Base Class: Wizard
A Daedalian wizard combines their knowledge of magic and science, garnered through extensive research, to invent structures, clothing, objects, weapons, and equipment for themselves and their party. The creation of one of these requires an Intelligence check to devise the idea, taking up one action, and a Wisdom check to actually create it. A successful invention will be ready to use on the third turn. This ability can be used once and requires a long rest to regenerate before a next use. They are also able to project images up to 30 ft.
Daedalian wizards, as they advance in their class, also have the ability to fly up to 50 feet each move, animate objects within 15 ft of them, and project a mazelike illusion on one entity within 30 ft of them. This illusion lasts until the wizard moves, attacks, or casts another spell, as it takes a high level of concentration.
Winged Inventor
Beginning when you select this school at 2nd level, you gain the ability to fly.
You also can attribute an extra 1 pt. to your DEX score.
Prop Master
Beginning at 2nd level, allows you to animate objects within 15 feet of you. Animation lasts for three rounds.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Labyrinth Master
After reaching 10th level, you are able to cause one entity within 30 ft of you to believe they are trapped within a maze. This illusion lasts until you either attack, move, or cast a spell. Must make a concentration roll.
You also gain the ability to add +1 to a Deception roll.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.