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Mason

There are entire guilds of artificers dedicated to creating secure and enhanced structures using their arcane skills in combination with classic masonry techniques. Some of these masons specialized even further, creating small stone golems as mobile vessels for spells. These masons were soon deployed as part of the war effort, where they learned to create even more powerful constructs.
A master mason can create multiple golems, each capable of harnessing, capturing, and redirecting arcane energy, making them potent focuses for the artificer’s spells. Those unfamiliar with the masons often find their understanding of magic completely compromised when in the presence of a master mason and their creations.

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.

Mason Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mason Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. If a spell’s name is bold, the spell is from the artificer’s spell list.
Mason Spells
Artificer Level  Spell
3rd  earth tremor, shield
5th  earth bind, locate object
9th  erupting earth, meld into stone
13th  stone shape, stoneskin
17th  transmute rock, wall of stone

Masonwork Golem

Starting at 3rd level, your dedication to stonework and artifice has taught you how to create loyal stone golem allies. Using your mason’s tools, you can take an action to magically create a Small masonwork golem in an unoccupied space within 5 feet of you.
Once you create a golem, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one golem at a time and can’t create one while your golem is present. The golem is a magical object. The golem has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, physic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It crumbles and disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the golem, you determine its features, but it is roughly humanoid in appearance. You also choose an artificer cantrip you know to imbue into the golem. On each of your turns, you can take a bonus action to command the golem to either use its cantrip or make an unarmed melee attack, provided you are within 60 feet of the golem. As part of the same bonus action, you can direct the golem to walk up to 15 feet to an unoccupied space.

Golem Conduit

Starting at 5th level, you weave in a powerful arcane conduit into your masonwork golems. When you cast an artificer spell within 60 feet of one of your masonwork golems, you can instead have the spell originate from the golem.
When you cast a spell through your golem, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Arcane Conductor

Starting at 9th level, your masonwork golems are able to conduct more arcane energy:
  • When a masonwork golem uses its stored cantrip, roll a d8, and the golem gains a bonus to one of the spell’s damage rolls equal to the number rolled.
  • When you are the target of a spell attack and your masonwork golem is within 30 feet of you, you can use your reaction to make the golem the target of the spell.

Master Mason

Starting at 15th level, you have become exceptionally efficient at creating masonwork golems:
  • Your masonwork golems gain a +2 bonus to Armor Class.
  • You can now have two golems at the same time. You can create two with the same action (but not the same spell slot), and you can activate both golems with the same bonus action. You can imbue each golem with a different cantrip. You can’t create a third golem while you have two.

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