Wizard
Base Class: Wizard

Wizards from the school of artifice believe that innovation is beyond anything else. inventions should be put above books, politics and morals for these wizards

Clockworthy

when you take this school at 2nd level, you have advantage on any check that involves clockwork, machines, or inventions, you also know the find familiar spell, and always have it prepared, although whatever you create becomes a clockwork copy of what it is, and it has hitpoints equal to 10+ your constitution modifier x your level

Minor Arcane Trapping

whenever you cast a cantrip or first level spell, you can target a non sentient item made of metal (DM's discretion) and that item becomes magically charged with that spell. you can then set a trigger word, location, or action to cast that spell from that origin. you must see the location and the magically charged object for it to target, and the spell dissipates after 2 rounds, with no effect. Spells that require concentration don't gain this benefit

Major Arcane Trapping

Starting at level 6, you can now use 2nd & 3rd level spells for your arcane trapping, and you can now target your Familiar with your Arcane trapping ability. whenever you trap a spell within your Familiar, it gains a bonus based on what school the spell is from
Abjuration: Your familiar gains +5 to AC
Conjuration: Your familiar casts Blink on itself
Divination: your Familiar can speak Common for 1 hour, but has a nasally, disgusting voice
Enchantment: Anyone within 30 feet of your familiar is drawn to it, spending their movement to walk towards your familiar, and anyone within 5 feet of your Familiar Must succeed on a wisdom saving throw, or become charmed by you and your familiar
Evocation: Your Familiar becomes Hot to the Touch, dealing 5d4 fire damage whenever a creature is within 5 feet of it
Illusion: 5d6 additional illusory Familiars appear, and they dissipate if they are attacked. only you know which Familiar is the real one. if the real Familiar is touched at all, all illusory copies dissapear
Necromancy: your familiar has access to the thoughts of the recently dead (maximum 1 day), and can recite final thoughts, plans, and surface schemes to you
Transmutation: The Familiar casts Polymorph on itself, turning into a monster with CR less than or equal to half your level, rounded down, of the DM's Choice

Shocking Strike

whenever you make your Familiar with Find Familiar, it comes with 3 charges. as an action, your familiar can make a ranged electric magical attack, expending a charge, & using your spell modifier, if the spell hits, it deals 3d8 lightning damage, and that creature needs to make a wisdom saving throw, again with your DC.if it fails, it is stunned until your familiars next turn. it regains expended charges during a long rest

Master Artificianato

You now can create a clockwork being with find familiar, and you must create this being. it has the same stats as a Human fighter, which you roll up when you choose to change your clockwork familiar into it for the first time, and those stats are then saved. this clockwork being will always be no more than 5 levels below you, it can understand you, but cant speak, will always have the Champion Subclass, and it needs daily maintenance to keep running (roughly 3-4 hours, with an additional hour per every 10 hitpoints it is away from its max hitpoints). 

Previous Versions

Name Date Modified Views Adds Version Actions
9/18/2018 3:32:41 AM
12
0
1.0
Coming Soon
11/24/2018 3:56:28 AM
200
0
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes