Wizard
Base Class: Wizard

 

Where many wizards seek to change aspects of reality, create explosions or deal with otherworldly entities, only few of them are patient enough to devote their time to magic that does not mimic or destroy, but create. Like a transmuter, you have knowledge of the energy and matter that makes up the world and everything inside; but unlike them you focus on making new things instead of changing things that you think are just fine as they are now. Like an illusionist or conjurer, you can make things appear out of thin air, but unlike them your creations are not ephemeral or merely displaced, but real and patiently crafted to last with the devotion of a true craftsman or artist.

 

 

Creation Savant

At 2nd level when you select this school, and at the other given levels in this class, you can add the following spells to your spellbook by spending the required amount of time, but without paying the material cost for it. If you would lose your spellbook, you can always use this feature to scribe the spells into a new spellbook again if you meet the requirements.

* If these spells are not on the Wizard spell list, they are considered Wizard spells for you.

** New spell

 

Minor Creation

At 2nd level when you select this school, through study of the matter that makes up the world, you learn how to create certain objects out of nothing.

As an action, choose a point within 30 feet. One of the following objects of your choice appear on that point if the terrain would support it there:

  • a 5 by 5 foot stone wall 3 inches thick (AC 15, 90 HP, weight 4000 lb) without corners
  • a 10 by 10 foot wooden wall 3 inches thick (AC 10, 45 HP, weight 1000 lb) without corners
  • a 50 ft rope
  • a 20 ft pole
  • a hillock of dirt with a base of 10 by 10 foot and a height of 5 foot. It blends with the surroundings (has the same substance and similar grass or shrubs if applicable).

Any creature that is within 5 feet of the object can use an action to make a DC 10 Investigation check. On a success, they find out the object was created by magic.

The object has a duration of up to 1 minute, requiring concentration. After you maintain your concentration on it for the full minute, the object remains for 1 hour per wizard level.

You can use this feature an amount of times equal to your Intelligence modifier. You regain all uses at the end of a long rest.

Pygmalion's Touch

At 6th level, you gain the ability to infuse life in your creations.

As an action, you can target a Large or smaller nonmagical item or an item created by your Minor Creation feature you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit points.

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

Once you animate an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.


Dancing Item
Large or smaller construct, neutral


Armor Class 16 (natural armor)
Hit Points equal to dancing object's Constitution modifier + your Intelligence modifier + five times your level in this class
Speed 40 ft.


STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 4 (−4) WIS 10 (+0) CHA 6 (−2)


Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned, frightened
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Endless Waltz. Immediately after the item makes a slam attack, it can take the Dodge action as a bonus action.
Immutable Form. The item is immune to any spell or effect that would alter its form.

Actions (Require Your Bonus Action)


Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier, reach 5ft., one target you can see. Hit: 1d8 + your Intelligence modifier force damage.


 

 

Greater Persistence

At 10th level, you unravel the secrets of how to make your creations last longer and even permanent.

First, whenever your minor creation feature or a spell you cast creates some kind of non-living, non-illusory object, all durations for these objects are doubled. They become real objects in every way other than their duration. Other creatures cannot discern the objects created as magical and it cannot be dispelled.
Any other magical effects from such a spell are not affected by this feature, and neither are spells from the school of Illusion.


 Second, if you create an effect from a spell or from another class feature while inside an extradimensional space or (demi)plane you also created yourself, such as through the Mordenkainen's Magnificent Mansion or Genesis spells, the effect becomes permanent while inside that plane.

The following effects can be affected:

  • The items created by your Minor Creation and Creative Inspiration features
  • The objects animated by your Pygmalion's Touch feature or the Animate Objects spell
  • Any spell effect of which the duration is doubled by the first part of this feature

These effects become permanent if created by you inside your demiplane, though you can still end such an effect as an action. If they leave the demiplane, they continue to exist for their normal duration, unless they are brought back to the place they were created before the effect ends, at which point they become permanent again.


Third, when you cast a spell that can be made permanent, the amount of time required to make it permanent is halved, rounding up each time. If it requires multiple castings, these do no longer need to be consecutive, as long as all castings fall within the original timespan.

For instance, suppose a year would be 300 days, when you cast Mordenkainen's Private Sanctum on the same spot a 150 times, and there is no more than one year between the first and last casting, it becomes permanent.
Another example: if you cast Wall of Stone, you only need to concentrate on it for five minutes in order to make it permanent.

 

Creative Inspiration

At 14th level, your knowledge of the matter that makes up the world allows you to manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your Wizard level and must be Large or smaller.

For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, “Equipment,” of the Player’s Handbook.

The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item’s duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your twice your wizard level.

Once you create an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

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