This is a W.I.P. (Work In Progress) Playtest Version. [2023.12.15]
The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.
Warlock Subclass: Architect
The Architect subclass for Warlocks is designed around the concept of construction, creation, and manipulation of the physical environment.
Expanded Spell List
The Architect lets you choose from an expanded list of spells when you learn a warlock spell.
Spell Level | Spells |
---|---|
1st | Earth Tremor, Shield |
2nd | Maximilian's Earthen Grasp, Meld into Stone |
3rd | Erupting Earth, Wall of Sand |
4th | Private Sanctum, Secret Chest |
5th | Animate Objects, Telekinesis |

Master Craftsman
Starting at 1st level, your bond with The Architect grants you an innate ability akin to the fabricate spell. As an action, you can rapidly construct simple items or parts of larger complex structures, similar to how fabricate works, but on a smaller scale. Complex creations take longer and may require additional actions or rest periods, depending on their complexity and size. This ability can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Architect's Design (6th Level Ability)
Starting at 6th level, your deep understanding of creation allows you to weave magic into the very structures around you, offering both protection and empowerment to your allies within a 30-foot radius. This radius manifests your architect's mind in the following ways:
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Bulwark of Design
As a reaction when an ally within your radius is targeted by an attack, you can conjure a spectral rampart or shield-wall. This ethereal structure, reflecting the grand designs of ancient fortifications, grants the ally a bonus to their AC equal to your Charisma modifier (minimum of +1). The sudden appearance of these architecturally sound defenses might be enough to turn a hit into a miss.
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Strike of the Design
As a reaction when an ally within your radius makes an attack, you can momentarily reinforce their position or weapon with an architecturally inspired construct. Be it a temporary stone footing for better leverage or a brief, spectral bracing on their weapon, the ally gains a bonus to their damage roll equal to your Charisma Modifier.
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Eye of Design
As a reaction when an ally within your radius makes an attack, you can grant them an mental insight to their target granting them advantage on their next attack roll. This decision must be made before the roll has been made.
You can use the Architect's Design ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses after a long rest.
Transformative Aura (10th Level Ability)
At 10th level, the ability to transform the properties of materials within your aura, bending them to your will. As a bonus action, you can activate a 30-foot radius aura centered on yourself. This aura lasts for 1 minute and grants you the following abilities:
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Architect's Insight
While your aura is active you can perceive hidden objects and creatures within your aura even if they are considered behind total cover. While a creature is within your aura they gain no benefit from your attacks and spell saving throws while they are behind total cover.
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Material Adaptation
You can use an Action to change the properties of materials within your aura. For example, you can make stone temporarily as pliable as clay for easy shaping, or wood as resilient as iron for defensive purposes. This adaptation can be used to aid in fortification, creating traps, or facilitating movement.
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Environmental Reshaping
As a bonus action, while the aura is active, you can reshape the terrain within the aura, creating temporary structures or obstacles, altering the height of the terrain, or creating/removing areas of difficult terrain, this change removes any difficult terrain penalties for you and your allies within the aura. These changes last for the duration of the aura.
This ability can be used amount of times equal to your proficiency bonus. You regain all uses once you finish a long rest.
Architect's Mastery (14th Level Ability)
At 14th level, your profound connection with The Architect and your understanding of creation and transformation culminate in a formidable ability: Architect's Mastery. This ability reflects your ability to manipulate and control materials and structures on a grand scale.
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Grand Fabrication
As an action, you can exert your will to fabricate a large structure or significantly alter the environment within a 120-foot cube. This can include creating buildings, bridges, fortifications, or other architectural constructs, as well as reshaping existing structures or terrain. The creation or transformation is permanent but must be composed of materials present in the environment.
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Elemental Transmutation
Twice per long rest, you can transmute elemental materials (stone, metal, wood) within a 60-foot radius around you. You can turn walls into transparent crystal for improved visibility, change metal compositions, or harden wood into iron-like strength. These transmutations last for 1 hour.
Architect's Mastery can be used once per long rest.
Eldritch Invocations:
- Architect's Vision: Prerequisite: 5th level, The Architect patron. Gain the ability to walk through walls and obstacles up to 10 feet thick.
- Elemental Infusion: Prerequisite: 7th level, The Architect patron. Add 2d6 magical bludgeoning, piercing, slashing or force damage to attacks, this damage type is chosen when making the attack.
- Close Encounters: Prerequisite: 5th level, The Architect patron. Ranged spell attacks are not made at disadvantage while within melee range.
- Architect's Statues: Prerequisite: 11th level, The Architect patron. You gain the ability to cast Flesh to stone using your warlock spell slots.
- Architect's Arcane: Prerequisite: 9th level, The Architect patron. You gain an additional spell slot.