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Wizard Archetype - Arcsmith
Wizard Archetype - Arcsmith
Empowered Creation
You can cast this spell only during a storm. Choose up to
Command Construct three Medium or Small suits of armor within range. Each suit
Starting at 14th level, you can use magic to bring constructs of armor becomes an Animated Armor under your control.
under your control, even those created by other wizards. As (The DM has game statistics for these creatures.)
an action, you can choose one construct you can see within As a bonus action on each of your turns, you can mentally
60 feet of you. That creature must make a Charisma saving command any construct you animated with this spell if the
throw against your wizard spell save DC. If it succeeds, you construct is within 120 feet of you (if you control multiple
can't use this feature on it again. If it fails, it becomes friendly constructs, you can command any or all of them at the same
to you and obeys your commands until you use this feature time, issuing the same command to each one). You decide
again. what action the construct will take and where it will move
More powerful Constructs are harder to control in this way. during its next turn, or you can issue a general command,
If the target has a challenge rating equal to or higher than such as to guard a particular chamber or corridor. If you issue
your wizard level, it has advantage on the saving throw. If it no commands, the construct only defends itself against
fails the saving throw and has a challenge rating higher than hostile creatures. Once given an order, the construct
your wizard level, it can repeat the saving throw at the end of continues to follow it until its task is complete.
every hour until it succeeds and breaks free. The construct is under your control for 24 hours, after
which it loses its arcane spark and reverts to an inanimate
object. To maintain control of the construct for another 24
New Spells hours, you must cast this spell on the construct before the
Animate Minor Construct current 24-hour period ends. This use of the spell reasserts
3rd-level transmutation your control over up to three constructs you have animated
with this spell, rather than animating new ones.
Casting Time: 1 minute
At Higher Levels. When you cast this spell using a 7th-
Range: 10 feet
level spell slot, you can animate or reassert control over four
Components: S, M, V (A drop of oil, a piece of metal, and a
animated armors or one helmed horror. When you cast this
pinch of copper.)
spell using an 8th-level spell slot, you can animate or reassert
Duration: 24 hours
control over five animated armors or two and one helmed
This spell creates an artificial construct. Choose a medium horror. When you cast this spell using a 9th-level spell slot,
or small weapon or shield within range, such as a buckler or you can animate or reassert control over six animated
longsword. Your spell imbues the target with an arcane armors, two helmed horrors, or one shield guardian.
mimicry of life, animating it as a minor construct.
On each of your turns, you can use a bonus action to
mentally command any construct you made with this spell if
the construct is within 60 feet of you (if you control multiple
constructs, you can command any or all of them at the same
time, issuing the same command to each one). You decide
what action the construct will take and where it will move
during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the construct only defends itself against
hostile creatures. Once given an order, the construct
continues to follow it until its task is complete.
The construct is under your control for 24 hours, after
which it loses its arcane spark and reverts to an inanimate
object. To reassert control of the construct for another 24
hours, you must cast this spell on the construct again before
the current 24-hour period ends. This use of the spell
reasserts your control over up to four constructs you have
animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, you animate or reassert control
over two additional constructs for each slot level above 3rd.
Each of the constructs must come from a different inanimate
weapon.