Wizard
Base Class: Wizard

"I'll have you know installation is a perfectly valid school of magic!" - Grand Wizard Ehchtee 'eml.

The aid of an installation wizard has been sought by many since time immemorial. It is a thankless job, but one that needs to be done. Instead of utilizing your magic to alter the world around you to blow things up, you use your magic to implant effects into entities. 

Install

As an action, you can touch a creature and install an effect from the table of installations for up to one minute. The amount of times you can do this is based on your intelligence modifier. A creature cannot be under the effects of more than one installation at a time. This ability recharges on a long rest. This ability ends prematurely if the wizard using this ability is Incapacitated.

  • Empower: The target gains advantage on ability checks for one ability.
  • Brain Blast: The target deals an additional 1d4 psychic damage to its melee attack rolls.
  • Anti-virus: The target becomes immune to poison damage and is immune to the poisoned effect.
  • IT Help: The target gains a +1 to armor class.

Backdoor Access

As a bonus action, the Installation Wizard may learn the current Hit Points, Armor Class, Resistances, Vulnerabilities, and Immunities of a creature within 30 feet. The wizard may then, as an action, touch the creature, causing the creature to make an intelligence saving throw against the wizard's current spell saving throw DC. Upon failure, the wizard installs a vulnerability to one damage type for one minute onto the creature. This vulnerability ignores the creature's immunities or resistances, unless granted by a magic item.

The wizard may use this ability equal to twice their intelligence modifier. The amount resets on a long rest.

Install_Life.EXE

As an action, target one inanimate object of up to size large that you can see. The object springs to life and is friendly to both you and your allies for up to one hour. The object cannot be worn or wielded by a living creature. The creature rolls its own initative and acts on its own turn, but its actions are decided by the wizard that granted it life. You may make up to as many creatures as your intelligence modifier. This ability recharges upon a long rest. The creature has the following statblock:

Updated Object
Tiny To Large Construct, Same Alignment as Animator
Armor Class 14 (natural armor)
Hit Points  48 (5d12+Summoner's Intelligence Modifier)
Speed 20 ft., fly 30 ft.
STR
18 (+4)
DEX
6 (-2)
CON
20 (+5)
INT
1 (-4)
WIS
10 (+0)
CHA
1 (-4)
Damage Immunities Poison, Psychic
Skills Athletics +6, Stealth +0
Senses Blindsight 120 ft. (blind beyond this distance), Passive Perception 10
Languages Understands languages of summoner, but cannot speak.
Challenge 0 (0 XP)        Proficiency Bonus +2

False Appearance. While the object remains motionless, it is indistinguishable from a normal object of its kind.

Vigilant. The object can’t be surprised.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If a creature is hit by this attack, it must make a DC 14 Strength saving throw or be rendered Prone.

System Bypass

You choose a magic item in your posession that you can carry. By spending 24 hours performing a ritual and an equivalent GP to the value of the magic item of your choice which is consumed by said ritual, you can make the item no longer require attunement, nor have any class restrictions. 

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