Wizard
Base Class: Wizard

Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!

--Heimerdinger


A dark, menacing man stands alone against the hoard of monsters approaching him, he scans them with his half-steel face and with a laugh, fries two of them in the blink of an eye with a back-mounted laser. Having just finished burying the last of the charges, the small, brown-haired Yordle sits down and produces his lunch awaiting for the army to march into the valley. Assassins leap out from the shadows, surrounding the girl wielding only a wrench, without warning, she scatters a handful of metal cubes on the ground which unfold into turrets and blast at the rogues.

All of these people are engineers, although they use different methods of combat, they essentially are the same. Engineers of Runeterra work in the efficient, compact Hextech form or with Techmaturgy, a combination of magic and engineering technology. An engineer's main strength is tools and machines which enable them to beat the tar out of opponents.

Tinkering

2nd-level Hextech Engineer (Runeterra) feature

At 2nd level, you gain proficiency in Tinker's Tools and Smith's Tools.

Battle Ready

2nd-level Hextech Engineer (Runeterra) feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Arcane Construction

2nd-level Hextech Engineer (Runeterra) feature

"Finally! Success!"

Your tinkering has borne you  one of two results. Either you have managed to create several small pseudo-sentient weapons that you summon, or you've built a golem to help you out. 

Hextech Golem

2nd-level Hextech Engineer (Runeterra) feature

Your tinkering has borne you a faithful companion, a Hextech Golem. It is friendly to you and your companions, and it obeys your commands. For this creature’s game statistics, use the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics outside of it's size, which can be Medium or smaller.

In combat, the golem 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The golem returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new golem if you have your smith’s tools with you. If you already have a golem from this feature, the first one immediately perishes. The golem also perishes if you die.

STEEL DEFENDER

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
6 (−2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can’t be surprised.

Actions

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

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Hextech Inventions

With your smith’s tools in hand, you can take an action to magically summon a small turret in an unoccupied space on a horizontal surface within 5 feet of you. The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your wizard level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action. When you summon the turret, you decide which type it is, choosing from the options below. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space. You can summon a turret once for free and must finish a short rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears. As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.

At 6th level you can have two turrets out at once.

Arcane Turrets:

Flamethrower The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Force Ballista Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.

Defender The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1)

Infuse Magic

6th-level Hextech Engineer (Runeterra) feature

Starting at 6th level, you gain the ability to channel your wizard spells into objects for later use. When you cast a wizard spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a non-magical item throughout the casting, you cast the spell, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets.

If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 10 days. After that time, its magic fades and is wasted. If the spell is used the item can not be charged with another spell until the next dawn.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

Improved Constructions

10th-level Hextech Engineer (Runeterra) feature

Your Hextech Golem becomes more powerful:

  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Your Arcane Turrets become more powerful:

  • The flamethrower's damage is increased to 2d8
  • The force Ballista's damage is increased to 4d8
  • The defender now grants temporary hit points equal to 2d8 + your intelligence modifier
  • Your turrets can now stick to vertical surfaces, but cannot hold more than five pounds of weight dangling from it
  • You can summon up to three turrets at once

Magic Item Savant

14th-level Hextech Engineer feature

Your skill with magic items deepens:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Previous Versions

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