Base Class: Wizard
Making devices, toys, and tools is no strange thing for you. You've always been mechanically inclined, tinkering with gears and parts for as long as you can remember. As such, you have an unparalleled ability to craft small constructs to use as servants, soldiers, and guards. With enough time, you can amass a small battalion of useful toys that can aid you in ways that sentient creatures could not. How you choose to design your inventions, and how you choose to use them, is entirely up to you.
Make Construct
At 2nd level, you gain the ability to make miniature constructs that follow you around and obey your orders. By spending 8 hours tinkering, you can create a single tiny construct in any form or design you choose. If you are proficient with tinker's tools, you can reduce the number of hours by your proficiency bonus. The maximum number of constructs you can have at one time is equal to your wizard level divided by 3 (rounded down, minimum of 1). No matter what form a construct takes, it has the following traits:
HP: 10
AC: 12
Walking Speed: 25 ft.
STR: 4 (-3)
DEX: 14 (+2)
CON: 10 (+0)
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Petrified, Poisoned, Unconscious
Small Target. The construct can move through another creature's space as if it were difficult terrain, and can end its turn in that space. The construct does not provoke opportunity attacks when exiting a creature's reach.
These constructs are not considered sentient, and do not have INT, WIS, or CHA scores. Therefore, they do not have sight or passive Wisdom or Intelligence skills; cannot make ability checks using INT, WIS, or CHA; and are not required to make saving throws with those abilities. The constructs can only be controlled by verbal commands from their creator, or by using remote control devices, both of which have a range of 100 ft. If not issued any command, they will simply follow behind their creator and try to stay within a 5 ft. radius of them.
In combat, you can use a bonus action on your turn to command a single construct to move up to its speed and perform a task. Its primary functions are to take the Help action, or interact with objects to the extent that its design allows. It can also make an unarmed strike by moving at least 5 ft. and then ramming itself into a target (Hit: +3, range: 0 ft., 2 bludgeoning damage). The construct is also dealt 2 bludgeoning damage whenever it hits a creature with this attack. If this attack would reduce the construct to 0 HP, it bursts into pieces upon impact, dealing an extra 1d4 bludgeoning and 1d4 fire damage to the target.
You are assumed to carry enough spare parts with you to repair your constructs, even if they have burst into pieces. For every hour that you spend repairing a construct, it regains 1d6 HP. (If you are proficient with tinker's tools, it regains 1d6 + your proficiency bonus.) You can also choose to spend the 8 (or fewer) required hours to completely rebuild the construct with a new design, rather than repairing it. You can only work on one construct at a time, and must be awake to do so.
Whenever you make a new construct or rebuild one with a new design, you can choose among the following extra traits to give it. You may give each construct a number of extra traits equal to your Intelligence modifier (minimum of 0). Once added, these extra traits cannot be changed unless you completely rebuild the construct with a new design.
Bladed. The construct's unarmed strikes deal 1d4 + DEX piercing damage, instead of the usual 2 bludgeoning damage. The construct still takes 2 bludgeoning damage from the attack.
Explosive. The construct has a self-destruct system, and can be commanded to detonate itself as part of your bonus action, or by using your reaction when it is targeted by a melee attack. Doing so instantly reduces its HP to 0 and causes it to burst into pieces, dealing 1d6 bludgeoning and 1d6 fire damage to each creature within 5 ft.
Glowing. The construct sheds bright light in a 15-ft radius sphere, and dim light for an additional 15-ft. You can command the construct to turn this light on or off, or dim the light's brightness and radius.
Hovering. The construct gains a flying (hovering) speed equal to its walking speed.
Inconspicuous. The construct adds your proficiency bonus to its Stealth checks. While it remains motionless, it is indistinguishable from a normal toy or inanimate object.
Nimble. The construct's Dexterity becomes 16 (+3), and its AC increases by 1.
Reinforced. The construct's max HP becomes 20.
Speedy. The construct's walking speed becomes 50 ft, and its AC increases by 1.
Sticky. The construct gains a climbing speed equal to its walking speed, and can climb on walls and ceilings without needing to make an ability check.
Submersible. The construct gains a swimming speed equal to its walking speed.
Talkative. Whenever you speak, you can choose for your voice to come out of the construct and your own body simultaneously (at equal volumes), as if the construct were a speaker. If multiple constructs have this trait, your voice can only come out of one construct at a time (you choose).
Remote Survey
At 6th level, you've learned how to imbue your constructs with scrying magic, allowing you to scope out your surroundings remotely.
As an action, you can expend a spell slot to activate the scrying ability of a single construct, which lasts for a number of minutes equal to the level of spell slot expended. During that time, you can see through your construct as if it had eyes and darkvision with a range of 30 ft. You are able to remotely control its actions and see through its vision as long as it is within 500 ft. of you. A construct that tries to move beyond that range will simply be unable to move forward any farther (as if reaching the end of a rope), and once the magic ends, your construct's command range returns to its usual 100 ft. If your construct is more than 100 ft. away from you when the magic ends, it is effectively stranded there until you can get within range once again. Your body is blind while looking through your construct's vision, and you can switch back and forth between its vision and your own as an action.
You can imbue this magic on multiple constructs at once, expending additional spell slots for each one, and you can switch from one construct's vision to another as an action. You can only see through one construct at a time, and can only command one to move or perform a task at a time.
Spring Guard
At 10th level, you've managed to upgrade your constructs' precision and reaction time. Their unarmed strikes now have an attack bonus of +5 rather than +3.
Additionally, every construct you make is outfitted with springs that grant it a standing 5-ft. jump. If a creature hits you with an attack that requires an attack roll, you can use your reaction to command one construct within 5 ft. of you to jump (or fly) in front of you and intercept the attack. You take half of the attack's damage, and the construct takes the other half. If this damage reduces the construct to O HP, any excess damage is dealt to you. For example, if your construct is dealt 15 damage, and its HP was 10, you are dealt the extra 5 damage.
Magical Devices
At 14th level, you've learned how to integrate more spells and magical effects into your creations.
Your constructs' unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your constructs also have advantage on Strength, Dexterity, and Constitution saving throws against spells and magical effects.
Whenever you make or completely rebuild a construct, you can embed a crystal worth at least 50gp into its design. This crystal is attuned to one spell that you know and currently have prepared. As an action, you can cast that spell on the construct (expending a spell slot as usual), but instead of its usual effects, the spell gets stored inside of the construct's crystal. Any time before your next long rest, you can command your construct to unleash its stored spell, which then causes its usual effects, as if the construct had cast it. Unleashing the stored spell shatters the crystal completely beyond repair. If the spell doesn't get unleashed, it fades from the crystal at the end of a long rest, and the spell must be recast on it. If the construct falls to 0 HP or bursts into pieces, the crystal remains intact, but the magic fades from it.
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