level, your arcane magic extends out to your guardian. Your guardian can be infused with one of your known infusions that can be used on a suit of heavy armour or a martial weapon. If the infusion you apply to the guardian uses charges, the guardian expends its charges to use the infusion.
Additionally, your guardian gains the ability to use magic spells. It can cast any spells you know in addition to any spells it knows. The guardian’s spell attack bonus and spell save DC is the same as your spell attack bonus and spell save DC. When the guardian casts a spell, it must expend a number of charges equal 1 + the spells level. The guardian can only cast a spell that has a casting time of an action and it cannot maintain concentration on a spell; if it casts a concentration spell, you must maintain the concentration of the spell.
Depending on the chosen material, your guardian innately knows the following spells, and can cast them without material components:
- Flesh Material: False Life, Melf's Acid Arrow
- Metal Material: Burning Hands, Warding Bond
- Stone Material: Earth Tremor, Protection from Poison
Perfected Guardian
Beginning at 15th level, your guardian construct is perfected to its highest degree. When you create your guardian after completing a long rest, it gains a +2 bonus to its AC, an additional 10 hitpoints, and a second choice of the abilities granted in Efficient Guardian.
Additionally, whenever you and your guardian complete a short rest, your guardian can regain a number of expended charges equal to half your Intelligence modifier (rounded up). The guardian can regain charges in this way a number of times equal to half your Intelligence modifier (rounded up), and regains all uses of this feature when you finish repairing the guardian after a long rest.

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