Wizard
Base Class: Wizard

Wizards that belong to this order of thought seek to advance the application of magic through the merging of mechanical and magical pieces. They share much in common with Artificers in mind set, but delve deeper into the knowledge of magic, relying more heavily on it to power their mechanical inventions, and in turn creating mechanical inventions that
more primarily serve to further their magic.


They often seek to look beyond tradition and common knowledge, to seek out new spells and new ways of doing things. The value of new research and new technology is often more than dusty old tomes unless those dusty old tomes contain secrets of those who had reached the heights they seek in ages gone by.

Order of Creation Quirks
The following are some optional quirks for a player that selects Order of Creation. You can optionally roll or select a quirk that suits your character.

d6     Quirk
1       You look for optimizations of every day processes.
2       You are always sketching out a new blueprint.
3       You can sometimes get lost in the technical details of dangerous situations.
4       You like to test your creations in the field. Stressful situations provide the best data.
5       Everything is a problem to be solved. Logic can solve every problem.
6       You prefer to number your plans. Trying to use the alphabet for your alternate plans limits them.

Crafting Fundamentals

Beginning when you select this school at 2nd level, you gain proficiency in tinker’s tools.

Arcane Automaton

Starting at 2nd level, you apply your skills of magic and creation to forge a small mechanical helper. The find familiar spell is added to your spellbook. (If its there already add another 1st level Wizard spell of your choosing) Its material component becomes tinker’s tools (they are not consumed on casting), and when you summon it gains the traits for the creature selected, as well as the following additional traits:
• Its type becomes construct.
• It acts on your turn.
• It gains temporary hit points when summoned or at the end of a long rest equal to your Intelligence modifier + your wizard level.
• As long as it is within 30 feet of you, you can cast spells as if you were in its position.
• Select three wizard cantrips you can cast. Your familiar can cast these cantrips, casting them (in total) a number of times equal to your proficiency bonus (casting them as a 1st level caster). It uses your spellcasting ability modifier when casting these spells. It regains all uses when you finish a long rest.

Most arcane automatons look like a mechanical version of the creature selected for find familiar, but it can have any appearance as long as that appearance maintains the necessary configuration to have the traits it has (for example, some method of flying for flying familiars).

 

Arcane Gadget

Additionally at 2nd level, when you prepare spells for the day, you can turn them into arcane gadgets. Select spells with a casting time of 1 action, 1 bonus action, or 1 reaction. These spells do not count against your spells prepared, but you build them into tiny gadgets. You expend the spell slot as normal for casting the spell, and can choose if you expend any material component with a gold piece cost to incorporate it into the gadget (if the material component is not consumed, it can be reclaimed after the gadget is used). Subsequently a creature holding the gadget can use the gadget to cast the spell; they do not require verbal or somatic components, but do require material components if they are not included in the gadget. The gadget loses its power if you use it to cast the spell, if you finish a long rest, or if you regain the spell slot expended to create it (such as with Arcane Recovery).
You can prepare a number spell slot levels this way equal to your Intelligence modifier (for example, if your Intelligence modifier is +3, you could prepare three 1st-level spells or one 3rd-level spell in this way).
Creatures other than you can use your arcane gadgets. Creatures that do so are treated as if they cast the spell though it uses your spellcasting modifiers and proficiency bonus. If the spell requires concentration, they must pass an Intelligence (Arcana) check with a DC of 10 + the spell’s level to cast the spell using the gadget. On a failure, the spell fizzles and is lost.
Any spell cast by the gadget ends when the wizard recovers the spell slot spent to create the arcane gadget.

Imbued Gear

Starting at 6th level, select a 1st- or 2nd-level wizard spell, and forge it into a magical item. You can cast this spell once without expending a spell slot, regaining the ability to cast it again when you finish a long rest. If the spell targets only you, has a duration of more than 10 minutes, and doesn’t require concentration, it lasts until you finish a long rest instead of its normal duration.

Reverse Engineer

Additionally at 6th level, you gain the ability to reverse engineer the arcane magic of magic items. You can learn a spell from a magic item that can cast a Wizard spell as you would from a scroll, though the magic item is not destroyed in the process.

Clever Creation

Starting at 10th level, your Arcane Automaton gains proficiency in two skills of your choice and can activate spells imbued in Arcane Gadgets without making an Intelligence (Arcana) check as long as the spell doesn’t require concentration. You can change what skills your familiar is proficient in when you summon it with find familiar again.

Creator’s Vision

Starting at 14th level, you can forge your Arcane Automation into new forms limited only by your creative vision. Select two of the following additional properties for it:
• It becomes Medium or Large (your choice).
• It gains a flying speed equal to its walking speed (if it doesn’t already have one).
• It gains additional temporary hit points at the end of a long rest or when summoned equal to Wizard level, giving it combined total of temporary hit points equal to your Inelegance modifier + twice your Wizard level.
• It can cast its cantrips as a 5th level caster, and regains half the uses of its cantrip casting when you use your Arcane Recovery feature.
• It can cast a spell from an Arcane Gadget without making an Intelligence (Arcana) check even if the spell requires concentration, as long as the spell is 2nd level or lower.
You can select the same properties or new properties to replace them when you summon your familiar again with find familiar.

Previous Versions

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