Base Class: Wizard
Your abilities do not stem from magic, but rather your understanding and mastery of science. You have invented, or were part of a sect of scientists who produce a special battery pack that allows you to manipulate gravity, forces, kinetic energy, electricity, and movement through planes of existence to perform "magical" feats. Your spell slots are battery charges that allow you perform these feats. As you level up, you learn how to make your batteries more powerful to perform more and greater feats of scientific amazement. You also are able to adapt armor obtained to be powered by your battery packs.
Because your skills are based on science and the manipulation of physics and matter, the magical abilities you may learn from the wizard spell list are limited to the following spell types:
- teleportation
- banishment
- movement (You may only target yourself and may not change your physical form. Consider these modifications you made to your "clockwork armor")
- Lightning
- Force
- Thunder
- Transmutation school spells (You may NOT use spells that change any creature's physical form, have social effects, have healing effects, or are used for communication. In addition, you may only buff yourself; consider these modifications you made to your "clockwork armor")
In addition, you may use the "find familiar" ritual, but instead of summoning creatures, you use the ability to construct a mechanical version of the creatures summoned using "find familiar". These creatures are considered constructs instead of beasts.
Scientist Proficiency
Starting at second level, you have proficiency in light and medium armor, alchemist supplies, all crossbows and twice proficiency in tinkerers tools. The armor and crossbows make up the workings of your battery powered, adapted armor suit, and you become an expert in using tinkerers tools.
Force field
At 2nd level, your clockwork armor has the ability to project a force field to provide additional protection from attacks. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Mechanical Beast
At 6th level, you are able to create a permanent construct that obeys your commands without hesitation and functions in combat to protect you.
You gain a modified ritual version of the level 3 spell Conjure Animals. Select one beast with a challenge rating of 2 or less. The construct obeys your orders to the best of its ability. The construct uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
- It is a construct instead of a beast.
- It can’t be charmed.
- It is resistant to piercing and slashing damage.
- It is immune to poison damage and the poisoned condition.
- It gains darkvision with a range of 60 feet if it doesn’t have it already.
- It understands the languages you can speak when you create it, but it can’t speak.
- If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
It is assumed you have been acquiring materials and working on your construct during your downtime starting at level 2, so no time or material components are needed for the first construct created at level 6.
In combat, the construct rolls its own initiative and acts on its own. If it is incapacitated (0 HP) or damaged, it can be repaired over the course of a long rest if you have access to its body and tinkerers tools. The construct returns with hit points at the end of the rest equivalent to your tinkerer's tool check as the following: 1-5 = no HP, 6-10 = +1/4 of total HP, 11-20 = + 1/2 total HP, 20+ = full HP. If the servant is beyond recovery, you can build a new one with an additional 1,000gp of raw materials and a total of 24 hours of working downtime activity (excluding time for sleeping/ eating, etc).
Attuned to the force
Beginning at 10th level, your attunement with physical forces helps alert you to danger. While you maintain concentration on a "spell", you have a +2 bonus to AC and all saving throws.
Charged Force field
At 14th level, your Force field is supercharged with energy. When you use your Force field feature, you can manipulate the energy around you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
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Posted Aug 24, 2019I am honestly baffled, this is truly unique and clever!