Base Class: Wizard
The school of dollomancy is a rarely walked path. Many scoff at the thought of fighting with a doll, but you choose this path because you know differently. Tiny creatures, all under your control, moving like a single minded unit. The sight of a dozen dolls, wood, wool, stone, metal, or otherwise, has been the last thing many held before their defeat. As a practitioner, you hone your control over your creations, inproving them as you grow. Eventually, you might come to realize that most things are dolls, and gain control over constructs others made.
Animate Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Life Transferance
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or you may heal a friendly construct you can see within the range of the spell for three times the spells level. You don't gain this benefit from killing undead.
Animate Dolls
At 6th level, you add the tiny servant spell to your spellbook if it is not there already. When you cast tiny servant, you can target one additional object, creating another tiny servant
Whenever you create a construct using a transmutation spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Doll Shaper
At 10th level, you add the stone shape spell to your spellbook, if it is not there already. You can cast stone shape without expending a spell slot. When you do so, you can only shape the stone into one, or several tiny objects.
Once you cast stone shape in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Hack Constructs
Starting at 14th level, you can use magic to bring constructs under your control, even those created by other wizards. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent constructs are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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