Wizard Tradition
Order of Creation
Wizards that belong to this order of thought seek to advance the application of magic through the merger of mechanical and magical pieces. They share much in common with Inventors in mind set, but delve deeper into the knowledge of magic, relying more heavily on it to power their mechnical inventions, and in turn creating mechanical inventions that more primarily serve to further their magic.
The often seek to look beyond tradition and common knowledge, to seek out new spells and new ways of doing things. The value new research and new technology often more than dusty old tomes unless those dusty old tomes contain secrets of those had reached the heights they seek in ages gone by.
Crafting Fundamentals
Beginning when you select this school at 2nd level, you gain proficiency in tinker's tools.
Arcane Automaton
Starting at 2nd level, you apply your skills of magic and creation to forge small mechanical helper. You learn the find familiar spell its material component becomes tinkerers tools (they are not consumed on casting), and when you summon it gains the traits for the creature selected, as well as the following additional traits:
- It's type becomes construct.
- It acts on your turn.
- It gains temporary hit points when summoned or at the end of a long rest equal to your Wizard level.
- As long as it is within 30 feet of you, you can cast spells as if you were in its position.
- Select three Wizard cantrips you can cast. Your familiar can cast these cantrips, casting a number of times equal to your proficiency modifier (casting them as a 1st level caster). It regains all uses when you complete a long rest.
Automaton Appearance
Most arcane automatons look like a mechanical version of the creature selected for find familiar, but it can have any appearance as long as that appearance maintains the necessary configuration to have the traits it has (for example, some method of flying for flying familiars).
Arcane Gadget
Additionally at 2nd level, when you prepare spells for the day, you can prepare up to a number of spells equal to your Intelligence modifier spells from your spellbook into arcane gadgets. You cannot prepare the same spell in this way twice.
When you do so, you expend your spell slot and prepare it as an arcane gadget. This spell does not count against your prepared spells for the day, but you can cast it using the gadget as if casting the spell, after which point the arcane gadget loses its power. These arcane gadgets lose their power when you complete a long rest, or you recover the spell slot expended to empower it (such as with Arcane Recovery).
Creatures other than you can use your arcane gadgets and when they do so are treated as if they cast the spell though it uses your spellcasting modifiers, but must pass an Intelligence (Arcana) check with a DC of 10 + the spells level to do so. On failure spell fizzles and is lost. Any spell cast by the gadget ends when the Wizard recovers the spell slot spent to create the arcane gadget.
Imbued Gear
Starting at 6th level, select a 1st or 2nd Wizard spell, and forge it into a magical item. You can cast this spell once without expending a spell slot. If you cast this spell does not require concentration, targets yourself and it has a duration of longer than 10 minutes, it lasts until you complete a long rest instead.
Extended Duration Spells
The spells that fit this criteria for expending their duration include include:
- 1st Level: false life, mage armor, longstrider
- 2nd Level: darkvision, continual flame
Reverse Engineer
Additionally at 6th level, you gain the ability to reverse engineer the arcane magic of magic items. You can learn a spell from a magic item that can cast a Wizard spell as you would from a scroll, though the magic item is not destroyed in the process.
Clever Creation
Starting at 10th level, your Arcane Automaton gains proficiency in two skills of your choice and can activate spells imbued in Arcane Gadgets without making an Intelligence (Arcana) check as long as the spell does not require concentration. You can change what skills your familiar is proficient in when you summon it with find familiar again.
Creator's Vision
Starting at 14 level, you can forge your Arcane Automation into new forms limited only by your creative vision. Select two of the following additional properties for it:
- It becomes medium or large (your choice).
- It gains a flying speed equal to its movement speed (if it doesn't already have one).
- It gains additional temporary hit points at the end of a long rest or when summoned equal to Wizard level (giving it hit points equal to twice your Wizard level).
- It can cast its cantrips as a 5th level caster, and regains half the uses of its cantrip casting when you use your Arcane Recovery feature.
- It can cast a spell from an Arcane Gadget without making an Intelligence (Arcana) check even if the spell requires concentration, as long as the spell is 2nd level or lower.
You can select the same properties or new properties to replace them when you summon your familiar again with find familiar.