Maestro constructor (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Maestro Constructor[edit]

The Maestro Constructor is a master builder and engineer whose expertise in construction and mechanics turns raw materials into formidable structures and devices. Born into a society where innovation and practicality are valued above all, the Maestro Constructor combines physical strength, technical knowledge, and creative ingenuity to design fortifications, deploy ingenious traps, and improvise mechanical marvels in the midst of battle. Whether erecting temporary defenses on the fly or constructing complex siege engines, these builders transform the battlefield into a dynamic work of art that both protects allies and hinders foes.

Class Features

As a Maestro Constructor you gain the following class features.

Hit Points

Hit Dice: 1d12 per Maestro Constructor level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Maestro Constructor level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Construction Tools, Hammers, Axes
Tools: Carpenter's Tools, Smith's Tools, Mason's Tools
Saving Throws: Strength, Intelligence
Skills: Athletics, Perception, Investigation, History, Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Set of Construction Tools or (b) Engineering Manual or (c) Map of an Ancient Fortress
  • (a) Explorer’s Pack or (b) Artisan’s Pack
  • (a) Bag of Nails and Screws or (b) {{{item3b}}}
  • If you are using starting wealth, you have 4d4x10 gold pieces in funds.

Table: The Maestro Constructor

Level Proficiency
Bonus
Active Structures Features
1st +2 1 Quick Construction, Material Mastery
2nd +2 1 Enhanced Blueprints
3rd +2 2 Ingenious Traps
4th +2 2 Ability Score Improvement, Mobile Fortification
5th +3 3 Master Engineering
6th +3 3
7th +3 4
8th +3 4 Ability Score Improvement
9th +4 5 Siege Constructor
10th +4 5
11th +4 6
12th +4 6 Ability Score Improvement
13th +5 7
14th +5 7
15th +5 8
16th +5 8 Ability Score Improvement
17th +6 9 Supreme Architect
18th +6 9
19th +6 10 Ability Score Improvement
20th +6 12 Magnum Opus

Class Features[edit]

Quick Construction (Level 1)[edit]

The Maestro Constructor can erect simple structures in minutes. By spending 10 minutes, he can construct a barricade, temporary bridge, or shelter using materials available in his environment. These constructions last for 1 hour before natural decay sets in.

Material Mastery (Level 1)[edit]

Through years of hands-on experience, the Maestro Constructor has learned to identify the strengths and weaknesses of various materials. He gains advantage on Investigation checks related to analyzing constructions and can double the damage dealt to inanimate objects, representing his precise knowledge of structural vulnerabilities.

Enhanced Blueprints (Level 2)[edit]

At level 2, the Maestro Constructor can draft detailed blueprints for permanent structures. By investing additional time and resources during a long rest, he can reduce the construction time of a building by half and significantly increase its durability, allowing for more resilient fortifications in the field.

Ingenious Traps (Level 3)[edit]

At level 3, the Maestro Constructor learns to design and deploy complex mechanical traps. These traps can deal damage, immobilize, or disorient foes. When an enemy triggers a trap, it must succeed on a Dexterity saving throw (DC = 8 + his Intelligence modifier + proficiency bonus) or suffer the trap's full effects, which may include additional conditions as determined by the DM.

Mobile Fortification (Level 5)[edit]

Starting at level 5, the Maestro Constructor can rapidly create portable defensive structures. These mobile fortifications, such as large shields or collapsible barricades, can be erected or dismantled as a bonus action and provide cover for him and nearby allies, reflecting his ability to adapt to dynamic combat scenarios.

Master Engineering (Level 9)[edit]

At level 9, the Maestro Constructor’s refined engineering skills allow him to upgrade his siege engines and mechanical devices. He can modify these tools to gain a +2 bonus to damage or accuracy, showcasing his aptitude for improving the performance of his constructs under pressure.

Siege Constructor (Level 13)[edit]

At level 13, the Maestro Constructor can design and build portable siege weapons. These miniature but powerful engines, operable by a single individual, deal 3d10 damage and have a range of 60 feet. They provide a crucial edge during prolonged assaults, allowing the Constructor to break through enemy defenses from a distance.

Supreme Architect (Level 17)[edit]

At level 17, the Maestro Constructor’s creativity reaches extraordinary heights. He can design structures that defy conventional physics, incorporating secret passages, movable rooms, and other innovative features. These advanced constructions not only serve as formidable defenses but also offer tactical advantages, such as ambush opportunities and hidden escape routes.

Magnum Opus (Level 20)[edit]

At level 20, the Maestro Constructor achieves the pinnacle of his craft. He can create a monumental masterpiece—a structure of immense scale and power that grants magical benefits to those who occupy it. This magnum opus might be an impregnable fortress, a bridge that spans dimensions, or a tower that channels arcane energy. Once built, this enduring creation stands as his legacy, influencing the battlefield and lasting through the ages.

Maestro Constructor Subclasses[edit]

Engineer of Sieges[edit]

The Engineer of Sieges specializes in the construction and operation of war machines and explosive devices. Focused on offensive construction, this subclass channels raw power into dismantling enemy fortifications. - Siege Mastery: You learn to design enhanced siege engines that gain an additional 1d10 damage and extended range, allowing you to strike enemy strongholds from farther away. - Demolition Expertise: Your constructions include explosive devices capable of breaching walls and defenses. When using your Ingenious Traps feature, you may choose an explosive option that forces creatures within 10 feet to make a Dexterity saving throw (DC = 8 + your Intelligence modifier + proficiency bonus) or take 2d8 fire damage and be knocked prone. - Fortification Breach: Once per long rest, you can deploy a portable battering ram that grants a +3 bonus to checks made to break through enemy fortifications, doors, or barriers.

Architect of the Fortress[edit]

The Architect of the Fortress excels in creating impenetrable defensive structures that protect and empower allies. Emphasizing durability and tactical design, this subclass transforms the battlefield into a bastion of safety. - Defensive Mastery: You can construct barriers that grant a +2 bonus to AC for all creatures taking cover behind them. - Tactical Layout: When designing a structure, you can integrate hidden compartments and secret exits. Allies who utilize these features gain advantage on Dexterity (Stealth) checks when moving through or hiding within your constructions. - Impregnable Bastion: Once per long rest, you can build a fortified structure covering an area of up to 30 feet square that provides complete cover and grants all inside advantage on saving throws against external effects for 1 hour.

Artificer of Traps[edit]

The Artificer of Traps focuses on the art of subterfuge and mechanical cunning. Specializing in covert devices, this subclass creates traps that are nearly undetectable yet devastating in their effects. - Trap Specialization: Your traps gain additional debilitating effects. When a creature fails its saving throw against one of your traps, it must also succeed on a Constitution saving throw (DC = 8 + your Intelligence modifier + proficiency bonus) or suffer an additional condition such as slowed movement, paralysis, or sensory overload (condition chosen by you). - Hidden Mechanisms: You design traps that are exceptionally hard to detect. When a creature attempts to detect one of your traps, it does so at disadvantage. - Master of Ambush: Once per long rest, you can set a trap that triggers automatically when an enemy enters a designated area, dealing 4d10 damage and stunning the target for 1 round on a failed Dexterity saving throw (DC = 8 + your Intelligence modifier + proficiency bonus).