Wizard Subclass: Animation Magic, Dimension Magic, Summoner

by Stuffies12

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Arcane Traditions

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. This homebrew allows you to choose from Animation Magic, Dimension Magic, and Summoner.

Animation Magic

Practitioners of Animation Magic breathe life to nonliving objects. An Animation wizard is an avid crafter and are capable tinkerers of their own, able to repair small mechanical items. This wizard combines both mundane and magic tinkering to animate and combine otherwise ordinary objects.

Object Awakening

2nd-level Animation Magic feature


You can animate mundane objects at will. As an action, you can choose a number of Small or Tiny objects that you can see that aren’t being worn or carried, within 60 feet of you, up to your proficiency bonus. Each object becomes a Small or Tiny Construct that obeys your commands and is friendly toward you and your allies. See this creature's game statistics in the animated object stat block, which uses your proficiency bonus (PB) in several places.

In combat, the animated object shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). If you are incapacitated, the animated object can take any action of its choice, not just Dodge.

The animated object is animate for 1 hour, until you use this feature again, until you die, or until you dismiss the effect early as a bonus action, after which it reverts back to a mundane object. If the creature reaches 0 hit points, it is destroyed.

Once you animate objects in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st-level or higher to use it again.

Budding Crafter

2nd-level Animation Magic feature


You take pride in your own craft. You gain proficiency in tinker’s tools, and you can use it as a spellcasting focus for your wizard spells.

Additionally, while holding your tinker's tools, you can cast the mending cantrip from it. When you cast the cantrip in this way, you can modify it so that the casting time is 1 action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Animated Object

Small or Tiny Construct


  • Armor Class 11 (natural armour)
  • Hit Points twice your wizard level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 10 (+0) 3 (-4) 10 (+0) 6 (-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages you speak
  • Challenge —      Proficiency Bonus equals your bonus

Immutable Form. The animated object is immune to any spell or effect that would alter its form.


Actions

Slam. Melee Weapon Attack: +2 plus PB, reach 5 ft., one target you can see. Hit: 1d4 + PB bludgeoning damage

Spellbook Schematics

6th-level Animation Magic feature


Your spellbook contains detailed blueprints for your animated objects. When you use your Object Awakening feature while holding your spellbook, you can modify the animated objects in one of the following ways:

  • You can command the animated objects to use an action to restore all of its hit points. It can only do so once.
  • If an animated object is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
  • You can command each animated object to take a different action, rather than issuing the same one.

Once you modify your animated objects in this way, you can’t do so again until you finish a long rest.

Transformation Combination

10th-level Animation Magic feature


You're able to create more complex animations. Once during your turn, if there are at least four animated objects that are all within 5 feet of each other, you can combine them into one Construct (no action required). The combined creature is an animated object that uses the Construct Spirit stat block, and is immune to poison and psychic damage. You choose the type of form it takes: Clay, Metal, or Stone. The Construct Spirit acts as if it was cast at a spell slot level equal to the number of animated objects used to make it. It also inherits any modifications already possessed by the animated objects.

Once you use this feature, you can’t do so again until you finish a long rest.

Synchronous Animation

14th-level Animation Magic feature


You seamlessly use your animated objects as extensions of yourself. When you cast a wizard spell of 5th-level or lower with a casting time of 1 action and a range of touch, you can have an animated object deliver the spell as long as you are within 60 feet of it. This uses the animated object’s reaction.

In addition, when you cast a spell of 5th-level or lower with a casting time of 1 action and a range of self, you can also choose to have the combined animted object be affected by the spell (if you have one). The spell uses your spell attack bonus and save DC, and the spell treats the creature as the caster for all other purposes.

Credits

  • The Animation Magic, Dimension Magic, and Summoner wizard subclasses is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Dimension Magic

Wizards that practice Dimension Magic unlock abilities that allow themselves to easily teleport both within and between planes. Harnessing this magic, a Dimension wizard becomes one of the most nimble members of any adventuring party.

Pocket Dimension

2nd-level Dimension Magic feature


Your magic has allowed you to make a temporary extradimensional space. Once, before the start of your next long rest, while holding your spellbook, you can perform a 1 hour ritual that creates this space. This space is empty and can store a Medium or smaller object that you are currently carrying (magic items can’t be stored in the space). When you conduct the ritual, you can designate a number of creatures up to your Intelligence modifier that can also access and store items in this space (minimum of one additional creature). Thereafter, while this space exists, a creature can use a bonus action to store or withdraw an object from the space. When you reach 10th level in this class, you can store two Medium or smaller objects.

This space lasts until you die, your spellbook is destroyed, or you create a new extradimensional space. Any object that is stored in the original extradimensional space when it is destroyed is shunted and reappears within 5 feet of you.

Spatial Awareness

2nd-level Dimension Magic feature


You have a greater awareness of what’s around you. You gain a bonus to Wisdom (Perception) checks equal to your Intelligence modifier.

Warping Step

6th-level Dimension Magic feature


You can bend space to move out of danger. When a creature you can see makes an attack roll against you, you can use your reaction to teleport to an unoccupied space you can see within 30 feet of you. If this causes you to be beyond the range of the attacker, the attacker must choose a new target it can see or the attack or spell is wasted. If the creature can still attack you, it does so with disadvantage.

Once you use this reaction, you can't do so again until you finish a short or long rest.

Planar Safety

10th-level Dimension Magic feature


You’re able to retreat to your extradimensional space. When you use your Pocket Dimension feature, you can teleport into the space so long as it is empty, bringing along any objects that are being worn or carried. Any magic items that enter this space have their magical properties suppressed while inside.

Immediately after you enter this space, you can use an action to cast two spells of 4th-level or lower with a range of self or touch and a casting time of 1 action, targeting only yourself. At the start of your next turn, you and any objects being worn or carried exit the extradimensional space. You can choose to reappear at the space where you entered or within 5 feet of a creature that can also access the extradimensional space.

Once you use this feature, you can't do so again until you finish a long rest.

Rapid Jaunt

14th-level Dimension Magic feature


As an action, you can make yourself effortlessly pass through the space within planes for 1 minute (as if you were concentrating on a spell). When you use your movement speed to move, you can choose to teleport instead of physically moving.

Whenever you teleport while this feature is active, each creature of your choice within 10 feet of the space you left must make a Constitution saving throw against your spell save DC. On a failed save, it taks 3d10 force damage. On a successful save, it takes half damage. A creature can take this damage only once per turn.

Once you use this feature, you can't do so again until you finish a long rest.

Summoner

The Summoner is a wizard that specialises in manifesting creatures to aid its allies in battle. Wizards that study this archetype can conjure powerful creatures and also possess their own cherished familiar, whose shared bond strengthens each other's abilities.

Instant Companion

2nd-level Summoner feature


You are an expert in conjuring creatures out of thin air. You add the find familiar spell to your spellbook, if it is not there already. You always have the spell prepared and it doesn’t count against the number of wizard spells you prepare. When you cast the spell, you can modify it so the casting time becomes 1 action. Additionally, whenever you cast the spell, your familiar gains a bonus to its hit point maximum equal to your wizard level.

Summoner's Bond

2nd-level Summoner feature


You create an instant bond with any creature you summon. You can communicate telepathically with a creature you summon so long as you are on the same plane of existence.

In addition, you can use an action to perceive through a summoned creature’s senses, seeing through its eyes and hearing what it hears, regardless of distance. While perceiving through the creature’s senses, you are blinded and deafened to your own surroundings. This effect lasts for 1 hour (as if you’re concentrating on a spell) and ends early if you are on a different plane of existence to the creature or if you return to your senses early as an action. You must finish a long rest before you can use this ability again.

Soul Summoner

6th-level Summoner feature


You’re able to capture a creature’s essence to use in your summon. When you reduce a hostile creature’s hit points to 0, you can use your reaction to capture its spirit, provided you can capture its Creature Type. When you reach certain levels in this class, you can capture other Creature Types, as shown in the Creature Summoning table. You can hold up to two spirits at a time. If you capture a third spirit while already holding two, the oldest one immediately vanishes.

While you hold a spirit, you can use an action to summon it, manifesting it in an unoccupied space you can see within 90 feet of you. The creature is an ally to you and your companions. The creature's stat block is determined in the Creature Summoning table, and its form is determined by the DM. The creature acts as if it was summoned using a spell slot level equal to your proficiency bonus.

In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys any commands you give it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

The creature disappears when it drops to 0 hit points, after 1 minute, or if you summon another creature using this feature. It also disappears if you fall unconscious. You can dismiss the creature early as a bonus action.

Creature Summoning
Wizard Level Creature Type Stat Block
6th Beast, Fey Bestial Spirit, Fey Spirit
10th Aberration, Elemental Aberrant Spirit, Elemental Spirit
14th Celestial, Fiend Celestial Spirit, Fiendish Spirit

Protection of the Familiar

10th-level Summoner feature


Your familiar is a stalwart presence. While your familiar is within 5 feet of you or another creature that you have summoned, that creature gains the following benefits:

  • If the creature is damaged by an attack or spell, you can use your reaction to have your familiar take all the damage of the attack.
  • When the creature makes an ability check, you can use your reaction to treat a roll of a 9 or lower as a 10. If the summoned creature makes the ability check, it also uses its reaction.
  • You can use an action to reduce your familiar’s hit points to 0. When you do, the creature regains a number of hit points equal to twice your wizard level.

You can use each of these abilities once, and you can’t do so again until you finish a long rest.

Potent Summoning

14th-level Summoner feature


When you summon a creature using a spell or other ability, it acts as if it is summoned as one level higher than normal (up to a maximum of 9th-level).

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