Wizard
Base Class: Wizard

hi

Tinkerer

Beginning when you select this school at 2nd level, you gain expertise in tinkerers tools and one other tool of your choice

Clockwork creations

Beginning at 2nd level, you get forge die these are d6's and you get an amount equal to your intelligence modifier (minimum of 1) you can expend a forge die tp get forge points equal to the amount rolled you regain all forge die at the end of a long rest but you lose all your forge points. 

you can expend forge points to give your creations different features to make a creation you must spend 3 forge points it starts as a tiny construct with all of it's stats 1 it also has no wis cha or int scores and cannot be charmed exhausted frightened paralyzed petrified poisoned . blind vision  60 ft (blind beyond this radius) it has the equivalent of intelligence at following orders as a zombie and no speed 10 hit points and an AC of 10 you can alter it's appearance however you want here is the description of different features. 

  • Simple movement  this is the equivalent of a tiny leg or small wheels to help it move it's speed is set to 10 ft walking and no other speeds. Cost 0 forge points 10 minutes 0 gp
  • Legs or wheels  this is the equivalent of legs on an animal or wheels on a cart It's speed is set to 30 ft walking. Cost 1 forge points 30 minutes 10 sp.
  • Wings this give the machine a flying speed of 30 ft . Cost 5 forge points  1 hour 5 gp
  • Crawling legs give this machine a climbing speed of 30 ft and a speed of 15 ft . Cost 4 forge points  1 hour 5 gp.
  • Fins or another type of swimming apparatus giving the machine a  swimming speed of 30 ft. Cost 3 forge points 1 hour 5 gp
  • Minor skills you set one of the creatures ability scores to 8. Cost 1 forge point 30 minutes 1 gp
  • Mediocre skills you set one of the creatures ability scores to 12. Cost 3 forge points 45 minutes 3 gp
  • Greater skills you set one of the Machines ability scores to 16. Cost 5 forge points 1 hour 10 gp
  • Improved skills you increase one of the creatures ability scores by 2. Cost 3 forge points 1 hour 10 gp
  •  Enhanced vison the machines blindsight  increases by 60 ft. Cost 2 forge points 20 minutes 1sp
  •  Natural armor  the machine's AC becomes 15. Cost 3 forge points 1 hour 10 gp
  •  Enhanced armor  the machines armor class increases by 1. Cost 3 forge points 1 hour 10 gp
  •  Size increase  The machine's size increases by one category. Cost 2 forge points 3 hours 20 gp
  •  Appendages   The machine gains two arm like appendages that it can use to manipulate objects
  •  Weapons      The machine gains a natural melee weapon witch deals 1d6 + str or dex mod peicing slashing or blunting (your choice )  Cost 2 forge points 20 minutes 1 sp 
  •  Integrated  the machine gets an integrated tool or weapon. Cost 2 forge points 30 minutes and the tool or weapon you are integrating 
  •  Elemental  weapon  The machine gains a natural witch is either melee or ranged and deals 1d8 acid cold fire poison or lightning (your choice)
  • Increased hp The machine gains 5 hp. Cost 1 forge point 30 minutes 1 gp

That is the end of all the features you may ride your creation as a mount if it is large enough and it follows all your commands youcan use it as an arcane foucus if it can fit in your hand 

Clockwork predicdabilty

Starting at 6th level, you can use a bonus action to analyze an opponents next  move give yourself an advantage to a spell attack or give them a disadvantage on an attack roll once you use this feature you cannot use it again until you finish a long rest 

Extra forging

Beginning at 10th level, you get 2 additional forge die

Magic machines

Starting at 14th level, you can expend one spell slot to get forge points equal to 1d8 per level of the spell slot all of your creation's attacks are magical for overcoming resistances and immunities and your forge die become 1d8

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