Wizard - School of Constructs, School of Crimson
Wizard
You are a spellcaster who has earned your influence over the arcane powers of Avaleen through rigorous training and studying. When your wizard character chooses a school of learning at 2nd level, the School of Constructs and the School of Crimson are two new options created for an Avaleen campaign.School of Constructs
Wizards who follow the School of Constructs focus their studies on the rediscovery of the arcane magic of creation and animation that made Ghor Minthra famous, breathing life into mechanical beings and imbuing objects with arcane energy. They are master artisans and creators, able to forge mechanical allies, animate inanimate objects, and build powerful magical constructs. Their creations are as much a part of them as their spells, and they command them with both magic and intellect. These wizards see the art of creation not as a mere tool, but as a way to expand their influence in the world. Whether they craft golems, forge sentient companions, or wield mechanical wonders in battle, Wizards of Constructs are always surrounded by their creations, which serve as both assistants and protectors.Arcane Construct Familiar
When you choose this school at 2nd level, you learn to bind arcane magic to a small mechanical or magical creature, creating a Construct Familiar. This construct can take the form of a small mechanical animal (like a clockwork raven or spider) or a magical being (such as an animated orb of light). It functions similarly to the Find Familiar spell but is made of metal, gears, and enchanted energy.Construct Familiar CR: 1/2
STR
4 -3
DEX
14 +2
CON
12 +1
INT
10 +0
WIS
12 +1
CHA
6 -2
Emit Light. The familiar emits dim light in a 10-foot radius. The creator can suppress or resume this effect as a bonus action.
Mechanical Scout: It can scout ahead, granting you advantage on Stealth and Perception checks when it’s within 30 feet of you.
Arcane Assistance: Once per long rest, it can assist you in casting a spell. It grants you advantage on one attack roll or saving throw related to the spell.
The Construct Familiar is magically linked to its creator. While within 100 feet of its creator, the creator can communicate telepathically with it and see through its senses as an action, perceiving what it perceives until the start of the creator’s next turn.
If the Construct Familiar is reduced to 0 hit points, it deactivates rather than dying. The creator can repair it during a short rest by expending 10 gp worth of materials.
Animated Objects
At 2nd level, you gain the ability to imbue everyday objects with arcane power, bringing them to life temporarily to serve you. As an action, you can animate one object within 30 feet of you (such as a suit of armor, a statue, or a table). For the duration of 1 minute, this object gains temporary sentience and can follow simple commands. The object can act in combat, using the statistics for an animated object from the Animate Objects spell. But it has the following benefits:- The object has resistance to damage of your choice (bludgeoning, piercing, or slashing)
- You can command it to perform simple actions, such as blocking a path, lifting objects, act as a shield, or guarding a specific area.
Master of Constructs
At 6th level, you gain deeper control over your creations and can animate more powerful constructs. When you cast Animate Objects, you can now target up to five objects, and the objects you animate can each have their own unique properties:- You can animate larger objects, such as a golem, a suit of armor, or a mechanical guardian.
- You can choose for each object to gain resistance to one damage type (such as fire, cold, or force).
Forge Golem
At 10th level, you gain the ability to create a Forge Golem, a powerful magical construct that serves you. Yyou can spend 1 hour in ritual casting, or expend a 4th-level spell slot to create a Forge Golem. This large construct is made of metal and enchanted stone, imbued with magic to serve your commands.Forge Golem
STR
18 +4
DEX
11 +0
CON
16 +3
INT
8 -1
WIS
12 +1
CHA
7 -2
Actions
Multiattack. The Forge Golem makes two melee attacks: one with its Searing Fist and one with its Forge Hammer. Searing Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3d8 + 4 fire damage. Forge Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3d10 + 4 bludgeoning damage. If the target is a creature, they must succeed on a DC 15 Strength saving throw or be knocked prone. Melt. The Forge Golem can exhale a burst of molten energy in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The Golem cannot use this feature again until it finishes a short or long rest.
Reactions
Heat Shield. When the Forge Golem is hit by a melee attack, it can use its reaction to cause the attacker to take 5 (1d10) fire damage as the Golem's metal body radiates intense heat.
Legendary Actions
At the DM's discretion, the Forge Golem can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Forge Golem regains spent legendary actions at the start of its turn. Searing Swipe. The Forge Golem makes one melee attack with its Searing Fist. Molten Burst (Costs 2 Actions). The Forge Golem exhales a burst of molten energy in a 10-foot cone, dealing 9 (2d8) fire damage to creatures in the area.
Construct Sovereign
At 14th level, your mastery over constructs reaches its pinnacle. You gain the following benefits:- Construct Overload. You can overcharge your constructs, temporarily enhancing them with powerful arcane energy. As a bonus action, you can choose one animated object, construct familiar, or Forge Golem under your control to gain temporary hit points equal to your Wizard level, and it deals an additional 1d6 damage on its attacks for 1 minute. Once you use this ability, you must complete a long rest before you can use it again.
- Sentient Constructs. Your control over constructs becomes so strong that you can imbue one of your creations with true sentience. Choose a construct (either a Forge Golem or your Construct Familiar). This construct gains the following benefits:
- It gains Intelligence, Wisdom, and Charisma scores (using the standard rules for sentience).
- It becomes a loyal companion, capable of independent thought and action, though it will follow your commands unless it has a strong reason to act otherwise.
- It can level up alongside you, gaining additional abilities (such as gaining proficiency in saving throws or additional combat abilities).
School of Crimson
Wizards of the School of Crimson learn to manipulate the most primal of forces—life itself. These wizards draw upon blood magic, a form of arcane power that channels vitality, inflicts suffering, and sacrifices one's own essence for greater magical power. Students of this school are often feared for their unnatural ability to control life force, and many walk the line between the pursuit of power and the corruption of their souls. Whether they seek to extend their own life, control others, or wield devastating magic, they know that blood magic comes with a heavy price.Blood Magic
Blood magic provides a significant tactical advantage, but it comes with risk. Every time you sacrifice hit points, you feel the drain on your body, and you must balance the cost with the potential reward of more powerful spells. At 2nd level, you begin to tap into the power of blood, learning to sacrifice your own vitality to fuel your magic. When you cast a wizard spell of 1st level or higher, you can choose to expend your own hit points to increase the potency of the spell.- Blood Sacrifice: As a bonus action, you can sacrifice hit points to empower a spell. For every 5 hit points you sacrifice, you can increase the spell's effective level by one. For example, if you cast Magic Missile (a 1st-level spell) and sacrifice 5 hit points, you cast it as a 2nd-level spell. You may increase the spell’s level by up to a maximum of 5th-level spell power (depending on your available hit points and the level of the spell cast)
Hemorrhage
Also at 2nd level, you learn to manipulate blood directly in combat. You can now cause internal hemorrhaging in your enemies by manipulating their blood flow.- Hemorrhage (Bonus Action): As a bonus action, you can target a creature that has blood within 30 feet of you. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature suffers 1d6 necrotic damage for each point of your Intelligence modifier (minimum 1d6). You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
Sanguine Shield
At 6th level, your connection to blood magic deepens, allowing you to use the blood of yourself or others to create defensive barriers. When you take damage, you can use your reaction to absorb the damage into your own blood, reducing the impact.- Sanguine Shield (Reaction): When you take damage, you can use your reaction to expend hit points and reduce the damage. For every 5 hit points you sacrifice, you reduce the incoming damage by 3 points. You can sacrifice hit points up to half your wizard level (rounded down). This reduces all types of damage, but not to zero.
Blood Puppeteer
At 10th level, you can control a creature’s blood flow to bend its will and manipulate its movements. You gain the ability to cast a powerful blood-binding spell, controlling a creature’s body for a short period.- Blood Puppeteer (Action): As an action, you target one creature that has blood within 30 feet of you. The creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature becomes paralyzed for 1 minute as you manipulate its blood, controlling its movements. While paralyzed, you can use your bonus action on each of your turns to control the creature’s actions. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success
Crimson Embrace
At 14th level, you gain unparalleled mastery over blood magic, allowing you to bond with another creature’s blood, drawing their life force to heal yourself or gain an advantage in battle.- Crimson Embrace (Bonus Action): As a bonus action, you can target one creature that has blood within 60 feet. You bond with its blood and siphon off a portion of its life force. The creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target loses hit points equal to half of its hit point maximum (rounded down), and you gain temporary hit points equal to the amount of damage dealt. You can maintain these temporary hit points for 1 hour.
- Empowered Bond: While bonded with a creature’s blood, you can use your reaction to negate one attack roll made against you, causing it to target the bonded creature instead. The attack roll uses the bonded creature’s Armor Class, and the bonded creature takes damage as normal.
School of Constructs
A wizard of the School of Constructs focuses on creating and controlling magical creations that serve both as protectors and allies. This subclass is ideal for players who enjoy the theme of commanding magical golems, animated objects, and mechanical allies. You can summon and animate powerful constructs to fight for you, control objects in the environment, and even craft sentient companions to grow with you throughout your journey.The subclass offers a balance of utility, battlefield control, and combat prowess, with a focus on resourceful gameplay as your constructs become integral to your strategy. Whether you're summoning animated objects to block doors, creating golems to charge into battle, or forging sentient companions, this subclass provides a high level of customization and flexibility.
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