Wizard
Base Class: Wizard

School of Golemancy

Material Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. 

Additionally, the gold and time you must spend to create constructs or golems is halved.

Golem Constructor

At 2nd level, you learn the Mending cantrip, it does not count against the number of cantrips that you know. When you cast mending on a construct you can restore 1d8 hit points to it. 

Additionally, when you create a construct or golem using a spell slot it gains proficiency in 1 tool, armor, weapon, skill or language. at 10th level you may have it gain an additional proficiency.

Architect of Animation

At 6th level, you add the animate construct spell to your spellbook if it is not there already. When you cast animate construct, you can target one additional source of material, creating another golem.

Whenever you create a construct using a spell slot, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Greater Golem Creation

At 10th level,

You can store up to 6 levels worth of spells in items or constructs that you control. The spell has no effect, other than to be stored in the item or construct.  If the item or construct can't hold the spell, the spell is expended without effect. Each item or construct can only hold one spell at a time. Any creature holding an item or touching a construct can cast the spell inside. If a spell is placed in a construct, the construct can cast the spell. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if the creature touching the item or the construct it was stored in cast it. The spell cast from the item or construct is no longer stored in it, freeing up space.

OR 

At 10th level, when you use a spell slot to create multiple constructs you may choose to make fewer but larger ones. When you create 2 constructs of small or medium size this way you can choose to combine 2 together into 1 large size construct. Large constructs created this way count as 2 creatures when casting a spell to reassert control over.

A large construct created this way gains the following:

  • Its hit die size is increased by one die size (ex. 1d8 to 1d10) and it gains 2 additional hit die.
  • A bonus to its Strength, Dexterity, or Constitution score equal to 1/2 your Proficiency bonus (rounded down).

Additionally, if you use a spell slot when creating 4 small or medium size constructs or 2 large constructs you can choose to make 1 huge size construct instead. Huge constructs created this way count as 4 creatures when casting a spell to reassert control over.

A huge construct created this way gains the benefits of from the above large constructs in addition to the below benefits:

  • Its hit die size is increased by one die size (ex. 1d10 to 1d12) again and it gains 2 additional hit die.
  • Another bonus to its Strength, Dexterity, or Constitution score equal to 1/2 your Proficiency bonus (rounded down).

Command Constructs

Starting at 14th level, you can use magic to bring constructs under your control, even those created by other wizards. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent constructs are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

When a construct fails the saving throw you may also choose it to lose all magic animating and controlling it. This renders the creature unconscious and inanimate even if the creature is immune to the condition. You can choose to infuse you magic into it at any point and bring it back to consciousness and reanimate it under your control following the same rules as the rest of this ability.

Previous Versions

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3/27/2022 3:05:53 AM
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