Wizard
Base Class: Wizard

You are a mage that has focused on telekinesis you have become extremely proficient at splitting your consciousness into objects and using telekinesis on them to give them the ability of minor flight and the ability to attack. With the ability to still cast normal cantrips you exchange your ability to cast spells from the wizard list. You gain new spells focused around permanently using up spells slots to control objects using telekinesis. Each object you control have their own movement and action only their initiative is after the wizards. This class can be a very complicated class that forces a wizard to keep in mind all of the objects in his possession. Players should really talk to their DM's about this class due to the time it can take during combat and how strong of a class it can be at later levels.

 

A few abilities are replaced to assist the class

 

Arcane recovery ---> Object recovery

You are able to recovery 1 object a day after a short rest by paying half its value in currency as a material in the spell. you are able to recover objects in spell slots that are half your wizard level.

 

Spell Mastery ---> Object Mastery

All objects are considered 1 level higher stat wise.

 

Signature Spell ---> Signature Object

Choose 1 object that automatically recovers itself after a week, it automatically repairs itself after the wizard longrests.

Lvl 2: Basic Control

Basic control allows for the user to expend a spell slot to control an object until it is destroyed.

Using 1, 1st or 2nd spell slot per object you are able to control a weapon that has the Light Property the weapon has the following stat pool. Weapons being controlled by basic control hover 5ft off the ground and fail all stat checks. The basic control spell requires half the value of the object in currency as a spell material, and 1 hour of casting time. Items requiring attunement require their full cost in currency as a spell material.

AC: 8

HP: 15

MM: 20ft

Damage: Equal to weapon damage

 Hit Bonus is your spell casting mod

Lvl 2: Basic Defense Control

Basic defense control allows for the user to expend a spell slot to control an object until it is destroyed.

Using 1, 1st or 2nd spell slot per object you are able to control a Light Armor piece or shield. Light armor or shields being controlled by Defense control hover 5ft off the ground, and float where you put them or are able to assign them to a target to provide an AC bonus to the target. and fail all stat checks. The Defense control spell requires half the value of the object in currency as a spell material, and 1 hour of casting time. Items requiring attunement require their full cost in currency as a spell material.

AC: 6

HP: 20

MM: 20ft or equal to assigned target

AC Bonus: equal to equipment piece, if armor ac bonus is its (ac-10)

Lvl 6: Enhanced Control

You are now able to expend higher level spell slots to gain higher stats and larger variety of items.

2nd - 4th level spell slots are able to control weapons that do not have the Heavy or Reach property

5th - 7th level spell slots are able to control non ranged or special weapons

8th - 9th level spell slots are able to control special or ranged weapons, ranged weapons are able to load themselves

 

All spell slot levels above 1 gain 5 additional hp, 1 additional ac, 1+ to hit, and every spell slot 2 levels above 1 gain 5ft of movement

Lvl 6: Enhanced Defense Control

You are now able to expend higher level spell slots to gain higher stats and larger variety of items.

2nd - 4th level spell slots are able to control medium armor or shields

5th - 7th level spell slots are able to control heavy armor or shields

8th - 9th level spell slots are able to control Full suits of armor that gain the stats of Animated Statue (but not the spell casting)

 

All spell slot levels above 1 gain 10 additional hp, 1 additional ac, and every spell slot 2 levels above 1 gain 5ft of movement

Lvl 10: Block

Your defense control objects gain a reaction to block the damage for their protected target at half the damage, this disables the object for 1 round. Block cannot be used when the object is disabled.

Lvl 14: Recall

Using your full turn be able to teleport all objects that are within 500ft of you, to your side.

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