Homebrew Animated Wizard Hat Species Details
Hats! Many folk own (and probably wear) them, and it is rare to see a Wizard without one. You were once the hat of a Wizard; whether your previous owner animated you purposely, or accidentally granted you your sentience, you now have a mind to think for yourself! Maybe your Wizard companion died, you're currently adventuring with your Wizard, or you chose to see the wonders of the world on your own. Regardless, you are now an adventurer! Things can be rough for a hat, especially without a companion, but you're not completely helpless!
Animated Wizard Hat Traits
You gain the following traits:Size and Speed
Being a hate, you're not very big, nor very fast. You are a Tiny creature. You don't have legs, but you can move by flopping and hopping around, albeit slowly. You're movement speed is 5 feet when not riding atop another creature.
Animated Folds
You're a frumpled, pointy Wizard's hat, and as such, you have quite a few folds in your leathery form. These folds can be manipulated by you to give yourself "eye sockets", "brows", and a "mouth". As such, you can make many facial expression, and have the ability to speak, read, and see as normal.
Magical Vision
Given the magical nature of your vision, you have the ability to see in the dark. Within 120 feet of yourself, you can see in dim light as though it were bright light, and darkness as though it were dim light. In darkness, you only see colors as shades of grey.
Helping Hands
As the hat of a Wizard, you picked up on some spellcasting. This has proven invaluable to you, as you now have the ability to interact with objects like any humanoid could! You learn the Mage Hand cantrip, which is improved for you. You do not require somatic components to cast Mage Hand with this feature. Your Mage Hand can lift objects weighing in pounds up to an amount equal to 15 times your Strength score; your Mage Hand also has finer motor skills than most, and can be used to interact with objects, make Slight of Hand checks, perform the somatic components for spells, make unarmed strikes, and even wield weapons or items as normal for a humanoid creature. If your Mage Hand is wielding a weapon or being used to make unarmed strikes, the hand must remain in the same space as you, and attacks with the weapon or unarmed strike as tho you were doing so if you were a humanoid. The hand uses the same modifier as you would when attacking with a weapon or unarmed strike.
When you cast Mage Hand, you can summon up to 2 spectral hands, instead of one. When you cast Mage Hand this way, your hands must remain within 5 feet of one another. You can use both hands to carry objects that would be too difficult for only one to carry. If you are using your hands to use a weapon with the Two Handed property, both hands are required to use it effectively.
Armorless Ward
You are a hat, which sadly means that you're incapable of wearing armor effectively. However, given your magical origins, you know how to ward off attacks with a magical barrier. You add your spellcasting modifier to your AC. If you do not have the Spellcasting or Pact Magic features, you instead add your Intelligence modifier to your AC.
Crafted Resilience and Immolation
Being a hat, you are a Construct. This provides some natural defenses against some things, while the material of your creation also makes other things more dangerous.
You are immune to disease, as well as both poison damage and the Poisoned condition. However, you are vulnerable to fire damage.
Unweary
Being a hat means you can't grow physically tired! You don't need to eat, sleep, drink, or breathe. You are also incapable of being put to sleep by magical means.
You do still need some form of rest for your mind. As such, you must remain in an inert, motionless state for 4 hours to receive the same benefit as a human gains from 8 hours of sleep. During this inert state, you remain conscious of your surroundings out to 20 feet.
Hunger for Knowledge
Using your "mouth" folds, you can magically consume sheets of paper or vellum. When you eat a mundane sheet of paper or vellum, it is magically destroyed, and you understand any text that was written on it, as tho you had cast Comprehend Languages on it.
If the paper or vellum you consumed contained a spell, such as if it were a spell scroll or a page from a Wizard's spell book, you might learn that spell. If the spell written on it was of 1st level, or of a level you can cast, you gain access to the spell. You can cast this spell once without expending a spell slot, and regain the ability to do so again after finishing a Long Rest. You can also cast it with any Spell Slots or Pact Magic Slots you may have. Paper or vellum consumed to learn a spell is not destroyed, but magically disappears.
You may only have access to one spell at a time from this trait. In order to learn a new spell using this trait, you must use a Magic action to magically regurgitate the paper or vellum that the previous spell was written on, losing access to the previous spell. You may only learn one spell per Long Rest using this trait.
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