Wizard
Base Class: Wizard

The School of Necromechanics blends the dark arts of necromancy with mechanical engineering, creating wizards who master the fusion of life, death, and technology. These arcane engineers construct and command undead constructs, infusing them with both magical and mechanical power. Necromechanics Wizards can repair and enhance their creations, turning the battlefield into a playground for their twisted inventions. This unique subclass offers a combination of dark magic and technological prowess, perfect for those who seek to dominate through innovation and necrotic energy.

 

 

Necromechanical Savant

 

  • Necromechanical Constructs: You gain proficiency with tinker's tools, and you can use these tools to create necromechanical constructs. When you create a necromantic spell that summons or animates undead, you can choose to create a necromechanical version of that creature. These constructs have the same statistics as their undead counterparts but are considered constructs in addition to undead.

  • Bonus Cantrip: You learn the cantrip Mending if you don't already know it. This cantrip does not count against your number of cantrips known.

 

Arcane Engineer

 

  • Construct Infusion: When you cast a spell that targets only one necromechanical construct you created and doesn’t have a range of self, you can target a second necromechanical construct you created.

  • Improved Constructs: Any necromechanical construct you create gains a bonus to its attack and damage rolls equal to your proficiency bonus.

 

Necrotic Energies

 

  • Necrotic Infusion: When you deal necrotic damage with a spell, you can add your Intelligence modifier to the damage dealt.

  • Necromechanical Repair: You can use your action to repair a necromechanical construct within 30 feet, restoring a number of hit points equal to 1d8 + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after a long rest.

 

Master of Necromechanics

 

  • Greater Constructs: When you create a necromechanical construct, it gains additional hit points equal to twice your wizard level, and it adds your Intelligence modifier to its saving throws.

  • Construct Command: As an action, you can command one necromechanical construct you created to take an additional action on its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

 

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