Blueprints
At 3rd level, you begin to lay down specific blueprints to build stronger Jury Rigs. You gain proficiency with Carpenter's Tools, if you already have proficiency, you gain expertise. If you already have expertise or gain it in some way, you gain 1d4 to your Carpenter Tools checks. Your Jury Rigs have the following stats instead:
AC: 14 + Proficiency + Intelligence Modifier
Hitpoints: 12 + Intelligence Modifier Per Craftsman Level
Additionally you gain access to the following Jury Rig:
Lumbermill: This structure occupies a 10ft square. Creatures within 5 ft of this can use a bonus action to gain a temporary shield that grants temporary hp equal to your craftsman level + int mod. While a creature has temporary hp from this, they have resistance to B/P/S damage, but vulnerability to fire damage. At 11th Level, the vulnerability from fire damage goes away and the Temp HP becomes twice your Craftsman level.
One of a Kind Architect
At level 10, you've thought of a building unique in its own right. Twice per short rest, when you create a Jury Rig you may select two Jury Rigs you know and have the created Jury Rig gain both effects. The Tower of Hope may not be selected for this feature. The creation is based on the size of the larger of the two Jury Rigs you select and has 4 additional HP per level and 2 additional AC. When you hit 18th level, you can use this ability 5 times instead of 2.
Unique Designs
You've learned to create your Jury Rigs so they befuddle others that haven't encountered them before. At level 14, Opposing creatures cannot benefit from your Jury Rigs if it would require an action, bonus action, reaction or movement to trigger their effects. Additionally when you roll for initiative, you may use a Jury Rig feature to create 2 Jury Rigs of your choice within 15 ft of you. These Jury Rigs are not considered to be built with your Level 3 ability and use the HP and AC calculations as if they were made by a non-Carpenter Craftsman.
Pillar of Hope
At 18th level you've designed a one of a kind Jury Rig, a Pillar of Hope. Once per Long rest you can use a Jury Rig usage to create your Pillar of Hope. The Pillar of Hope occupies a 5 ft square but extends 20 ft high. Choose two of the effects below that the pillar has upon gaining this feature. Each ability can be changed by spending 8DT and 95k Berri.
Allies within 35 ft of the tower gain a 1d8 bonus to the first saving throw they would make in a round.
Allies within 60 ft of the tower are immune to the fear and charmed conditions.
The first time an allied creature would drop to 0 hit points or below they are instead set to 1 hit point.
All Allies gain 40 ft to their movement speed while the tower is up.
Once per round, each ally may choose to gain advantage on an attack roll, skill check, or saving throw.
As a bonus action, you may make this tower shoot a concentrated blast of energy at a point within 80ft of the tower. You are considered proficient with this attack and it uses your Intelligence modifier for attack and damage rolls. On a hit, the blast deals 5d10+ your intelligence modifier in force damage that bypasses resistances, immunities, DR, and UDR.
Enemies cannot benefit from Invisibility or being hidden while within 75 ft of the tower.