Wizard
Base Class: Wizard

A Grim Harvester uses his knowledge of his prey to enhance both his pocketbook and his undead minions.  He gains an understanding of the things he kills which allow him to be more adepts at harvesting the parts which are worth coin and using whatever's left over to raise his own minions.  They are the bounty hunters of the world, seeking to make profit from the creatures of legend.

Hunting the Weird

Beginning when you select this school at 2nd level, you gain the ability to better assess the value of the creature you kill.  You may take ten minutes to examine a fresh corpse and determine if there are any parts of particular value.  From the following list, choose two types you have previously encountered: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, or Undead.  You may add your Intelligence modifier as a bonus to any knowledge or tool rolls (included those which use Intelligence as the ability) made to determine a corpse's worth, harvestable materials, or harvesting checks.

Animating the Weird

Starting at 2nd level, you may create an undead construct using the remains of a creature of a type you have selected and that you have harvested.  The construct may either be a zombie, skeleton, or a creature with the zombie or skeleton template, of a type you have selected, which has a CR of 0.
Your construct gains your (Intelligence modifier)x 1/2 your wizard levels to its hit point total.

Creating a construct requires the remains, either a copse or pile of bones, of the creature type you wish to animate.  It takes a full day to create a construct during which you can perform no actions which would interrupt a long or short rest.  If this process is interrupted, all components are lost and you must begin again.

Constructs follow the same command and behavior rules as per the animate dead spell.

Improved Harvest

Starting at 6th level, you may select two more creature types which you have previously encountered from the following list: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, or Undead.

You may add your Intelligence modifier to your construct's attack and damage rolls.
Your construct's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Once per round, you may absorb hit points from your construct, up to your intelligence modifier, and add that amount to any spell attack which deals, or heals, damage.  Only one construct at a time may be the target of this ability.

When harvesting, you may attempt to collect additional components which can be used to augment your constructs with additional attributes and abilities.  After assessing the corpse for a creature of a type you have selected, if you exceed your harvest check by enough, you may harvest a component which can grant your construct additional senses, attack types, or even new abilities.  To determine the DC needed to harvest an augment as well as what the augment does, check with your DM.

Advanced Harvesting

Beginning at 10th level, you may select two more creature types which you have previously encountered from the following list: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, or Undead.

You may now have two constructs at the same time.

Your construct may reduce all non magical damage it takes by your Intelligence modifier.

You may divert damage you take to your construct in an amount up to (Intelligence modifier) x 1/2 your wizard levels not to exceed the current hit points of your construct.  Only one construct may be the target of this damage transfer per round.

Supreme Harvesting

Starting at 14th level, you may select two more creature types which you have previously encountered from the following list: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, or Undead.

Your construct now gains resistance to all damage.  Damage which you divert to your construct cannot be resisted.

Any time you cast a spell which targets yourself, you may now also target one or both of your constructs with the same spell without using additional actions or spell slots.

Hunting the Weird

Beginning when you select this school at 2nd level, you gain the ability to better assess the value of the creature you kill.  You may take ten minutes to examine a fresh corpse and determine if there are any parts of particular value.  You may add your Intelligence modifier as a bonus to any knowledge or tool rolls made to determine a corpse's worth, harvestable materials, or harvesting checks.  You may select an additional two types at levels 6, 10, and 14.

Aberration

You may take ten minutes to examine the fresh corpse of an aberration and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Beast

You may take ten minutes to examine the fresh corpse of a beast and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Celestial

You may take ten minutes to examine the fresh corpse of a celestial and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Construct

You may take ten minutes to examine the fresh corpse of a construct and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Dragon

You may take ten minutes to examine the fresh corpse of a dragon and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Elemental

You may take ten minutes to examine the fresh corpse of an elemental and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Fey

You may take ten minutes to examine the fresh corpse of a Fey and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Fiend

You may take ten minutes to examine the fresh corpse of a Fiend and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Giant

You may take ten minutes to examine the fresh corpse of a Giant and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Humaniod

You may take ten minutes to examine the fresh corpse of a Humanoid and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Monstrosity

You may take ten minutes to examine the fresh corpse of a monstrosity and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Ooze

You may take ten minutes to examine the fresh corpse of an ooze and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Plant

You may take ten minutes to examine the fresh corpse of a plant and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Undead

You may take ten minutes to examine the fresh corpse of an undead and determine if there are any parts of particular value.  This selection also provides bonuses for animating these types of creatures.

Animating the Weird

Starting at 2nd level, you may create an undead construct using the remains of a creature of a type you have selected and that you have harvested.  The construct may either be a zombie, skeleton, or a creature with the zombie or skeleton template, of a type you have selected, which has a CR of 0.
Your construct gains your (Intelligence modifier)x 1/2 your wizard levels to its hit point total.

Creating a construct requires the remains, either a copse or pile of bones, of the creature type you wish to animate.  It takes a full day to create a construct during which you can perform no actions which would interrupt a long or short rest.  If this process is interrupted, all components are lost and you must begin again.

Constructs follow the same command and behavior rules as per the animate dead spell.

Improved Harvest

You may add your Intelligence modifier to your construct's attack and damage rolls.
Your construct's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Once per round, you may absorb hit points from your construct, up to your intelligence modifier, and add that amount to any spell attack which deals, or heals, damage. Only one construct at a time may be the target of this ability.

When harvesting, you may attempt to collect additional components which can be used to augment your constructs with additional attributes and abilities. After assessing the corpse for a creature of a type you have selected, if you exceed your harvest check by enough, you may harvest a component which can grant your construct additional senses, attack types, or even new abilities. To determine the DC needed to harvest an augment as well as what the augment does, check with your DM.

Advanced Harvesting

You may now have two constructs at the same time.

Your construct may reduce all non magical damage it takes by your Intelligence modifier.

You may divert damage you take to your construct in an amount up to (Intelligence modifier) x 1/2 your wizard levels not to exceed the current hit points of your construct. Only one construct may be the target of this damage transfer per round.

Supreme Harvesting

Your construct now gains resistance to all damage.    Damage which you divert to your construct cannot be resisted.

Any time you cast a spell which targets yourself, you may now also target one or both of your constructs with the same spell without using additional actions or spell slots.

Previous Versions

Name Date Modified Views Adds Version Actions
7/18/2020 1:57:42 PM
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