Wizard
Base Class: Wizard

The School of Mechromancy explores the complex forces of animation, transmutation, and creation. As you focus your studies in this tradition, you learn to manipulate metal and animate construct companions. As you progress, you learn to sap the energy of creation as your magic reshapes the world, transforming that vital energy into magical power you can manipulate.

Most people see Mechromancers as eccentric, or even insane, due to their close association with obscure sciences. Not all Mechromancers are mad, but the forces they manipulate are considered ludicrous by less learned individuals.

Transmutation 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.

Arcane ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast a transmutation spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast a transmutation spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can’t create it again until you finish a long rest.

Metal Thralls

At 6th level, you add the create metal puppet spell to your spellbook if it is not there already. When you cast create metal puppet, you can target one additional pile of metal and or coins, creating another puppet soldier or puppet warrior, as appropriate.

Whenever you create a construct, it has additional benefits:

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

Animation Innoculation

Beginning at 10th level, you have blindsight up to 10 feet, and you no longer need to sleep, eat, drink, or breathe. You have spent so much time dealing with animated life and the forces that animate them that you have gained some of their inexplicable properties.

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

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 construct 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.

Previous Versions

Name Date Modified Views Adds Version Actions
11/26/2022 10:50:01 PM
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