Caster Mech
You are a member of the School of Applied Magic and specialize in the fabrication discipline of magic. You have developed advanced arcane armor that acts as a second layer of skin and enhances your spellcasting ability. You summon and dismiss your caster mech from a hidden demiplane of your own creation at anytime (no action required). It manifests and forms around your body automatically.
Caster Mech
2nd level feature
Your caster mech grants you the following features while wearing it:
- AC equals 10 plus your Dexterity modifier and your Intelligence modifier.
- When you cast a cantrip that deals damage, you can change the damage type to force, radiant, or necrotic.
- Strength checks and Strength saving throws use your Intelligence modifier instead of Strength, but Stealth ability checks are made at disadvantage.
- Material components that don’t have a monetary cost are replaced by your mech armor.
- Carrying capacity is 250 lbs.
- Flying speed 30 feet. After flying 30 ft., you immediately descend until you hover up to 15 ft. off the ground.
- Darkvision up to 60 ft.
Charge
2nd level feature
You have a charge die, represented by a d4, which is used to draw from your caster mech’s battery of arcane energy to give you additional spell slots.
As a bonus action, roll your charge die. The result equals the highest level spell slot you can generate, which is determined by your current wizard level. However, it can be split up to generate lower level spell slots as well, as long as the sum total of spell slots equals the charge die result.
For example, rolling a 4 on your charge die grants one of the following results:
- One 4th level spell slot
- Four 1st level spell slots
- Two 2nd level spell slots
- One 2nd level spell slot and two 1st level spell slots
Extra spell slots generated by your charge die last until used or after finishing a long rest.
You can do this a number of times equal to your proficiency bonus.
Autonomous Form
6th level feature
Autonomous Form
As a bonus action, you summon your caster mech in an unoccupied space within 15 ft of you, which you can mentally command to move up to 30 ft as part of that same action. It has the following features in this form:
- AC of 14 + your proficiency bonus.
- Its size is medium.
- It uses your bonuses for saving throws.
- Immunity to psychic and poison damage.
- If the caster mech is hit by an attack or forced to make a saving throw that would deal damage to it, it must succeed a Constitution saving throw with DC 10 or half the damage received, whichever is higher. If it fails, it is instantly sent back to its hidden demiplane or to you (your choice), otherwise this feature lasts until it is dismissed (no action required).
- When you cast a spell or cantrip, you can do so through your caster mech.
- You can see what your caster mech sees.
- On each of your turns, you can move the caster mech with a bonus action, but it can’t be further than 60 ft. from you, otherwise it is automatically dismissed.
You can do this a number of times equal to your proficiency bonus and regain all uses of this feature after finishing a Long rest.
Improved Caster Mech
10th level feature
Charge Improved
Your charge die improves and becomes a d6.
Caster Mech Improved
Your caster mech gains the following features:
- Cantrips that require a spell attack roll deal additional damage equal to your Intelligence modifier.
- When you make an attack of opportunity, you can use a cantrip instead of a weapon attack or unarmed strike.
- When you cast a 1st level spell or higher that deals damage, you can switch the damage type to force, radiant, or necrotic damage.
Colossal Form
14th level feature
You summon additional components from your caster mech’s hidden demiplane and attach them to your caster mech to gain the following features:
- Its size becomes Large.
- You can take the Attack action to make three unarmed strikes that use your Intelligence modifier for attack rolls instead of Strength or Dexterity. On a hit, the target takes 2d10 bludgeoning damage plus your Intelligence modifier and 2d8 force damage.
- Advantage on Strength checks and Strength saving throws.
- Temporary hit points equal to double your wizard level. At the start of your turn, as long as you have 1 temporary hit point, you regain 10 temporary hit points. They last until depleted, until this feature ends, or until you dismiss it.
- +3 to AC
- Carrying capacity up to 500 lbs.
- Flying speed is 60 ft., but after flying 60 ft, immediately descend until it hovers 30 ft. off the ground.
This feature lasts 1d8 + 1 rounds.
You can use his feature once per Long rest or after casting a 5th level spell slot or higher to regain another use of this feature.