Wizard
Base Class: Wizard

The Constructor class has a unique system set up in a series of rolls involving spell slots. One of the most unique systems of the Constructor is that Constructs it builds do not naturally disappear over a set period. Constructs made by you that is within 60 feet of you also acts as your arcane focus. That is because unlike summoning and conjuration spells, Constructs are made to function and live on their own. The caster of a Construct has full control over them and can set them to have their own special parameters for specified behaviors. 

Level 3: Create Construct

You learn the ways of creating a Construct and what it truly requires. You must use your Tinker's tools and have a certain amount of materials required to do create them. Any Constructs you create utilizes your spell attack modifier for attack and damage rolls; their attacks count as Magical. Constructs made by the player are immune to psychic damage and being charmed, exhaustion, Frightened, Paralyzed, Petrified and Poisoned. Good hunting! You can have a total number of living constructs equal to half your intelligence modifier rounded down.

In combat, the Construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction, action and bonus action on its own, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated the Construct will try to relocate you and protect you from danger.

If the mending cantrip is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Tinker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. Once it is revived, it fully heals.

 

Tiny Construct = Components worth 100gp. Caster spends 2-days doing a ritual. Make an Arcana check with a DC of 12. Expend level-one spell slot.

 Small Construct = Components worth 250gp. Caster spends 3-days doing a ritual. Make an Arcana check with a DC of 14. Expend level-two spell slot.

Frame Sets -

When creating your Construct, you can decide to specialize them in specific areas of combat. These Frame sets determines your future potential modifications.

Light Frame (Small or Medium Construct)  - Speedy and stealthy Construct

Medium Frame (Medium or Large Construct) - Aggressive melee Construct

Heavy Frame (Medium, Large or Huge Construct) - Defensive Construct

Utility Frame (Tiny Construct) - Construct utilizing magic in varying degrees

A Light Frame Construct uses the Nimble Automaton stat block. A Medium Frame Construct uses the Aggressor Automaton stat block (Large Version). A Heavy Frame Construct uses the Guardian Automaton stat block (Large Version) (Huge Version). A Utility Frame uses the Utility Automaton stat block. Constructs made by the player take the appearance of the player's choice. A player can choose to permanently deactivate a made Construct; reactivation of the Construct can only be conducted by doing the appropriate ritual steps of creating a Construct.

Level 6: Advancing Constructs

You learn how to make Constructs of Medium size

 

Medium Sized Construct - Components worth 750gp. A ritual of 4-days. 16 DC Arcana Check. Expend one 3rd level spell slot.

Augment Construct -

 This is a unique spell you can use on your turn as an action. You choose a Construct of your creation within 30ft of you. You decide the buff between either +2 to all attack and damage rolls, advantage on saving rolls or heal the Construct for 5d6 HP. The buffs last until the end of the Construct's second turn. You can use this spell a number of times equal to your proficiency bonus.

You also gain the ability to cast Mending as an action rather than 1 minute.

Long-term Modifications - 

You would have to spend one long-rest modifying the Construct and roll a Intelligence saving throw, while having tinker’s tools and materials worth 100gp. The saving throw DC is determined on the Constructs size, Tiny starting at a 12 DC, increasing by one for each size. Failing this saving throw causes 1d10 psychic damage and wastes half the day. After successfully passing the saving throw, you make an Arcana roll determining the modification result. A 5th level magician can have only a number of modifications equal to half their intelligence modifier rounded down on each living construct. A 10th level magician can have a number of modifications equal to their intelligence modifier on each living construct. If you roll to make a modifier while you already have one, you may choose to select one modifier to remove. If a Construct dies and is revived, the Construct loses all the modifications. The current table you roll for is determined by the Construct's frame.

 

Light Frame -

30 = Able to go invisible at will

20 = Lower crit requirement to 18

19 = Learn Stealth Attack (2d6)

18 = Increase passive perception by 5

17 = Attacks made at range while in hidden that miss does not alert the enemy of the direction the attack came from 

16 = Learn the invisible spell

15 = Footsteps become silent

14 = May choose to have advantage on one attack until Caster's long-rest

13 = Telepathic Bond

12 = +5ft movement

11 = Darkvision (90ft)

10 = Increase stealth by Caster's Intelligence modifier.

9 = Extend modification duration by another 24 hours and reroll

8 = Extend modification duration by another 24 hours and reroll

7 - Nothing Happens

6 - Nothing Happens

5 - Nothing Happens

4 - Nothing Happens

3 - The Construct becomes disobedient and must be fixed, requiring 24 hours of work

2 - The Construct stops functioning and must be repaired, requiring 48 hours of work

1 - The Construct self-destructs, doing 3d10 fire damage to anyone within 20 feet radius

 

Medium Frame -

30 = Add 2d6 force damage to all damage rolls 

20 = Add 1d10 fire damage on attack rolls, victim must roll a 14 DC Constitution save throw or become blind until the end of their first turn

19 = +3 to attack and damage rolls

18 = Gain an additional arm if the caster is 6th level in the class. Gain two additional arms if the caster is 10th level in the class (automatically gained when leveled up to if already equipped)

17 = Add 1d8 Magical damage to all damage rolls

16 = +2 to attack and damage rolls

15 = Increase critical damage by 3d8

14 = Add 1d6 Lightning damage to all damage rolls

13 = Gains one attack reroll. Must use the reroll result. Can only be used once before requiring the Caster to long-rest.

12 = Add 1d4 frost damage to all damage rolls, frost halves the target's movement speed

11 = Telepathic Bond

10 = Attacks shove enemies 5ft back

9 = Extend modification duration by another 24 hours and reroll

8 = Extend modification duration by another 24 hours and reroll

7 - Nothing Happens

6 - Nothing Happens

5 - Nothing Happens

4 - Nothing Happens

3 - The Construct becomes disobedient and must be fixed, requiring 24 hours of work

2 - The Construct stops functioning and must be repaired, requiring 48 hours of work

1 - The Construct self-destructs, doing 3d10 fire damage to anyone within 20 feet radius

 

Heavy Frame -

30 = Permanent Damage resistance from all sources 

20 = Advantage on all saving throws

19 = Learns "Bulwark Stance" skill: When a creature is near the Construct 5ft, that creatures gains the benefits of half-cover.

18 = Learns "Faithful Guardian" skill: When a creature the Construct can see attacks a target other than it that is within 5 feet of it, it can use its reaction to impose disadvantage on the attack roll.

17 = Regeneration (10HP on the starts of their turn)

16 = Gain "Internal Department": If a built Heavy Frame Construct is Large or Huge, you can enter inside of it. You cannot be targeted while inside this Department. You share the visual range of the Construct (not including Blindsight); If the Construct is incapacitated while you are inside the Construct, then you are stuck inside the Construct, you require a 18DC Strength Save to exit the machine or an ally to help open it with a 13DC Strength Save; attempting to open the Construct counts as an action.

15 = Learns "Interference" skill: When a creature the Construct can see hits a target, other than it, within 5 feet of it with an attack, it can use its reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).

14 = +2 AC

13 = Extend Tremorsense and blindsight by 30ft

12 = Telepathic Bond

11 = +1 AC

10 = Learns "Mega Shove" skill: Make a Slam melee attack which causes the target to be pushed back 30 feet (may not be a Huge creature or larger) but the attack does no damage as a result (May be used in Multiattack)

9 = Extend modification duration by another 24 hours and reroll

8 = Extend modification duration by another 24 hours and reroll

7 - Nothing Happens

6 - Nothing Happens

5 - Nothing Happens

4 - Nothing Happens

3 - The Construct becomes disobedient and must be fixed, requiring 24 hours of work

2 - The Construct stops functioning and must be repaired, requiring 48 hours of work

1 - The Construct self-destructs, doing 3d10 fire damage to anyone within 20 feet radius

 

Utility Frame - 

30 = Gains the ability cast Misty Step equal to PB per long rest

20 = Once per combat, it can cast haste.

19 = Once per day, it can cast Catnap.

18 = Once per day, it can cast Stinking Cloud.

17 = Once per combat the Drone can cast Slow.

16 = Once per combat the Drone can cast Blindness/Deafness.

15 = Once per combat the Drone can cast Shield.

14 = Once per day the Construct can Identify.

13 = Once per day the Construct can cast Detect Magic.

12 = Telepathic Bond

11 = Once per day the Construct can cast Sleep spell.

10 = Knows the Spare the Dying cantrip

9 = Extend modification duration by another 24 hours and reroll

8 = Extend modification duration by another 24 hours and reroll

7 - Nothing Happens

6 - Nothing Happens

5 - Nothing Happens

4 - Nothing Happens

3 - The Construct becomes disobedient and must be fixed, requiring 24 hours of work

2 - The Construct stops functioning and must be repaired, requiring 48 hours of work

1 - The Construct self-destructs, doing 3d10 fire damage to anyone within 20 feet radius

 

Level 10: Mastering Constructs

Learn how to make Large Constructs!

 

Large Construct = Components worth 1000gp. Ritual of 1-week. Arcana check DC of 18. Expend one 4th level spell slot.

Large Constructs gain 5*Intelligence Modifier in HP; Gains additional 1d8 on damage rolls

Level 14: Complete Construct Knowledge

You learn how to weave and create perfectly. The save DC for any Construct is decreased by two. You also learn how to create Huge Constructs.

 

Huge Construct = Components worth 2000gp. Ritual of two-weeks. Arcana check DC of 20. Expend one 5th level spell slot.

Huge Constructs 10*Intelligence Modifier in HP; gain an extra 2d6 in damage rolls

Level 20: Construct Awakening

 At level 20 in this class; you can choose to imbue pure Arcane into your Construct, expend one 9th level spell slot, requiring a 25DC Arcana check to pass. The process takes the duration of a long-rest. A completion of this practice gives the Construct the Awakened status effect. Only one living Construct made by the player can be Awakened at a time.

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