Wizard
Base Class: Wizard

Wizards of the school of creation are often mistakenly labeled as artificers, both being well known because of their marvelous creations and inventions, but they are fundamentally different, an artificer will learn the arcane in order to create, while a wizard will create in order to learn the arcane.

School of Creation Features

Wizard Level

Feature

2nd

Master of Creation, Arcane Infusions

6th

Spell Boost

10th

Arcane Protection

14th

Creation Savant

Masters of Creation

At second level you gain proficiency with tinkerer`s tools and an artisan`s tool of your choice. On top of that, whenever you have down time, you have the ability to try to create simple trinkets to aid you in your adventure, like an orb that changes color throughout the day or a clockwork machine that can be used to check for traps. The cost and build time for the creations can vary and will be determined by the DM together with their other properties like armor class, hit points and proficiencies. These trinkets can function alone or be combined with the Arcane Infusion feature to create more complex magical items.

Arcane Infusions

Wizards of the school of creation are capable of infusing their tools to make useful magic items. Due to their affinity with the enchantment process, what most people take weeks, these wizards can do in days.

Starting at 2nd level you can infuse any object with up to three infusions. The number of infusions increases with level, as dictated by the infusion table. You gain access to different infusions at different levels, each infusion taking a specific amount of time to be properly done, with some only being able to be applied to certain objects. All infused objects can be used as an arcane focus. If you attempt to infuse an item that is already magical, you will only be able to do so depending on your level and the item's rarity as shown in the table below.

Your Infused objects can be destroyed by attacks and hazards. All objects have a base health equal to your wizard level, they have an amor class equal to your spell save DC and whenever subjected to a saving throw the objects use the same as yours. Whenever the object reaches 0 health, the object shatters into dust. If the object you infused happened to be a magical item, when it reaches 0 HP  instead of breaking loses all current infusions and loses its ability to hold infusions.

You can repair damaged items during your downtime. By using your artisan's tools and spending at least 8 hours, you can make a check to repair the item. The DC of the check is equal to 10 plus halve the amount of HP missing from the item.

    Wizard Level

Infusions

Objects

Object Rarity

2nd

3

1

Uncommon

6th

3

2

Rare

10th

4

2

Very Rare

14th

4

3

Legendary

 

Transmutative Control

Item: Any

Time: 2 hours

Level: 2

You can gain magical control over the infused object. When under control, the object is able to float in mid air unaffected by gravity. When the object is within 30 feet of you, you can use a bonus action to cause the object to move 15 feet in any direction. 

When you reach level 10 with this class, the range of influence and movement of the object doubles.

Minor Transmutative Property

Item: Any

Time: 2 hours

Level: 2

You can give an item you choose a property from list below:

  • Shine: You can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
  • Thermal:  As a bonus action you can control the item's temperature, ranging from the temperature of ice to that of warm water.
  • Weight: As an action you can control the item's weight, either doubling or halving the object's original weight.
  • Waterborne: The item won't sink in water.
  • Illusion: The item is imbued with illusion magic, allowing you to alter the item’s appearance in minor ways. Such alterations don’t change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, You  could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is carrying or wearing it
  • Compass: You can use an action to learn which way is north.

 

Divination Link

Item: Any

Time: 2 hours

Level: 2

You form a telepathic bond with the infused item similar to an attunement. You are always aware of the location of the object and as long as it is 60ft from the user. The object acts as an extension of your body allowing you to see through the object similar as if you had a third eye and shoot spells through the object. In the case the object is being used to cast a concentration spell, if you or the object is hit you must still make a concentration check.

 

Empowered Strikes 

Item: Any

Time: 2 hours

Level: 2

You are able to channel more magical energy to the attacks you make. You can add your intelligence modifier as additional damage to weapon attacks and cantrips. 

 

Abjuration Aura

Item: Items Without Evocation Manipulation Infusion

Time: 6 hours

Level: 6

As a reaction you can use your object to manipulate area of effect spells directed at you. If the infused object is within 10 feet of you or an ally of yours, you can expand a spell slot of second level or higher and give advantage to spell saving throws or disadvantage to spell attacks to spells cast at allied creatures within range of the object. 

 

Spell Inscribing

Item: Any item more worth than 50 gold. For every spell slot greater than 1st level the required gold increases by 100 for each increasing spell level

Time: 4 Hours. For every spell slot greater than 1st level the required time doubles for each increasing spell level

Level: 6

You can allow the infused object to store spells and release them as a bonus action, similar to that of a ring of spell storing. Additionally you can use an action to cause the spell to go off no matter the distance between you and the object. When releasing the spell through this feature, you can cause the infused object to be destroyed when the spell is cast.  The spell slots created can only be as high as the spells you can cast.

 

Illusory Veil

Item: Any Item

Time: 6 hours

Level: 6

An item enchanted with this infusion will seem as a mundane item when seen through detect magic or by an identify spell. As an action you can expand a spell slot of third level or lower and cause an illusion that is within 30 feet of this item generated by the Major Image spell to last for an undetermined amount of time or untill dispelled.

 

Enchanting Wardrobe

Item: Any Item that can be worn by you

Time: 6 hours

Level: 6

Whenever you are wearing an item with this infusion and cast and enchantment spell, if a creature is forced to make a saving throw and has line of sight with you, it makes the saving throw at disadvantage. Additionally you can freely change the appearance of the item that has this infusion.

 

Evocation Manipulation

Item: Items Without Abjuration Aura Infusion

Time: 8 hours

Level: 10

Whenever you cast a spell from the evocation school of magic that travels within 10 feet of the infused object, you can use your reaction to expend a spell slot of third level or higher to cause of of the following effects:

  • You can shift the direction of the spell
  • You can Double the area of effect of the spell
  • You can  Increase the range of the spell by 15 feet
  • You can cause a number of creatures equal to your proficiency modifier to either succeed on the saving throw, or have disadvantage on the saving throw.

 

Extraneous Concertation  

Item: Items with the Link Infusion

Time: 8 hours

Level: 10

When maintaining or casting a concentration spell, you can shift the concertation to the infused object. Once the concentration spell is shifted, you will be able to maintain concentration on a second spell. The shifted spell will continue until the end of its duration, until you dispel it or until the affected creatures leave the range of the spell. However, until the spell ends the infused object can`t do anything else. In case you or the object that is maintaining concentration is hit, you must make a concentration check, and if you fail you lose concentration on all spells.

When concentrating on multiple spells, you  are only able to cast cantrips.



Magical Precision

Item: An Arcane focus, a weapon or a set of artisan’s tools.

Time: 8 hours

Level: 10

Your bond with the infused objects allows you to gain inhuman precision; when attacking with the object, you gain a +2 attack roll and can ignore cover. Whenever you score a critical hit with this object, you can immediately recover a spell slot equal to the spell casted. If a set of artisan's tools is infused you also gain a +2 to roll and double the proficiency modifier to checks made with the tool.

If the item already has a magic bonus the bonus you gain from this infusion is not added.

 

Necromantic Sacrifice

Item: A Diamond worth at least 300 gold

Time: 10 hours

Level: 10

When you infuse this item, it gains additional health equal to halve your wizard level. As an action, you can expand this item's durability to achieve several effects, the effect depends on how much HP you choose to expend as shown by the list below. You can only cause one of the effects per action unless stated otherwise:

  • 3 charges: You can attempt to frighten an undead. It must make a wisdom saving throw against your spell save DC or be frightened until the end of its turn. You can expand more charges to try to frighten more undead.
  • 10 charges: You create up to 2  skeletons or zombies from corpses or piles of bones that are permanently under your control.
  • 15 charges: You can attempt to bring undeads under your control. The number of undeads is equal to your intelligence modifier and also proportional to the CR of the monster (example is either 5 CR 1 undeads or 1 CR 5 undead if your intelligence modifier is 5). Any undead you can see within 60 feet of you that you want to turn must succeed on a Wisdom saving throw equal.
  • 20 HP: You heal a creature of your choice by an amount equal to three times your wizard level.

Spell Boost

At 6th level you can use your infused objects to amplify spells you cast. Whenever you cast a spell and 2 of your objects are within 30 feet of the origin of the spell, you can use part of the magic in the objects to amplify the spell casted and cause one of the following effects:

  • You can cause the spell to deal an additional half as much damage as it usually would;
  • You can cause spell to be upcast one level higher than what you did regardless of level (If the spell cas was of 9th level you can use this feature as if you casted a spell at 10th level)
  • You can cause the spell to be a guaranteed hit if it was a spell attack, or you can automatically cause hostile creatures making the spell save to fail.

However, once you use this feature both of the objects used become inert until the end of your next turn and both you and the objects take damage equal to twice the spell level cast.

Arcane Protection

Starting at 10th level you can attune to one additional magic item. Additionally for each infused object within 10 feet of you, you gain an additional +1 bonus to saving throws.

Creation Savant

Starting at 14th level you can attune to one additional magic item. You also become so adept with magical items, enchanting becomes a menial chore for you. You can enchant things at a quarter of the usual time and use half the amount of necessary money for the enchantment.

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