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Wizard Archtype: The Arcsmith

Wizard Archetype: The Arcsmith


Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —
2nd +2 Arcane Tradition: The Arcsmith 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 ─ 4 4 3 2 — — — — — —
6th +3 Empowered Creation 4 4 3 3 — — — — — —
7th +3 ─ 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Inured to the Machine 5 4 3 3 3 2 — — — —
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 ─ 5 4 3 3 3 2 1 1 — —
14th +5 Command Construct 5 4 3 3 3 2 1 1 — —
15th +5 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 ─ 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 1 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 1 1 1 1

Transmutation Savant Empowered Creation


Beginning when you select this school at 2nd level, the gold At 6th level, you add the spell Animate Minor Constructs to
and time you must spend to copy a Transmutation spell into your spellbook if it is not there already. When you cast
your spellbook is halved. Animate Minor Constructs, you can target one additional
inanimate weapon, creating another Flying Weapon, as
Minor Alchemy appropriate.
Whenever you create constructs using a Transmutation
Starting at 2nd level when you select this school, you can Spell, it has additional benefits:
temporarily alter the physical properties of one nonmagical
object, changing it from one substance to another. You The creature's hit point maximum is increased by an
perform a special alchemical procedure on one object amount equal to your wizard level.
composed entirely of wood, stone (but not gemstone), iron, The creature adds your proficiency bonus to its weapon
copper, or silver, transforming it into a differeont one of those damage rolls.
materials. For each 10 minutes you spend performing the
procedure, you can transform up to 1 cubic foot of material. Inured to the Machine
After 1 hour, or until you lose your concentration (as if you Beginning at 10th level, you have resistance to Lightning
were concentrating on a spell), the material reverts to its Damage, and your hit point maximum can't be reduced.
original substance.

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.

Create Major Construct


6th-level transmutation
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (1 lb of metal, a pot of oil, and a gem
worth 150gp for each construct)
Duration: 24 hours

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