Constructor (5e Class)
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- 1 Constructor
- 2 Tinker's Talent
- 3 Creating a Constructor
- 4 Spellcasting
- 5 Mechanical Orb
- 6 Skill Points
- 7 Ability Score Increase
- 8 Programmed Body
- 9 Mechanical Life
- 10 United Force
- 11 Multiclassing
A young woman wanders alone through the woods when two wolves jump out of the bushes. Instead of being afraid, she takes out two little mechanical orbs and plays with them in one hand before launching both of them at the wolves. While one of the wolves is incapable of moving, the other wolfe is captured by an explosion and doesn’t seem to be alive anymore. The last thing the restrained wolfe sees is a mechanical gear that slices through his body and kills him in a split second.
Constructors are known for their impressive talent in tinkering and programming, making them strong combatants with their constructions and valuable allies for adventuring and business.
Creating a Constructor
When creating a constructor character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your constructor. Did you come from a big isolated tinkers guild, making you not familiar with other societies or other races then the ones in your guild? Or are there connected artisan guilds all over the world? What led you to take up the adventuring life? Did you feel the urge to explore more than just your craft in your guild? Did you want to bring your creations out to the world and present other people your work? Were you forced to fight against someone or something threatening your guild or the kingdom you live or lived in? Or maybe you broke some rules in the guild you worked at and were kicked out, leaving you just with your constructs.
You can make a constructor quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and third Constitution or Wisdom. Second, choose the guild artisan background. <!-Third, choose elaborate on equipment choices->
As a Constructor you gain the following class features.
- Hit Points
Armor: Light armor, shields
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: Tinker's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Sleight of Hand, Perception, History, Nature, and Investigation
You start with the following equipment, in addition to the equipment granted by your background:
- A shield
- A constructor's pack
- Leather armor, and tinker's tools
- (a) A dagger or (b) 20 darts
|1st||+2||-||Spellcasting, Mechanical Orb|
|4th||+2||4||Ability Score Improvement|
|5th||+3||6||Mechanical Orb Upgrade|
|8th||+3||10||Ability Score Improvement|
|11th||+4||15||Mechanical Orb Upgrade|
|12th||+4||16||Ability Score Improvement|
|16th||+5||22||Ability Score Improvement|
|19th||+6||28||Ability Score Improvement|
The work with technology and your knowledge about it enables you to cast spells. See chapter 10 for the general rules of spellcasting.
At 1st level, you know two cantrips which are Command Orbs and Clockwork Winding.
|Casting time:||1 bonus action|
|Components:||V,S,M (a mechanical gear)|
You hurl some gears at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. You can’t use Clockwork Winding in the same turn in which you used another spell than Command Orbs.
- This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Intelligence is your spellcasting ability for your constructor spells, since the efficiency of your constructions relies on your knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a constructor spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can use a hammer (see chapter 5, “Equipment”) as a spellcasting focus for your constructor spells.
At 1st level, you have one mechanical orb which you can use in several ways further described in the cantrip Command Orbs. If you are further than 30 ft. away of an orb, it automatically returns to you, stopping all effects it currently applies.
|Casting time:||1 action|
For every mechanical orb you have, you can use Damage Call, Defense Call or Restriction Call as part of this cantrip. Effects currently applied by that orb then stop and are replaced by the appropriate new effects. You can’t use this cantrip more than once per turn.
The orb moves to a point you choose within range and heavily pulsates. Each creature in a 2.5-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 1d6 force damage and counts as affected by Damage Call until the start of your next turn on a failed save. If you are (in) the center of the sphere, you don’t take any damage and are not affected by Damage Call.
The point you choose may be in the air. The orb then levitates at the chosen point.
|Duration:||4 rounds/24 seconds|
The orb moves to a creature you choose within range and surrounds it with a shield. The target then gains 1d4 + your intelligence modifier temporary hit points and counts as affected by Defense Call.
If you use Damage Call, Defense Call or Restriction Call with this orb while the duration is not over, you can’t use Defense Call on that creature for the next 3 rounds.
You can’t target a creature more than once with Defense Call at the same time.
|Duration:||2 rounds/12 seconds|
The orb moves to a creature you choose within range and releases a sticky net. The target must make an Intelligence saving throw. On a successful save, the orb returns to you. On a failed save, the target is restrained for the duration of this spell and counts as affected by Restriction Call. At the end of each of the targets turns, the creature can make a Strength saving throw. On a successful save, the spell ends for that creature and the orb returns to you.
You can’t target the same creature more than once per turn with Restriction Call and you can’t target a creature that is already affected by Restriction Call.
Starting at 2nd level, your skills in programming allow you to program yourself. Your access to this program is represented by a number of skill points. Your Constructor level determines the number of points you have, as shown in the Skill Points column of the Constructor table.
You can invest this skill points in three skill trees: Destruction, Protection and Manipulation.
After taking a long rest, you can spend 30 minutes to withdraw your invested skill points and distribute them again.
Each of the three skill trees is divided into five tiers. To invest into a tier higher than tier 1, you need to invest at least a certain amount of skill points over all skill trees and at least a certain amount of skill points in the corresponding skill tree. You can look up the numbers in the tiers table.
|Tier||Skill points invested in total||Skill points invested in this skill tree|
- Tier 1:
Increase the damage of Damage Call to 2d6 extra damage.
When a creature makes a saving throw due to Damage Call (or Devastating Detonation) and the creature rolls a 1, it automatically counts as a failed save and the normal rules of a critical hit (phb p. 196) apply.
- Increase the range of Damage Call and Clockwork Winding to 25 ft.
- Increase the range of Damage Call and Clockwork Winding to 30 ft.
- Tier 2:
Extreme Force Upgrade 1:
Prerequisite: one point in Extreme Force
Increase the damage of Damage Call to 3d6 extra damage.
- You can now increase the radius of the sphere from Damage Call to 7.5 ft. whenever you want.
- Instead of just using Damage Call, you can combine Damage Call and Clockwork Winding to create an explosion. You can use your bonus action when using Damage Call to increase the radius of the sphere from Damage Call by 5 ft. (which is called "using Devastating Detonation" used in the tier 3 perk Implosion).
Prerequisite: one point in Extreme Force
For every dice you roll for the damage of Damage Call, you can choose the damage type. Choose from cold, fire, lightning, radiant, psychic.
If a creature makes a successful save against Damage Call, it still takes half of the damage.
- Tier 3:
Extreme Force Upgrade 2:
Prerequisite: one point in Extreme Force Upgrade 1
Increase the damage of Damage Call to 4d6 extra damage.
- Increase your Intelligence Score by 1. The maximum for this score is now 21.
- Increase your Intelligence Score once more by 1. The maximum for this score is now 22.
Prerequisite: two points in Devastating Detonation
After using Devastating Detonation, every creature that is affected by Damage Call and in the radius of Devastating Detonation is pulled 5 ft. towards the corresponding mechanical orb.
Increases the damage of Clockwork Winding against targets that are affected by Damage Call by 1d4 extra damage.
- Tier 4:
Extreme Force Upgrade 3:
Prerequisite: one point in Extreme Force Upgrade 2
Increase the damage of Damage Call to 5d6 extra damage.
Aura of Destruction:
If the hp of a creature, that is affected by Damage Call, are reduced to 0 in a 20 ft. radius around you, you can use your reaction send out a radiant aura around you. Every creature in a 10 ft. radius around you (except yourself) must make a Wisdom saving throw. A target takes 3d10 radiant damage on a failed save, or half as much damage on a successful one.
Precise Shot Upgrade:
Increases the damage of Clockwork Winding against targets that are affected by Damage Call to 2d4 extra damage.
- Tier 5:
If you use Damage Call with two of your mechanical orbs in a single turn, you are under the effect of Disengage for this turn.
- Tier 1:
- Defense Call now increases the AC of the creature it affects by 1.
- Increase the AC gained by Defense Call to 2 instead of 1.
- If a creature affected by Defense Call has to make a saving throw against a spell or a magical effect, it can throw a 1d4 and add the result to the saving throw.
- The additional dice for Magic Resistance is now a d6 rather than a d4.
Increases the temporary hit points a creature gains when using Defense Call on it from 1d4 to 1d8.
- Defense Call now increases the speed of the creature it affects by 5 ft. and the Dexterity Score by 1.
- Speed Up now increases the speed by 5 more feet (total of 10) and the Dexterity Score by 1 more (total of 2).
- Tier 2:
- Increases your maximum hp by 1d8 (or 5).
- Increases your maximum hp once more by 1d8 (or 5).
If you hit a creature with Clockwork Winding that is affected by Restriction Call, you can choose a creature in a 20 ft. radius around it with more than 0 hp. It gains hp equal to half the damage dealt by Clockwork Winding (rounded down). You can’t use Healing Damage until the end of your next turn after using it.
Shielding Power Upgrade:
Prerequisite: one point in Shielding Power
Increases the temporary hit points a creature gains when using Defense Call on it from 1d8 to 1d12.
Prerequisite: two points in Speed Up
You gain Disengage in your next turn after your hp were reduced to 25% or lower.
- Tier 3:
Prerequisite: at least one point in Unnatural Protection
Your maximum hit points can’t be reduced.
Healing Damage Upgrade:
Prerequisite: one point in Healing Damage
You can now choose up to two creatures with Healing Damage instead of one.
Prerequisite: one point in Healing Damage
If a creature other than you that is affected by Defense Call is attacked by another creature, you can use your reaction to use Clockwork Winding on the attacking creature if it is in range. If you haven’t used Healing Damage in your last turn, you can use it now, but it still goes on cooldown which means you can’t use it until the end of your next turn.
- Reduce the duration of Defense Call by 1 round.
- Reduce the duration of Defense Call by 1 more round.
- Tier 4:
A creature affected by Defense Call deals an extra 1d4 radiant damage when it hits with a weapon or spell attack.
If a non hostile creature starts it’s turn with 0 hit points in a 10 ft. radius around you, while you are affected by Defense Call, it gains 1 hit point.
A creature that is affected by Defense Call has resistance towards the first attack or harmful spell made against every round.
- Tier 5:
Master of Healing:
Prerequisite: one point in Healing Damage Upgrade
Healing Damage now instead heals every non-hostile creature in a 20 ft. radius around the attacked creature. This doesn’t apply if you use Healing Damage in combination with Protective Attack.
- Tier 1:
Increase the duration of Restriction Call to 3 rounds.
- If the hp of a creature, that is affected by Restriction Call, are reduced to 0, there is a 40% chance that the orb searches for a new target. Choose a creature with more than 0 hp in a 10 ft. radius around the creature and use Restriction Call on it.
- Increases to the chance of the orb searching for a new target to 60%.
Every time a creature fails the saving throw against the effect of Restriction Call, the DC increases by 1 for that creature. The DC stays increased if the orb finds a new target due to the perk Unsatisfied.
When you cast Clockwork Winding on a creature affected by Restriction Call, add your intelligence modifier to the damage it deals on a hit.
- Tier 2:
Never stopping Upgrade:
Prerequisite: one point in Never Stopping
Increase the duration of Restriction Call to 4 rounds. Debilitating Aura:
- If a creature is affected by Restriction Call, creatures that are hostile towards you lose 1 AC if they within 10 ft. of you.
- Creatures affected by Debilitating Aura now lose 2 AC rather than 1 AC.
If you hit a creature with Clockwork Winding that is affected by Restriction Call in your turn, you can choose another creature in a 10 ft. radius around it that is also affected by Restriction Call and attack it with Clockwork Winding, too. You can’t attack the same creature more than one time with this per turn and you can't make use of Chainreaction more than once per turn.
- Tier 3:
If you hit a creature with Clockwork Winding that is affected by Restriction Call in your turn, you can let everyone in a 10 ft. radius around that creature make a Strength saving throw. On a failed save, a creature is restrained until the end of its next turn. You can’t use Mass Manipulation in your next 4 rounds after using it. Lasting Wounds:
When you use Clockwork Winding on a creature that is affected by Restriction Call, you can change the damage type of one of its d8’s to necrotic. The target’s hit points maximum is reduced by an amount equal to the necrotic damage taken due to Lasting Wounds. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Chainreaction Upgrade:
Prerequisite: one point in Chainreaction
You can now make use of Chainreaction up to two times per turn.
- Tier 4:
Lasting Wounds Upgrade:
Prerequisite: one point in Lasting Wounds
You can now change the damage type of up to two of Clockwork Winding’s d8’s to necrotic.
Like the Sun:
If you have a mechanical orb with you (not due to Defense Call) and a creature makes an attack against you, you can use your reaction to let the mechanical orb emit bright light, imposing disadvantage on the attacking creature for its turn, if it attacks you.
- Tier 5:
If the difference between the result of the saving throw against Restriction Call and the spell save DC is more than 6 and the saving throw is a fail, the target is stunned rather than restrained for the duration of Restriction Call and can make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is restrained again for the duration of Restriction Call and not stunned anymore. It can’t make the Strength saving throw to remove the restrained condition at the end of its turn if it was stunned this turn by Stunning Force.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 10th level, the program running through your body makes you immune to disease.
At 15th level, shifting away from a living creature to a programmed machine disconnects you from some worldly desires. You no longer have to eat and drink and you don’t age. In addition, as a machine, you don’t need to sleep. Instead, you move into sleep mode, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Your type additionally is construct now.
Starting at 20th level, if at least one creature is affected by Damage Call, Defense Call and Restriction Call, attacks and spells made by creatures affected by Defense Call ignore resistance on creatures affected by Damage Call and Restriction Call.
Prerequisites. To qualify for multiclassing into the Constructor class, you must meet these prerequisites: Proficiency in Tinker's Tools, Intelligence 13
Proficiencies. When you multiclass into the Constructor class, you gain the following proficiencies: Shields, Light armor