Wizard
Base Class: Wizard

School of Siege Magic

You have dedicated your studies to the art of destroying what others have built. Your spells are powerful in their own right, but when put to the test against the walls of a foreign power, that is when they shine brightest. The engines of war churn the soil of castle exteriors, and yours are the ones they fear most. Magically imbued, your crafts are the embodiment of an unstoppable force that can send kingdoms to their knees.

Siege Magic

At 2nd level, your spells' destructive abilities have been honed to a point. Your spells deal double damage to objects and structures.

War Machines

Starting at 2nd level, you can craft terrific magical siege weapons that give your adversaries nightmares. When you cast a spell, you can infuse that spell into an object you have crafted known as a war machine. The AC of your war machines equal your spell save DC. Their Hit Points, movement, time to craft and cost in materials to create are determined by the spell level cast to create it and are detailed in the table below. Cantrips and 1st level spells create small war machines, 2nd  and 3rd level spells create medium war machines, 4th-5th create large war machines, 6th-7th create huge war machines, and 8th-9th create gargantuan war machines.

You may only have a number of war machines equal to your proficiency bonus at one time. Creating a new war machine while you already have the maximum number you can create causes the oldest one to destroy itself. When a war machine is destroyed, you may salvage its wreckage for half its cost in materials.

Size

Hit Points

Movement Speed

Time to Craft

Cost

Small

Equal to your Wizard level

30 ft.

10 minutes

1 gp

Medium

2 x your Wizard level

20 ft.

1 hour

10 gp

Large

3 x your Wizard level

15 ft.

4 hours

50 gp

Huge

4 x your Wizard level

10 ft.

8 hours

200 gp

Gargantuan

5 x your Wizard level

5 ft.

24 hours

1,000 gp

 

You may command your war machines so long as they are within 1,000 ft. of you. As a bonus action on your turn, you may move any number of your war machines up to their movement. As an action, you may cast a spell from one of your war machines as if you had cast it from that war machine's location. The spell must be the same spell and at the same slot level you had spent and cast when infusing it into your war machine. After a war machine fires a spell, it becomes inert, preventing you from commanding it again. War machines infused with cantrips do not go inert after casting them. As a part of the same action to fire a war machine, you may cast that same spell at that same level again to prevent the war machine from becoming inert, however you cannot command this war machine until after the beginning of your next turn.

You can collect the cost of an inert war machine's materials in full.

Parabolic Spells

Starting at 6th level, creatures cannot gain the benefits of half and three-quarters cover against your spells, including ones cast from your war machines.

Structural Reinforcements

Starting at 10th level, whenever you build a structure or object, including your war machines, you can give it resistance to non magical bludgeoning, piercing, and slashing damage.

Improved Design

At 14th level, you can give your war machines additional features that aid them in wreaking havoc on the battlefield. These features are detailed below. You can give these war machines a number of additional features according to their size. Small war machines may have one additional feature, Medium and Large war machines can have up to two, and Huge and Gargantuan war machines can have up to three.

Abjurative Barrier. This war machine is protected by abjurative magic. It has resistance against a damage type of your choice. You may select this feature multiple times for a single war machine, choosing a different damage type each time.

Acid Sacks. This war machine is covered in acid sacks. As a reaction, immediately after this war machine is attacked, you may command this war machine to release a torrent of acid from its sides. Any creatures within 5 ft. of the war machine must make a Dexterity Saving throw against your spell save DC. On a failure, they take 2d8 points of acid damage. On a success, they take half. This war machine can use this feature a number of times equal to your intelligence modifier, regaining uses after a long rest.

Adamantine Reinforcements. This war machine has been built with adamantine reinforcements. It is immune to non magical bludgeoning, piercing, and slashing damage, and has resistance to magical bludgeoning, piercing, and slashing damage. However, it is extremely heavy, causing it to move at only half its movement. If it has a movement of 5 ft., it is incapable of moving.

Aerodynamic. This war machine is exceptionally quick. Its movement is increased by 10 ft.

Aquatic Seals. This war machine is sealed in waterproof tar. It can function up to 1,000 ft. underwater and has a swim speed equal to its movement.

Burrowing Drills. This war machine has been fitted with drills designed to help it burrow into the ground. It may burrow into soft earth at half its movement, or solid rock at one-quarter its movement.

Camouflage. This war machine is very difficult to spot. If the war machine hasn't moved for at least a round, creatures must make a (Wisdom) perception check or (Intelligence) investigation check against your spell save DC to see it. If a creature cannot see this war machine, it is considered hidden from them.

Climbing Claws. This war machine has climbing claws fitted to its sides. It has a climbing speed equal to its movement.

Extended Range. This war machine can be commanded from extreme ranges. Its command range is now 10,000 ft.

Flying Menace. This war machine has a fly speed equal to its movement.

Illusion Field. This war machine is shrouded in an illusory field. Creatures attacking it must make a (Wisdom) Perception check against your spell save DC if they can see it. On a failure, their attacks against this war machine have disadvantage. On a success, they are immune to this affect for 24 hours. They may make additional perception checks against this affect at the beginning of each of their turns.

Pilot's Chair. This war machine has a pilot's chair built within it. Creatures that are at least two size categories smaller than this war machine can use an action to sit inside it or get out of it. Creatures sitting in the pilot's chair can command it, and are considered to have full cover from everything outside it. However, this war machine needs to be hollowed out to have space to create this pilot's chair, weakening it severely. Because of this, this war machine only has half its normal amount of hit points (rounded down).

Secondary Spell. This war machine can be infused with more than one spell at a time. It will only go inert once both spells are spent from it.

Self-Destruct. This war machine is fitted with an arcane bomb hidden inside. When this war machine is reduced to 0 hit points, or when you use your action while it is within your command range, the bomb inside detonates, causing a blast of force energy to radiate outward. Creatures within a 60 ft. radius of this blast must make a Dexterity saving throw against your spell save DC. On a failure, they take 6d12 force damage, or half as much on a success. Once this bomb goes off, the war machine it was fitted into cannot be salvaged for materials.

Spell Amplifier. Spells cast from this war machine have a +1 bonus to their attacks, damage rolls, and spell save DC's.

Spell Launcher. This war machine has been affixed with a contraption that massively improves its range. Spells cast from this war machine have their short and long ranges quadrupled.

Tandem Spells. This war machine is remotely connected to another war machine through a divining thread of magic. If you command a war machine with this feature to fire its spell, and you have another war machine with this feature that has the same spell (cast at the same level) infused within it that is within 100 ft. of the firing war machine, you can use a bonus action to fire that war machine's spell as well. You can only have two war machines with this feature at one time.

Remote Recall. This war machine has a conjuration crystal fitted inside it. As an action, you can recall any number of war machines with this feature within your command range. A recalled war machine appears next to you. A war machine with this feature can only be recalled once per short rest.

Reserve Cell. This war machine has a battery installed inside it containing reserve energy. You can charge this battery with a second charge of the same spell and level it was cast at.

Variable Size. This war machine is imbued with transmutative magic. As an action, if this war machine is within your command range, you may change the size of it to any other size category. The spell and the level it was cast at that is infused within the war machine remains the same, however its stats are changed based on its new size category. You can also reduce a war machine to the tiny size category, causing it to have 1 hit point and a 35 ft. movement speed.

 

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