# Zoemancer V.2.
Often seen as the polar opposite of necromancy, zoemancy works on fortifying currently living
things while also being able to provide a fake life to things that do not have it. These wizards are
rarely alone as they may carry a variety of animated items on them, some with intelligence.

## Life Abundunce
At 2nd level you choose the way of zoemancy and there fore choose the way of life. You may
now choose to forego a wizard spell when leveling up and instead choose a cleric spell that
heals which you have an available spell slot for.

## Lesser Animation
Starting at 2nd level, you will be able to imbue inanimate objects with a will of their own, allowing them to move. As an action you can animate an item, using a spell slot,  to follow your commands to either protect you or attack for you. You can have your intelligence modifier number worth of items animated (min of 1) per long rest. They last as long as they aren't dispelled but are dispelled at dawn. The size of the object is restricted by your level and determins its health while its abilities and damage types are determined by the item itself.
> ##### Refer to the table on the next page.

### Animated familiar
As a ritual, you can animate a small object as if you were using the find familiar spell and us it as a familiar. The animated familiar now has sentience and all the relevant knowledge of itself and how to use itself. Its intelligence is based on how much the item was used beforehand and it can communicate telepathically with you.

## Arcane Vitality
At 6th level you grow your understanding of healing magic and are able to pass on its ambient properties to those around you. When you cast a healing spell, any creture ,of your choice, within the range of the spell can heal your wizard level in hit points.

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## Animated Armoury
Once at 10th level, you can now imbue weapons and armours with will and so can now create
animated armours, animated shields and flying swords, using their normal stat blocks. The
number acts as two animated abject each, when in reference to the number of animated objects
you can have up at once.

## Greater Animation
At 14th level your capabilities and understanding of unlife are now developed and you are able to put it into use. All animated objects now have magic resistance and resistance to non magic damage, as they are more coherant individuals.

>### Hello
>Hi all, this idea came from a webnovel, im reading called [Demons Virtue](https://www.webnovel.com/book/demon's-virtue_15238973305579305) I felt like there could be a pretty enjoyable subclass based around being like a one man army but with disposable pawns, although you may treat them to be less disposable!
> 
>This is my first public homebrew, please give as much feedback as it would help me improve the subclass as well as any future homebrews i may publish. 
>
>#### Homebrew by [u/Bleep_Blooper_nooper](https://www.reddit.com/user/Bleep_Blooper_nooper/)
>## Have a good one!

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<div class='footnote'>Homebrew by u/Bleep_Blooper_nooper</div>


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# Animated object compendium
___
> ## Animated object
>*Varying size Construct, true neutral*
> ___
> - **Armor Class** Depends on material & Size
> - **Hit Points** (Size hit die + Caster's Int Mod)
> - **Speed** Depends on Material & Size
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|? (+?)|? (+?)|10 (+0)|3 (-4)|3 (-4)|1 (-5)|
>___
> - **Damage Immunities** Depends on Material and level of caster
> - **Condition Immunities** Exhuastion and poisend
> - **Senses** passive Perception 6
> - **Languages** understands the languages of its creator but can speak through a telepathic connection.
> ___
> ***Immutable Form.*** The object is immune to any spell or effect that would alter its form.
>
> ### Actions
> ***Whack.*** *Melee Weapon Attack:* (Str Mod) to hit, reach 5ft., one target. *Hit* ? (Hit die + Str mod) 
> ***Swish*** *Melee Weapon Attack:* (Dex mod) to hit, reach 5ft., one target. *Hit* ? (Hit die + Dex Mod)

> ## Varients
>Certain objects may be able to deal different types of damage. For example: some objects may be on fire and so deal fire damage instead of bluedgeoning/slashing/peircing, or a desk pen can be animated and it can deal poisen damage instead.
>
>This can be checked with your Dm if they're ok with this rule
> ### Magic Items
>If a magic item is imbued it gains an inherant understanding of how to use itself and costs double its size. A small magic wand would cost a medium object and would know how to use itself.
>
>Magic items all have better intellegence and wisdom 
> * Common = **10**
> * Uncommon = **12**
> * Rare = **14**
> * Very Rare = **16**
> * Legendary = **18**

>If a magic wand for example is animated it can use its own 
charges.

##### Object Size 
| Level | Size Limit | Hit dice |
|:----:|:-------:|:-----:|
| 2  | Small | 2d6 |
| 6  | Medium | 2d8 |
| 10 | Large | 2d10 |
| 14 | Huge | 2d12 |
| 18 | Gargantuan | 4d20 |
> ##### This table will determine the size to which you are limited to.


#### Size Stats
| Size | Spell Slot | Hit die | STR | DEX | Speed |
| :-: | :-: | :-: | :-: | :-: | :-: |
| Tiny | 1 | 2d4 | 4 | 18 | +20ft |
| Small | 2 | 2d6 | 6 | 14 | +5ft |
| Medium | 3 | 2d8 | 10 | 12 |  |
| Large | 5 | 2d10 | 14 | 10 | -5ft |
| Huge | 6 | 2d12 | 18 | 6 | -5ft |
| Gargantuan | 8th | 4d20 | 24 | 4 | -20ft |

#### Material Stats
| Material | AC | Speed | Special |
| :-: | :-: | :-: | :-: |
| Cloth, Paper, Rope | 11 | 30 | Can grapple, using its health as its str stat. Vulnerable to fire. |
| Crystal, Glass, Ice | 13 | 35 | vulnerable to force. +5 to stealth. |
| Wood, Bone | 15 | 30 | Vulnerable to fire. |
| Stone | 17 | 15 | Resistant to Acid and Fire |
| Iron, Steel | 19 | 25 | +2 to Con mod |
| Mithral | 21 | 35 | Magic Resistance |
| Adamantine | 23 | 25 | Criticle hits deal no extra damage |
> ##### This table will help determine the most important stats of the object.

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<div class='footnote'>Homebrew by u/Bleep_Blooper_nooper</div>