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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.  
Esmira Tinkspindle (Rock gnome School of Construct Wizard)   Born into a family of clockmakers, Esmira grew up surrounded by gears, springs, and intricate machinery. Small, even by gnome standards, her bright green eyes shine with unbridled curiosity, scanning her surroundings for inspiration or potential components for her creations. For a knack for invention, she has without a doubt. Her unruly mop of auburn curls perpetually dusted with soot and flecks of metal that irked her mother. But Esmira's true passion and craft emerged when she discovered her arcane talent but five years ago as she accidentally animated a toy automaton. This event caught the attention of a wandering wizard, who recognized her potential and invited her to join the prestigious A'triyes Academy in the division specializing in construct magic.   Despite her young age, Esmira quickly distinguished herself as a prodigy but faced challenges in balancing her unorthodox methods with the structured teachings of her elders. Despite the occasional reprimand for her reckless experiments, she has gained recognition for creating Cogsworth, her first fully autonomous construct, which she considers her greatest achievement to date. A small, spider-like construct made from brass, copper, and enchanted sapphire crystals. It perches on her shoulder or scuttles alongside her, chirping softly in response to her commands.
 

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

Tiny to Small construct, neutral
Armor Class: 13+your Int modifier (min 15)
Hit Points: 2d6+your Int modifier
Speed: 30 ft , can hover

STR

4 -3

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

12 +1

CHA

6 -2

Saving Throws: Dex +4, Wis +3
Skills: Deliver Item. The familiar can deliver a small item to a creature within 100 feet of its creator. If the recipient is unwilling, they must succeed on a Dexterity (Sleight of Hand) check contested by the familiar's Dexterity (Stealth) check.
Emit Light. The familiar emits dim light in a 10-foot radius. The creator can suppress or resume this effect as a bonus action.
Damage Immunities: Poison
Senses: Darkvision 60ft, Passive Perception 13
Languages: Understands the language of its creator but cannot speak
Challenge Rating: 1/2
Constructed Precision: It can assist with Intelligence-based skill checks (Arcana, Investigation) and grant you advantage on checks it helps with.
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.
  Your Construct Familiar cannot attack, but it can perform other useful tasks like carrying small items, distracting enemies, or acting as a messenger. The familiar can be repaired during a short rest by expending 10 gold pieces 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.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest. The object becomes inert after 1 minute or when reduced to 0 hit points.  

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).
Additionally, your Construct Familiar grows in strength. It now gains the ability to attack, making a melee weapon attack that deals 1d6 + your Intelligence modifier force damage. It can also grant you advantage on an attack roll or saving throw once per long rest, as an action.  

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

Large , neutral
Armor Class: 17 + your Int modifier (min 19)
Hit Points: 10d10 + your Int modifier
Speed: , climb: 30 ft

STR

18 +4

DEX

11 +0

CON

16 +3

INT

8 -1

WIS

12 +1

CHA

7 -2

Saving Throws: Str +7, Con +6
Skills: Construct Nature. The Forge Golem does not need to eat, drink, sleep, or breathe.   Magic Resistance. The Forge Golem has advantage on saving throws against spells and other magical effects.   Immutable Form. The Forge Golem is immune to any spell or effect that would alter its form.   Arcane Repair. The Forge Golem can be repaired by its creator during a short rest by expending 50 gp worth of materials, restoring 2d6 + 3 hit points.   Searing Aura. The Forge Golem radiates intense heat in a 10-foot radius. Any creature that starts its turn within this aura takes 5 (1d10) fire damage. This aura is considered magical and cannot be dispelled.

Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 60ft, Passive Perception 13
Languages: Understands the language of its creator but cannot speak

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.

A Forge Golem is a towering construct made from a mix of reinforced metal and molten magic, designed to endure and protect. Its body is a blend of heavy metal plating and arcane enchantments, giving it a glowing, almost molten appearance, as if its very form radiates the heart of a forge. These large golems serve as protectors, laborers, and enforcers, often created to guard the most important locations or to aid in large-scale crafting operations. Their great strength and heat-resistance make them formidable foes, but they also represent the pinnacle of magical craftsmanship, capable of acting as a true ally in battle or in any task requiring powerful, tireless effort.
  The Forge Golem can serve for 1 hour. After that time, it disappears unless you spend a spell slot of 4th level or higher to maintain it. You can only control one Forge Golem at a time.  

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).
]This sentient construct is treated as an independent entity, and you may choose to have it aid you in combat, exploration, or social situations.  

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.  
Thalga Redthorn (Dwarven Crimson Mage)   The tome rested by her side as she made the campfire. That accursed tome that had started everything that was wrong in her life, and all that was right. She should have left it in that crumbling temple beneath the mountain. Should have stopped. But once it revealed its secrets there was no going back. It was in her blood. Power. The years after her clan had shunned her for her practices had been long and hard. But now Thalga emerged into the world, stronger, formidable, her understanding of life and death unparalleled. She claims her magic is a tool, neither good nor evil, but has no qualms about sacrificing her own vitality - or that of others - for what she deems a greater purpose.
 

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)
Cost and Limitations: You cannot sacrifice hit points to reduce your current hit point total below 1. You may use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest. At 6th level, you can use this feature twice per short or long rest.  

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.
Scalability: The damage increases by 1d6 at 6th level and 2d6 at 14th level. At higher levels, this feature becomes more dangerous, allowing you to deal consistent damage while bypassing armor and defenses. The damage and effects grow as you advance, making Hemorrhage a key tool for controlling the battlefield.  

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.
Limitations: You can use this feature a number of times per day equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after completing a long rest.  

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
Limitations: You can use this feature once per long rest. Once used, you must complete a long rest to regain its use. Blood Puppeteer provides tremendous control over a single target, allowing you to manipulate enemies directly or use them as pawns in battle. It can turn the tide of combat, but it requires careful timing, as it’s only available once per rest.  

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.
Limitations: After using this feature, you cannot use it again until you complete a long rest. Note: Crimson Embrace is a powerful ability that not only heals you but also empowers you by temporarily redirecting damage. The thematic concept of bonding with another’s blood emphasizes the dangerous, parasitic nature of blood magic—gaining strength by drawing on others’ vitality.
The following should only be seen as guidelines and tips, not hard truths. Your campaign, your character, and your game are yours to approach as you please!  

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.

School of Crimson

The School of Crimson subclass is designed for players who are willing to walk the line between power and sacrifice. It’s a versatile subclass with a strong focus on risk and reward, control, and life force manipulation.   This subclass is ideal for players who want to play a wizard that mixes offensive power, support, and control in a unique and dangerous way. The School of Crimson encourages strategic use of your own hit points to fuel your magic and create tension in your choices. Every decision to use your blood or manipulate others comes with consequences, and while you may grow more powerful, you must carefully balance your own health with the cost of that power.


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