Wizard
Base Class: Wizard

Wizards who choose to follow this unique school of magic value inventiveness and experimentation above all else. They dream to wrap their spirit in iron and steel.

Delve deep into the study of abjuration, metallurgy, and alchemy. Expand your arcane knowledge, create wondrous items and experience magic in a new and exciting fashion. But be wary, as this is a school of magic that absorbs every ounce of study you have, leaving you solely dedicated to this craft. If you wish to join the school of the Armored Abjurer, you may no longer take any other class or subclass for the duration of your lifetime. Should you attempt to take another class or subclass during the duration of your lifetime, your arcane armor will consume your spirit and you will forever be lost in the magical fabric of the weave. You will be unable to return to your plane of the living by any means.

Armored Abjurer

At 2nd level, You have vowed to dedicate your life to studying the arcane, and it will pay off in many ways. You gain proficiency with heavy armor and smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice and Your metallurgical pursuits have led to you making armor a conduit for your magic.

When you join the school of the armored abjurer, the gold and time you must spend to copy a spell into your spell book is increased by half.

Arcane Armor

As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. When you turn a suit of armor into your arcane armor add the Arcane Armor (token) to your inventory. The armor continues to be Arcane Armor until you don another suit of armor, or you die.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your Wizard spells, provided you have all other material components.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
  • You can doff or don the armor as an action.
  • Arcane Ward: You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.

Arcane Armor MkII

Starting at 6th level, while wearing Arcane Armor you gain additional abilities.

Projected Ward: once per short rest, When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Illusionary Switcheroo: once a day, as a reaction, When a companion within 25 feet of you would be hit with an attack roll that does not exceed your armor class, you can send an illusionary copy of yourself to take the place of your companion for a moment, causing the attack to miss.

Animate Object: While wearing arcane armor, you can channel the magical energy within to enchant and animate mundane everyday items. You have learned to create a Construct servant through the discovery of the Animate Object spell.

On each of your turns, you can use a bonus action to mentally command a construct you made with this spell if the construct is within 60 feet of you. You decide what action the construct will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete The construct is under your control for 24 hours, after which it goes into stasis. To maintain control of the construct for another 24 hours, you must cast this spell on it again before the current 24-hour period ends. 

(see its full in game stats and actions on the Animated Caster page)

Tinker Time:

Once a day you can customize your Arcane Armor. These customizations lessen the burden of spellcasting. One focused on damage and assault, and the other on control of the battlefield. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. you can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand. each armor model lasts for 24 hours, or until you die.

Grenadier. You design your armor to be in the front line of conflict. It has the following feature:

  • Mortar Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. the Gauntlets also give you the ability to cast Magic Missile at 3rd level, as an action, twice a day, without expending a spell slot.
  • Infiltration protocol. This armor model increases your arcane ward hit points by 2d6.

Gemologist. You customize your armor to control and subdue your foes. It has the following features:

  • Lethargy. A gemlike node appears on one of your armored fists or on the chest (your choice). It gives you the ability to cast Hypnotic Pattern, at 3rd level, as an action, twice a day a day, without expending a spell slot.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Alchemists Favor

At 10th level, your studies have lead you to a wondrous alchemical discovery.

Lesser Experimental Grenade

Once a day, you can magically produce an experimental Grenade in an empty flask or bottle you touch. Roll on the Experimental Grenade table for the effect.

You can only create and use Grenades while your arcane armor is in the Grenadier model

The effect of a Bomb is triggered when splashed on a target. A bomb can be thrown up to 60 feet and can target either a creature or an object as an action. If a bomb specifies you need to make an attack roll, you are considered proficient in the attack and can use your Intelligence modifier, instead of your Dexterity modifier, for the attack roll. If the bomb specifies the target needs to make a saving throw, it makes it against your spell save dc.

Creating an Experimental Grenade requires you to have tinkerers tools, and any Grenade you create with this feature lasts until it is used or until the end of your next long rest.

 

Experimental Grenade
d6 Effect
1 -Adhesive. The target must succeed a Strength saving throw or have its movement speed is reduced to 0 feet for 1 minute. At the start of each of the creature's turns, it can attempt to make the saving throw again, ending the effect early on a successful saving throw.
2 -*Blast. The target must make a Strength saving throw. On a failed save, the target takes 2d4 thunder damage and be pushed 10 feet and knocked prone, taking half damage and is not pushed back or knocked prone on a success. The damage increases by 1d4.
3 -*Fire. Make an attack roll. On a hit, the target takes 1d4 fire damage and are lit on fire for the next minute. While on fire, the target must succeed a Dexterity saving throw at the start of each of their turns or take the damage again, and is no longer on fire if they succeed. Another creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames. *The damage increases by 1d4.
4 *Hallucinogen. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and the creature must use its reaction, if available, to move as far as its speed allows away from you. It will not move into obviously dangerous ground. The target takes half damage and does not suffer the effects of this bomb on a successful saving throw. *The damage increases by 1d6.

 

Lesser Experimental Elixir

Once a day, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can only create experimental elixirs while your Arcane armor is in the Gemologist model

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

Experimental Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

Steel Sentinel of Karsus

You and your armor are perfected, you become one with steel, and your connection to the weave is true
At 14th level, your Arcane Armor gains additional benefits based on its model, as shown below.

Grenadier. 

  • When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a Socking Grasp spell attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
  • three times per Long rest, if a creature attack you or a companion within 10 feet of you, you can impose disadvantage on the attack roll.

Gemologist. 

  • Any creature affected by your Hypnotic Pattern glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage. 
  • three times per long, if a creature attacks you, they must make a DC18 charisma saving throw, if they fail they are charmed for one turn.

 

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