all construct will come in 1 of 4 types.
Melee, scout, mage, support.
the the base cost to make a construct is 200gp and 2 long rests to make one base construct.
ability scores are fixed but can be improved by spending 100 gp per point to improve ( example a melee unit with a STR of 14 can go up to a 15 by spending 100gp and taking a long rest to make the improvement ) you will also have to spend a number of long rests per point. ie to add 2 to a ability score would take 2 long rests. no ability score can go above a 20.
a craftier may add spells or spell like ability's to the construct to do is the craftier must first know the spell to add them and must spend a number of gold equal to the lvl of the spell and take a number of long rests to add the spell to the construct.
a mage must also spend a spell slot every day to power the construct and may heal the construct by 1d8 + casting mod + 1d8 for every lvl of slot spent after first.
base stats.
melee, base HP 20 + 10 per lvl of spell used to power. prof bon +2 + 1 for every 300 gp spent on prof bon improve.
base stats ( STR 13 DEX 10 CON 14 WIS 8 INT 8 CHA 8 ) Base AC 10 + DEX + 1 for ever 100g spent on AC improve.
scout, base HP 10 + 10 per lvl of spell used to power. prof bon +2 + 1 for every 300 gp spent on prof bon improve.
base stats ( STR 10 DEX 13 CON 12 WIS 10 INT 10 CHA 8 ) Base AC 10 + DEX + 1 for ever 100g spent on AC improve.
mage, base HP 10 + 5 per lvl of spell used to power. prof bon +2 + 1 for every 300 gp spent on prof bon improve.
base stats ( STR 8 DEX 13 CON 10 WIS 13 INT 13 CHA 13 ) Base AC 10 + DEX + 1 for ever 100g spent on AC improve.
support, base HP 10 + 5 per lvl of spell used to power. prof bon +2 + 1 for every 300 gp spent on prof bon improve.
base stats ( STR 8 DEX 10 CON 12 WIS 13 INT 13 CHA 13 ) Base AC 10 + DEX + 1 for ever 100g spent on AC improve.
please see crafting tables below and remember this is just the first draft improvement and erratas are pending.
ability score improvements are 100gp and 1 long rest for every 1 point improved in this way.
AC score improvements are 100gp and 1 long rest for ever 1 point improved in this way.
to add a spell or a ability based off of a spell fallow the fallowing table
cantrip 50gp and 1 long rest
lvl 1 100gp and 1 long rest
lvl 2 200 gp and 1 long rest
lvl 3 300 gp and 2 long rests
lvl 4 400 gp and 2 long rests
lvl 5 500 gp and 2 long rests
lvl 6 600 gp and 3 long rests
lvl 7 700 gp and 3 long rests
lvl 8 800 gp and 3 long rests
lvl 9 900 gp and 4 long rests
to add a spell or ability based off of the spell the craftier mush first be able to cast the spell and the lvl of the spell desired. to add the ability multi-able times a day the craft must multiply the GP and time cost by the number of times they wish for construct to cast for example to give a construct the green flame blade cantrip to cast 3 time a day they must the 50 gp and 1 long rest requirements and multiply it by 3 ( 50gp + 1 long rest X 3 = 150gp 3 long rests )
for calculating to hit mods fallow the fallowing table.
melee to hit: STR mod + prof bon. scout to hit: DEX mod + prof bon. mage to hit: spell casting mod + prof bon. support to hit: spell casting mod + prof bon.
casting mods for constructs are as fallows: mage-INT or CHA this is chosen at the time of crafting and can not be changed after the construction. support- WIS or INT like the mage this is chosen at the time of crafting and may not be changed after. for spells added to the melee and scout classes or constructs the CON mod will be used for casting mod for the spell DCs and the the to hit mod will be CON for melee and CON for scout. the melee and scout may not have any spell casting other then spells with the range of self or touch ie shocking grasp, green flame blade. hellish rebuke. they also may not have any spells with a cast time longer then 1 action and cant not have spells with a duration longer then 1 actions.
attacks: the craftier must arm there constructs unarmed constructs will be treated as having a base unarmed strike which is STR mod for damage ( because i know no one reads the damn player handbook) this can be improved in damage see the fallowing table:
unarmed strike improvement list
1d4 + STR = 50gp + 1 long rest
1d6 + STR = 100gp + 1 long rest
1d8 + STR = 200gp + 1 long rest
1d10 + STR = 400gp + 1 long rest
1d12 + STR = 800gp + 2 long rest ( need to buy and install the turbo ) ( also holy **** mech barb )
to switch the damage and the to hit mods to dex costs 250gp and 2 long rest as you are switching the construct to use balance and grace to fight instead or brute force ( fight me )
the craftier may also add weapons to the construct to do this requires the weapon in witch the craftier wishes to add ie
long sword or cross bow. and will cost 25gp and one long rest to install the weapon. after this the construct is considered proficient with the weapon. constructs with free hands can pick up any weapon how ever if they have not been
made proficient with it they do not add the prof bonus ( because i know no one reads the parking himbone ) ( parking himbone = player handbook in theavs cant ). craftier may make a weapon unable to be disarmed from construct by spending
50gp instead at the time of installing to make the weapon a full part of the construct to do this will remove the free hand of the construct. the craftier may spend 100gp instead to keep the free hand and also incorporate the weapon.
martial weapons will use the constructs STR mod for hit and damage. versatile weapons can use STR or DEX. range weapon use DEX. ( READ THE PARKING HIMBONE ).
Multiattack. The construct makes a number of attacks equal to half of the spell’s level used to power it (rounded up).
armor class modifications-base AC for a construct is 10 + DEX mod and the craftier can spend 100gp and one long rest to improve this by 1 point. a construct may not use armor of any type. how ever the craftier can make constructs with special AC by spending the gp and time to do it see table below.
AC improvement table: base 10 + DEX = standard
AC base 10 + DEX + CON = 200gp + 2 long rest ( melee only )
AC base 10 + DEX + WIS = 200gp + 2 long rest ( scout and support only )
AC base 13 + DEX = 100gp + 1 long rest and must have mage armor spell. ( mage and support only )
AC base 10 + DEX + CHA = 200 gp and 2 long rest ( mage only )
constructs have a base land speed of 30ft. the can be upgraded by 10ft to a max of 60 ft for the cost of 75gp per 10ft of movement added in this way it will also cost 1 long rest per 10ft of movement.
a craftier may also add other forms of moment to the construct please see table below for list and cost of movement ability's:
burrow speed 100gp + 2 long rest for base speed of 20ft. 75gp + 1 long rest for every 10ft after to a max of 60ft.
flight speed 100gp + 2 long rest for base speed of 20ft. 75gp + 1 long rest for every 10ft after to a max of 60ft.
swim speed 100gp + 2 long rest for base speed of 20ft. 75gp + 1 long rest for every 10ft after to a max of 60ft.
flight speed can be both mechanical or magical. to add both is x2 the cost.
size of construct: constructs may be of the fallowing size's: small-medium-large
to make a construct of the size that you wish please fallow the table bellow for cost and time reg.
small 1/2 gp cost x2 time cost.
medium same as stated in crafting rules. this is the base.
large x2 gp cost x2 time cost.
for small and large constructs they gain the fallowing befits for there size and the size can not be changed after the construct is made.
small: -2 STR +2 DEX base speed + 10ft (land only)
large: +2 STR +2 CON -2 DEX base speed - 5ft (land only)
Proficiency: constructs may gain a proficiency in a skill or save if the craftier should wish. this will have a gp cost of 200gp per skill and a construct may have no more then 4 proficiency's with skills this will require 2 long rests per skill. to add a save proficiency costs 200gp and 2 long rests constructs may have no more then 3 proficiency's with saves.
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Posted Jan 27, 2022this is incredibly hard to read and follow and is full of spelling errors but I love it all.
unfortunately there's no clear difference between the types except their base stats. they all have literally whatever ability I give them.
also, HP seems to be the only thing that can't be upgraded except by using a higher level spell slot. this means that for a half caster like eldritch knight, they cap out at 45 hit points for a melee construct, and that's fighting enemies for a level 20 party. that's not going to survive.