Artificer: Constructor
A homebrew artificer subclass by DragonZaid.
By combining carpentry, masonry, glassblowing, or other trades with their magic, an artificer that specializes as a Constructor can produce structures, furniture, and other objects with ease. Constructors often employ their skills to quickly erect buildings for wealthy patrons, local town projects, or as a place of respite from their adventures. Their constructions are infused with magic, harboring pocket dimensions and able to be assembled and reassembled in an instant, useful for protecting allies and hindering foes.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Constructor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Constructor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Constructor Spells
| Artificer Level | Spell |
|---|---|
| 3rd | floating disk, unseen servant |
| 5th | locate object, shatter |
| 9th | conjure barrage, galder's tower |
| 13th | dimension door, speedy courier |
| 17th | conjure volley, passwall |
Tool Infusions
Also at 3rd level, you can augment your tools for use as weapons. You can place a weapon infusion on any item from a set of artisan's tools with which you have proficiency. If you do, the tool counts as a melee weapon with which you have proficiency, dealing 1d8 damage and having the finesse and thrown properties if the tool is normally operated with one hand, or dealing 1d12 damage and having the heavy and two-handed properties if the tool is normally operated with two hands. The damage type dealt by the infused tool is bludgeoning, piercing, or slashing, at the discretion of the GM. For example, a handsaw from a set of carpenter's tools could deal 1d8 slashing damage, while a sledgehammer from a set of mason's tools could deal 1d12 bludgeoning damage. An infused tool can still be operated as the set of artisan's tools it came from.
Construct Flatpack
Also at 3rd level, you can combine your crafstmanship with transmutation magic to quickly erect furniture and structures. Using an action and a set of artisan's tools with which you have proficiency, you can transform a piece of building material—such as a brick, plank, log, piece of glass, or door handle—into an object made from that material, choosing from the options below. The object appears in an unoccupied space of your choice within 5 feet. The object can take on any visual appearance of your choosing, such as a certain color or style of craftsmanship. It disappears after 1 hour or if it is destroyed or you dismiss it using a bonus action. It has AC equal to 10 + your Intelligence modifier, hit points equal to 5 + two times your artificer level, and is immune to psychic damage.
- Door. You construct a door, trapdoor, or hatch that perfectly fills an existing space no more than 10 feet on a side. When you create the door, you can include a latch that can be used to lock and unlock it from one side. The door can be solid or contain windows, grates, slits, or other such features.
- Floor/Stairs. You construct a level flooring surface up to 5 feet wide and up to 15 feet long or a set of stairs up to 5 feet wide and up to 15 feet long reaching a height equal to its length. The structure remains in place so long as any part of it is in contact with a stable surface, and can hold up to 2000 pounds. More weight causes the structure to give way before disappearing.
- Furniture. You construct a piece of furniture such as a chair, table, wardrobe, cupboard, or chest. The object can be no larger than 5 feet on a side and weigh no more than 50 pounds.
- Wall. You construct a wall 1 inch thick and up to 10 feet in height and length. The wall can be solid or contain windows, grates, slits, or other such features.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.
Rapid Reconstruction
At 5th level, you can rebuild your constructions quickly, even in the heat of combat. Once per turn when you make an attack with one of your infused tools or cast an artificer spell, you can relocate one of the objects you created with your Construct Flatpack feature within 30 feet of you to another unoccupied space within 15 feet of its starting location. The object disappears and instantly reappears in its new location, and can be rotated and otherwise adjusted to remain securely in place, but it must retain all of its features and general shape and appearance. Any objects or creatures on or inside the construction aren't moved along with it.
Personal Chest
At 9th level, you can construct objects to magically access a hidden pocket dimension. Using an action, you can construct a personal chest, a special container such as a wardrobe or chest no larger than 5 feet on a side with an interior space considerably larger than its outside dimensions. The opening can be up to 5 feet in diameter and the interior space is a 15-foot cube. The chest can hold up to 2000 pounds. It weighs 40 pounds, regardless of its contents. Retrieving an item from the chest or entering or exiting it requires an action.
You can also use an action to touch your personal chest, safely dismantling it. When you do, the pocket dimension and everything inside remain intact indefinitely, though creatures inside cannot exit until the chest is reconstructed. Your personal chests always access the same pocket dimension regardless of their size, appearance, or location.
The personal chest has the same AC, hit points, and resistances as the objects you create with your Construct Flatpack feature. If the chest is destroyed, its contents spill forth unharmed, and it is destroyed in the same way if it is overloaded or you attempt to create a second one. Breathing creatures inside the personal chest can survive up to a number of minutes equal to 100 divided by the number of creatures (minimum 10 minutes), after which time they begin to suffocate.
You can use this feature to construct a personal chest twice. You regain all expended uses when you finish a long rest.
Door Trap
At 15th level, you can construct magical doors to trap your enemies. Using an action, you can choose a creature within 30 feet and construct a magical door on the ground beneath the creature or on a surface within 5 feet of it. The creature must succeed on a Dexterity saving throw against your spell save DC or be pulled through the doorway into an extradimensional space. The door then locks shut, leaving the creature in an empty, well-lit pocket dimension just large enough to hold it comfortably. The creature remains in the space for 1 minute or until the door is destroyed or you dismiss it (no action required by you), after which the creature is released through the door onto the nearest unoccupied space and the door disappears. The door has the same AC, hit points, and resistances as the objects you create with your Construct Flatpack feature, but it has resistance to all damage taken from the inside.
Additionally, you can instead construct the trap to be triggered by a lever. Choose a surface within 30 feet on which to construct the door and a location within 30 feet of the door for the lever. When the lever is pulled using an action, the nearest creature within 5 feet of the door is subjected to the trap and the lever disappears. The door and lever both disappear after 1 hour or until the trap is sprung or destroyed.
You can use your Rapid Reconstruction feature to relocate the door or lever before and after the trap is sprung.
Once you use this feature, you can't use it again until you finish a short or long rest.