Base Class: Wizard
A student of the School of tinkering, you are primarily an inventor who uses their magic to aid in their research. As part of your studies you are taught how to bring inanimate objects to life for a short time. Though not an official recognized school for wizards, tinker wizards do not spend their time focusing on any specific spell of magic, but rather spending their time learning spells that would best suits their needs. While the masters in this school, they might not be the best in one specific school of magic, they will certainly creation some of the best creations that a spellwright or engineer could make.
Tools of Tinkering
When you choose this school at 2nd level, you learn the Mending cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
You casting time of Mending is now one action instead of 1 minute.
Additionally you gain proficiency with Tinker's Tools and two tools of your choice.
Animate Trinket
Starting at 2nd level when you select this school, you can use your action to make objects come to life at your command for 1 minute. You target an object within 10 feet that is no longer than 8 inches on any side that weighs under 25 lbs. The target of the spell animates, growing leg and arm-like appendages if it does not have any.
As a bonus action, you can mentally command the trinket you animated with this spell if the creature is within 30 feet of you. The trinket can understand simple tasks, cannot attack, nor carry more than 10 pounds. Once an order is given the trinket will continue to follow it until the task is complete or until given a different command.
You can only have one trinket animated at a time, and you can dismiss the spell as an action. If you animate more than one trinket at a time, the trinket that has that was previous animate loses its animation.
Focused Resolve
At 6th level, your ability to maintain spells strengthens due to your mental tenacity. While you are concentrating on a spell, you gain a bonus to concentration checks equal to your intelligence modifier (minimum of 1).
Animation Adept
Beginning at 10th level, you add the Animate Objects spell to your spell book if it is not there already. When you cast this spell, each animated object gains a bonus to their damage equal to your proficiency bonus.
Master Craftsmanship
Starting at 14th level, your constructs are seen as equal to master craftsmen. Constructs that you summon or create gain a bonus +1 to their AC and gain temporary hit points equal to your wizard level.
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Yeah, when I originally made this subclass, the 5e artificer wasn't a thing. I did start making a 2.0 version for this subclass after the fact, but got sidetracked with other homebrews.
Great subclass, but do realize the broken-ness of a multiclass between this and battlesmith artificer, being to heal your steel defender every turn.