Base Class: Wizard
Your studies as a Transmutation mage have diverted you away from changing of an objects form towards manipulating them to imitate life. Some animators seek to raise a vast army of perfectly obedient metal soldiers while others seek to invent a giant golem of unimaginable power.
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.
Homunculus
Starting at 2nd level when you select this school, you add the Find familiar spell to your spellbook if it is not there already. When you cast the spell you can choose to spend 2 pounds of material to create the familiar as a construct with additional features based on the material chosen.
Familiar Materials
Material Feature Examples
- Earthen +1d6 max hitpoints Stone, Clay
- Metallic +1 AC Gold, Steel
- Precious dancing lights once per long rest. Crystal, Gemstones
- Fibrous +5 ft. flying speed Wood, rope
Empowered Constructs
At 6th level, abjuration spells with a range of self may instead be cast on one of your constructs within 30ft.
Whenever you create a construct using a transmutation spell, it has additional benefits:
- The construct's move speed is increased by 5ft., this bonus is increased by an additional 5ft. at 10th, 14th, and 18th level.
- the construct adds you proficiency bonus to its weapon damage rolls.
Focused Animation
Beginning at 10th level, while you are concentrating on a transmutation spell, your concentration can't be broken as a result of taking damage.
True Construct
Starting at 14th level, whenever you create a construct using transmutation spell, you army choose to make as a true construct. True constructs do not require concentration to maintain, last indefinitely, and gain +5 intelligence. You can command a true construct mentally if it is within 500 feet of you (No action required) . A true construct will follow your instructions to the best of its ability. You might command the construct to Accompany you on an adventure, to guard a location, or to deliver a message. When a construct has completed its instructions it will travel to you if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place it was last instructed to stay or where it was animated until you return.
True constructs are not immune to the ravages of time and will decay at the rate of the objects it was constructed from. Wood will rot, metal will rust, and stone will erode based on the conditions the construct is in. As the construct's condition worsens its maximum hit points decrease.( DM's discretion) If the construct reaches 0 hit points or if you create another true construct the spell ends.
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