Base Class: Wizard
You are a material mage, a type of wizard that focuses on unlocking the potential of a single substance. It might be organic or inorganic, mundane or priceless. Other practitioners of the arcane arts find your obsession curious or even absurd, but you know that your chosen material contains real power.
Members of the School of Clay are consummate perfectionists, spending hours to get the details on their creations just right. However, they are also patient and known for their creativity. Wielding the power of clay, these wizards can slow their enemies and summon clay monsters to fight for them.
Clay Companion
Starting at 2nd level, you know the Find Familiar spell and always have it prepared. It doesn't count against the limit on the number of spells you can prepare. The creature you summon is made of living clay. Its type is both Celestial, Fey, or Fiend and Construct. It is immune to poison.
If you have access to the appropriate materials and equipment, you can sculpt your familiar using clay instead of using the normal material components.
Spin the Ledeird
At 2nd level, you create out of clay a ledeird, an eight-sided top that was used by an ancient culture for educational purposes. Each side of the ledeird is engraved with a rune from one of the eight schools of magic.
When you finish a long rest and before you prepare your spells, you can spin the ledeird. Roll a d8. Choose one wizard cantrip and one wizard spell per spell level you can cast from the school that the ledeird lands on. For example, a 3rd level wizard would selet one cantrip, one 1st level spell, and one 2nd level spell. You have those spells prepared until you next finish a long rest, and they don't count against the limit on the number of spells you can prepare. You don't need to have those spells in your spellbook to select them.
1: Abjuration
2: Conjuration
3: Divination
4: Enchantment
5: Evocation
6: Illusion
7: Necromancy
8: Transmutation
Feet of Clay
At 6th level, you can spend a bonus action to literally turn your foes' feet into soft clay. Choose any number of creatures you can see within 60 feet of you. They must make a Constitution saving throw against your Wizard spell DC. If they fail, their feet and footgear are transformed into clay for 1 minute. Their walking speed is halved. An affected creature can repeat the saving throw at the end of their turn, ending the effect on a success. Creatures without feet are immune.
Once you use this feature, you can't use it again until you finish a short or long rest.
Potter's Wheel Power
At 10th level, you can spin your enemies like spinning a potter's wheel. When you score a critical hit with a spell or when a creature rolls a natural 1 on a saving throw against one of your Wizard spells, you can use your reaction to force it to make a Constitution saving throw against your Wizard spell DC. If it fails, it is stunned until the start of your next turn as it is spun around and around at great speed, making it extremely dizzy.
Terra-Cotta Master
By 14th level, you are exceptionally skilled at bringing life to clay. You add the spells Conjure Animals, Summon Lesser Demons, Conjure Woodland Beings, Summon Greater Demon, and Conjure Celestial to your spellbook.
When you cast one of those spells, any summoned creatures are made of living clay. Their type is Construct in addition to their normal type. They are immune to poison and their attacks count as magical for the purpose of overcoming resistance and immunity to damage.
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