PT:Order of the Tonal Architect


Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

Order of the Tonal Architect

Seeking to understand the mysterious sound of creation that brought forth the dawn of existence, the Dwemer pursued mastery over the Tones of reality through Tonal Architecture. Using advanced technology to supplement their own power, the Dwemer used Tonal Architecture to not only craft mechanical wonders, but also to bend the will of the weak-minded through a complex form of aural hypnosis.

Similarly to the Dwemer, mystics of this order rely on technological advancements to augment their natural talents to the point that it is quite common for them to graft or even replace entire portions of themselves with prosthetics, and often find themselves in the company of Dwemer animunculi that serve as faithful companions.

Order of the Tonal Architect Features
Level Feature
1st Bonus Discipline, Bonus Proficiencies, Dwemer Appendage
3rd Dwemer Construct
6th Resonation
14th Mind Over Metal

Bonus Discipline

1st-level Order of the Tonal Architect feature

You learn one additional psionic discipline of your choice. It must be chosen from among the Tonal Architecture disciplines.

Bonus Proficiencies

1st-level Order of the Tonal Architect feature

You gain proficiency with medium armor, shields, and smith’s tools.

Dwemer Appendage

1st-level Order of the Tonal Architect feature

Delving with Dwemer mechanisms in order to increase your psionic abilities, you’ve taken to the Dwemer practice of removing portions of your physical body to replace them with integrated, mechanical appendages.

With your psionic gifts, you gain the ability to command and utilize the new appendage as if it were any other portion of your body. This appendage comes in the form of your choice of a headgear implant or a new mechanized arm. Whatever your choice, this appendage acts as a psionic focus for you and is permanently fused to your body.

Headgear. While implanted with this Dwemer headgear, you have advantage on all Intelligence saving throws and you have resistance to psychic damage. Additionally, if you don’t already have it, you gain darkvision out to a range of 60 feet.

Mechanized arm. This prosthetic appendage is made from Dwemer metal and is incredibly light. While attached, you gain the use of either an armblade (or similar light weapon) that functions like, and has the properties of, a shortsword, hand axe, or light hammer (minus the throw property); a buckler shield that functions as a shield, or an armbow that functions like that of a hand crossbow. You have proficiency with each of these configurations of the mechanized arm if you didn't already.

As a bonus action, you can retract the weapon or shield into your forearm or extend it from there. While it is extended, you can use the weapon or shield as if you were holding it normally, and you can't use that hand for other purposes. Additionally, you can house your smith’s tools within the arm and can use a bonus action to retract them.

At 14th level, you gain the benefits of both options.

Dwemer Construct

3rd-level Order of the Tonal Architect feature

Your time spent tinkering Dwemer technology and your increasing understanding of Tonal Architecture has led you to craft an ally to aid you. It is friendly to you and your companions, and it obeys your commands.

This Dwemer construct can be any Dwemer animunculi found within the Secrets of the Dwemer and the Shadows Over Skyrim books, but it must be a construct of a CR equal to or lower than your level’s psi limit. See this creature's game statistics in the Dwemer construct’s stat block. You determine the creature's appearance and whether it has two legs, four, or uses a rolling sphere; your choice has no effect on its game statistics.

In combat, the Dwemer construct shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend 1 psi point per CR of the construct. The Dwemer construct returns to life after 1 minute of work, with all its hit points restored. At the end of a long rest, you can create a new Dwemer construct if you have your smith's tools with you. If you already have a Dwemer construct from this feature, the first one immediately perishes.


6th-level Order of the Tonal Architect feature

When you reach 6th level, your control over Tonal Architecture continues to increase, allowing you to produce powerful, concussive bursts of sound and energy. This takes the form of additional talent. This talent doesn’t count against your known talents.


Psionic Talent

As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Endurance saving throw or take 2d6 thunder damage. If it takes any of this damage and is Large or smaller, it is pushed back 10 feet away from you, and the target is deafened until the start of your next turn. This attack emits a thunderous boom that’s audible out to 100 feet.

The feature’s damage increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6).

Mind Over Metal

14th-level Order of the Tonal Architect feature

You begin to shed more of your mortal frame for that metal. You gain proficiency with heavy armor. Any armor you put on fuses with your form and begins to reshape you as a Dwemer automaton. As much as you wish, you replace your flesh for metal. This is referred to as fused armor. During a long rest, you can apply a suit of armor to yourself and fuse it to your form. You can only don and doff armor during a long rest. While wearing armor, you gain the following benefits:

  • If the armor normally has a Strength requirement, the fused armor lacks this requirement for you.
  • The fused armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
  • You no longer require air, food, drink, or sleep. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.