Base Class: Wizard
Necromechanical Savant
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Necromechanical Constructs: You gain proficiency with tinker's tools, and you can use these tools to create necromechanical constructs. When you create a necromantic spell that summons or animates undead, you can choose to create a necromechanical version of that creature. These constructs have the same statistics as their undead counterparts but are considered constructs in addition to undead.
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Bonus Cantrip: You learn the cantrip Mending if you don't already know it. This cantrip does not count against your number of cantrips known.
Arcane Engineer
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Construct Infusion: When you cast a spell that targets only one necromechanical construct you created and doesn’t have a range of self, you can target a second necromechanical construct you created.
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Improved Constructs: Any necromechanical construct you create gains a bonus to its attack and damage rolls equal to your proficiency bonus.
Necrotic Energies
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Necrotic Infusion: When you deal necrotic damage with a spell, you can add your Intelligence modifier to the damage dealt.
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Necromechanical Repair: You can use your action to repair a necromechanical construct within 30 feet, restoring a number of hit points equal to 1d8 + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after a long rest.
Master of Necromechanics
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Greater Constructs: When you create a necromechanical construct, it gains additional hit points equal to twice your wizard level, and it adds your Intelligence modifier to its saving throws.
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Construct Command: As an action, you can command one necromechanical construct you created to take an additional action on its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
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