Base Class: Wizard
During the last war, this school of war magic was developed for battle upon the front line to combat other mages and magical machines.
Animated Arsenal
At 2nd level, you have learned to animate weapons to fight for you in battle. As an action you can choose a nonmagical weapon without the heavy property within 30ft of you to animate. If the weapon is being held the creature holding the weapon must make a strength saving throw against your spell save DC. On a failure the creature is disarmed and you gain control of it's animated weapon, on a success this ability fails.
This animation lasts 8 hours, or until you lose consciousness, die or you end your turn with the weapon being more than 30ft away. Spells and effects such as dispel magic can also end this animation. If a weapon is targeted by such an effect you must make a concentration saving throw against there spell save DC or the weapon returns to it's inanimate state.
You can animate a number of weapons equal to your Intelligence modifier, as an action you can make one of your weapons move up to 30ft and make an attack using your spell attack bonus. On a hit the weapon deals it's usual damage plus your Intelligence modifier, which counts as magical for the purpose of overcoming resistances. The number of attacks you can make increases to 2 at 5th level and 3 at 17th level. At 11th level, they gain a +1 to attack and damage rolls, which increases to +2 at 17th level unless you already have a bonus to spells attacks that is greater than the bonus from this feature.
You can use this feature and animate a number of weapons equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
War Smith
Your time training for the battlefield has allowed you to create and use military equipment.
You gain proficiency in Smith's tools, light armour, medium armour and heavy armour.
During a long rest, you can animate a set of Smith's tools to create a nonmagical weapon. You must provide gold equal to half of the weapons value. When you finish your long rest the weapon and tools will return your bag, with the gold being used to transmutate materials.
Animated Defence
Starting at 6th level, you can create more defensive options with your animating abilities. You can now target non magical shields with your Animated Arsenal ability. A shield will orbit a target within range granting them +2 to AC, unless they are already benefiting from a shield. As a bonus action you can cause the animated shield to jump to a new target. A shield counts as two uses of the Animated Arsenal feature.
Additionally, you can now create nonmagical shields with your War Smith feature.
Animated Armour
Beginning at 10th level, you can animate the armour you are wearing to further enhance both your offensive and defensive abilities. You can use your Animated Arsenal feature on nonmagical armour that you or an ally is wearing. The creature wearing the armour gains temporary hit points equal to your level in this class. When the creature wearing the armour is hit by an attack, the armour commands an animated weapon within range to make an attack against the creature who made the triggering attack using either your reactionor the wearers reaction.
Additionally, you can now create armour using your War Smith feature.
Army of One
At 14th level, your experience has allowed you to make improvements in your animating abilities. You gain the following benefits:
- If you have no uses of Animated Arsenal when you roll initiative, you regain one use
- You can now animate weapons with the heavy property, and versatile weapons you animate use their two handed damage dice
- Your animated weapons deal force damage
- Animating a shield only costs one use of your Animated Arsenal ability
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