TEXT:  
   
   
   
   
  
   
   
  CREDITS 
  Designer: Derek Ward 
  Cover Illustrator: SketchyGoblin 
  Interior Illustrators: SketchyGoblin, Lynndortruffle 
  Special Thanks: Derptyme, William “Jon” Glenn, Kyle 
  Playtesters: Braden 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
   
  ON THE COVER 
  A School of Awakening Wizard tends to one of their 
  Thoughtlings, Dolly, ensuring its happiness. A clock named 
  Clockert, and a Cabinet named Cabby look on in support. 
  TABLE OF CONTENTS  
  The School of Awakening .......................................................................... 1 
  Arcane Conceptualization ............ 1 
  Made With Character .....................2 
  Deep in Thoughts............................2 
  Wandering Thoughts .....................2 
  Free Thinker .....................................2 
  Personality Table ............................. 3 
  Thoughtling Stat Blocks ............... 4 
  FAQ & Contact Info .......................... 5 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Derek Ward and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  THE “MOPDOG” 
  
   
  1 
  THE SCHOOL OF AWAKENING 
  Alkus, a great student of the arcane arts, finds himself 
  meandering through the rain-soaked alleyways from 
  another lecture. Back to his books, back to his studies, 
  back to the silence of nothingness and loneliness. This 
  has been his routine for the past three years, eat, sleep, 
  study, repeat, socializing lost to the theories he pours 
  over. He wonders what it would be like to talk to that 
  man covering his head and rushing into the nearby cafe, 
  what it would be like to be that woman holding her 
  daughter's hand, pulling her through the rain towards 
  the busy tram, tiny hand reaching for the doll on the 
  ground behind her. He reaches down to hold the grime-
  soaked toy, its little eyes looking up to him, and he 
  finally understands. The doll blinks at him once, twice, 
  as the mana flows from his fingertips. "You're like me. 
  Would you like a bath and a warm fire, little friend? My 
  name is Alkus... would you like it if I call you Alley?" 
   
  This story is but one story of many. A chef who could no 
  longer afford to run her restaurant, saved by her own 
  utensils and furniture. A butler struggling to keep up 
  with the tasks of the house, suddenly giving orders to 
  the tools he once held. A mage with severe social anxiety, 
  finally surrounded by friends. The School of Awakening 
  is a gateway to a fuller life for many, a way to use their 
  own mind to create solutions to imposing problems, a 
  way to face their fears and not do it alone. 
   
  A rare school, taken only by those with the right mix of 
  talent and imagination, the School of awakening is 
  centered around the process of conceptualizing 
  imaginary people, and bringing them to life by instilling 
  them into everyday objects. A quill that writes down 
  every word you say, a bed that ensures you never 
  uncover yourself in the night, a shield that protects you 
  from a knife in the back. 
   
  The possibilities are truly endless, leaving only a 
  singular question left: What will you instill first? 
  ARCANE CONCEPTUALIZATION 
  2nd-level School of Awakening feature 
   
  Your studies of the flow of mana and your vibrant 
  imagination allow you to give sentience and personality 
  to a nonmagical small or tiny object (that is not being 
  worn or carried); this process is known as instilling. This 
  ability functions like the find familiar spell with no 
  material cost, a reduced casting time of 10 minutes, and 
  the loss of the ability to dismiss your familiar. This 
  object familiar has no memories before it is given 
  sentience and is known as a Thoughtling. 
   
  When a Thoughtling has its HP reduced to 0, the 
  Thoughtling's personality and memories manifest as a 
  small colored globule above its destroyed form. This 
  memory globe is invisible to everyone but you, unless 
  they have the aid of true sight or the see invisibility spell, 
  and is known as a Thoughtless. A Thoughtless has an AC 
  of 15 and HP equal to two times your wizard level + your 
  Intelligence modifier. You can retrieve the Thoughtless 
  as a bonus action, absorbing the globe in order to later 
  instill the memories and personality of the fallen 
  Thoughtling into a new vessel. You can manually extract 
  a Thoughtless from yourself or a living Thoughtling and 
  place it into a new vessel once per short rest. 
   
  Additionally, your mending cantrip gains the ability to 
  heal Thoughtlings for 1d4 HP. This healing increases by 
  1d4 when you reach 5th level (2d4), 11th level (3d4), and 
  17th level (4d4). Thoughtlings also heal all HP on a long 
  rest. 
   
  Thoughtlings require a steady stream of a wizard's 
  energy in order to maintain their animation. At 2nd 
  level, you can only maintain 2 Thoughtlings at once. The 
  number of Thoughtlings you can maintain increases 
  when you reach certain levels in this class: 3 
  Thoughtlings at 7th level, 4 Thoughtlings at 12th level, 5 
  Thoughtlings at 17th level.  
   
  Once you instill a Thoughtling with this ability, you 
  cannot instill another until you finish a long rest. 
  A THOUGHTLESS 
  
   
  2 
  MADE WITH CHARACTER 
  2nd-level School of Awakening feature 
   
  Each Thoughtling you instill is "born" with its own 
  unique personality. Whenever you instill a new 
  Thoughtling, choose their personality from the list on 
  page 3. 
   
  Additionally, your studies and bonds with your 
  Thoughtling allow you to empower them. When you 
  empower your Thoughtling, their personality manifests 
  as a unique ability, allowing them to aid you and your 
  friends and become a real part of the family. 
   
  When you prepare your spells, you can choose which 
  Thoughtlings you will empower. You can empower as 
  many Thoughtlings that you yourself can maintain, not 
  including Thoughtlings maintained by other wizards or 
  from other sources; When a Thoughtling is empowered, 
  they gain the ability that corresponds with their 
  personality, and do not lose the ability until you 
  empower another Thoughtling. 
  DEEP IN THOUGHTS 
  6th-level School of Awakening feature 
   
  Your ability to instill life in objects has grown, allowing 
  you to animate stronger Thoughtlings than before. You 
  can now use your bonus action to command one of the 
  Thoughtlings maintained by you to attack a target of 
  your choice. 
   
  You have learned to animate medium objects, as well as 
  Common and Uncommon magic items. Magic items that 
  require attunement still require attunement by you in 
  order for you to animate them, but can be attuned to 
  during the same rest that you animate the Thoughtling.  
   
  The rarity of magic items that you can animate increases 
  when you reach certain levels in this class: Rare items at 
  10th level, Very Rare items at 14th level. 
   
  Additionally, the range that you can telepathically 
  communicate with, and see and hear through your 
  Thoughtlings, increases to 1 mile.  
  WANDERING THOUGHTS 
  10th-level School of Awakening feature 
   
  You have learned how to instill more Thoughtlings 
  without maintaining them yourself. 
   
  For a cost of 500 gold and a week of work you can create 
  a Homestead, a unique workstation of your own design, 
  with an AC of 12 and 100 HP. The Homestead loses its 
  magic if it is moved 100ft. from the location that it is 
  created. 
   
  The Homestead can maintain 12 Thoughtlings in your 
  place, though they cannot be empowered and become a 
  Thoughtless if they go further than 500 miles from the 
  Homestead itself. You can determine which 
  Thoughtlings that you will maintain and empower, and 
  which Thoughtlings the Homestead will maintain during 
  a long rest. Refer to page 5 for optional rules on 
  Thoughtling Businesses. 
   
  If your Homestead is destroyed, all Thoughtlings that it 
  maintained will become inanimate, becoming a 
  Thoughtless and floating above their previous vessels. 
  These globes can be collected and placed into new 
  vessels when the Homestead is repaired or rebuilt. 
   
  You can only have 1 Homestead at a time. 
  FREE THINKER 
  14th-level School of Awakening feature 
   
  You have learned to improve both your Homestead and 
  your Thoughtlings. 
   
  Your Homestead can now maintain a number of 
  Thoughtlings equal to twice your wizard level. 
   
  Additionally, you have mastered awakening. You can 
  now animate large Thoughtlings, and can telepathically 
  communicate, and see and hear through your 
  Thoughtlings as long as they are on the same plane of 
  existence as you. 
   
  Large construct, neutral 
  Armor Class 12 (natural armor) 
  Hit Points 100 
  Damage Immunities Poison, Psychic 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, 
  Petrified, Poisoned, Prone, Restrained, Stunned, 
  Unconscious. 
  Immutable Form. The Homestead is immune to any spell or 
  effect that would alter its form. 
  Magic Resilience. The Homestead always fails Strength and 
  Dexterity saving throws, and is immune to effects that 
  require other saves. 
    
  BAILEY AND PATCHY 
  
   
  3 
  PERSONALITY TABLE 
  
   
  4 
  THOUGHTLING STAT BLOCKS 
   
  Tiny construct, neutral 
  Armor Class 18 (natural armor) 
  Hit Points Thoughtling’s Constitution modifier + your Intelligence 
  modifier + five times your level in this class 
  Speed 20 ft., fly 30 ft. (If Thoughtling has wings) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    6 (-2) 
  18 (+4) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  Damage Immunities Poison 
  Condition Immunities Petrified, Poisoned 
  Senses passive Perception 10 
  Languages Knows any language s that its creator speaks 
  Challenge 1/4 (50 XP) 
  Immutable Form. The Thoughtling is immune to any spell or 
  effect that would alter its form. 
   
  False Appearance. While the Thoughtling remains motionless, 
  it is indistinguishable from a normal object. 
  Force-Empowered Slam. Melee Weapon Attack: your spell 
  attack modifier to hit, reach 5 ft., one target you can see. Hit: 
  1d4 + your Intelligence modifier force damage.  
  Small construct, neutral 
  Armor Class 16 (natural armor) 
  Hit Points Thoughtling’s Constitution modifier + your Intelligence 
  modifier + five times your level in this class 
  Speed 30 ft., fly 30 ft. (If Thoughtling has wings) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  Damage Immunities Poison 
  Condition Immunities Petrified, Poisoned 
  Senses passive Perception 10 
  Languages Knows any languages that its creator speaks 
  Challenge 1/2 (100 XP) 
  Immutable Form. The Thoughtling is immune to any spell or 
  effect that would alter its form. 
   
  False Appearance. While the Thoughtling remains motionless, 
  it is indistinguishable from a normal object. 
  Force-Empowered Slam. Melee Weapon Attack: your spell 
  attack modifier to hit, reach 5 ft., one target you can see. Hit: 
  1d8 + your Intelligence modifier force damage.  
  Large construct, neutral 
  Armor Class 12 (natural armor) 
  Hit Points Thoughtling’s Constitution modifier + your Intelligence 
  modifier + five times your level in this class 
  Speed 30 ft., fly 30 ft. (If Thoughtling has wings) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  Damage Immunities Poison 
  Condition Immunities Petrified, Poisoned 
  Senses passive Perception 10 
  Languages Knows any languages that its creator speaks 
  Challenge 2 (450 XP) 
  Immutable Form. The Thoughtling is immune to any spell or 
  effect that would alter its form. 
   
  False Appearance. While the Thoughtling remains motionless, 
  it is indistinguishable from a normal object. 
  Force-Empowered Slam. Melee Weapon Attack: your spell 
  attack modifier to hit, reach 5 ft., one target you can see. Hit: 
  2d10 + your Intelligence modifier force damage.  
  Medium construct, neutral 
  Armor Class 14 (natural armor) 
  Hit Points Thoughtling’s Constitution modifier + your Intelligence 
  modifier + five times your level in this class 
  Speed 30 ft., fly 30 ft. (If Thoughtling has wings) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  Damage Immunities Poison 
  Condition Immunities Petrified, Poisoned 
  Senses passive Perception 10 
  Languages Knows any languages that its creator speaks 
  Challenge 1 (200 XP) 
  Immutable Form. The Thoughtling is immune to any spell or 
  effect that would alter its form. 
   
  False Appearance. While the Thoughtling remains motionless, 
  it is indistinguishable from a normal object. 
  Force-Empowered Slam. Melee Weapon Attack: your spell 
  attack modifier to hit, reach 5 ft., one target you can see. Hit: 
  2d6 + your Intelligence modifier force damage.  
  
   
  5 
  FAQ  
  Q: WHAT DOES THE HOMESTEAD LOOK LIKE? 
  Your Homestead is unique and appears in the form 
  that you desire. For instance, if you are a chef and your 
  Thoughtlings are your cooking utensils or your oven, 
  your Homestead may appear as a long cooking table, or 
  if you are a doll maker it may be a small workbench 
  covered in tiny tools and sewing needles! 
  Q: DO MY THOUGHTLINGS HAVE TO BE OBJECTS? 
  Although the mechanics are specifically made for 
  objects, the School of Awakening can be adjusted to 
  awaken other things, such as plants! Your Homestead 
  could be a large tree, and all of your Thoughtlings fruit 
  bearing bushes and etc.! Talk to your DM and bring them 
  your idea, it’s easy to adjust! 
  Q: DO MY THOUGHTLINGS COUNT AS A FAMILIAR FOR 
  SPELLS LIKE FLOCK OF FAMILIARS? 
  Although Flock of Familiars states: “If you already 
  have a familiar conjured by the find familiar spell or 
  similar means, then one fewer familiars are conjured by 
  this spell.” Thoughtlings are unique and do not count 
  against your summons in Flock of Familiars, unless your 
  DM states otherwise. 
  Q: IF I MAKE A MAGIC WEAPON MY THOUGHTLING, 
  WILL IT DEAL MORE DAMAGE? 
  I personally would rule that it would myself. For 
  instance, a flame-tongue weapon Thoughtling I would 
  rule has an additional 2d6 fire damage added to its base 
  slam damage. A +1 longsword may also receive a +1 to hit 
  and damage for instance. That said, every DM is 
  different, so check with your DM first! 
  Q: AT 14TH-LEVEL CAN I SEE THROUGH 
  UNEMPOWERED THOUGHTLINGS? 
  Yes! As long as your Thoughtlings are on the same 
  plane as you, you can see through ANY of them! The DM 
  can change this if they are having issues keeping up with 
  goings on near your Homestead, and be sure to work 
  with them on it, but RAW you can! 
  Q: DO MY THOUGHTLINGS NEED TO EAT, DRINK, 
  BREATHE, OR SLEEP? 
  Thoughtlings do not need to Eat, Drink, or Breathe, 
  but they do need to sleep! Just like you, your 
  Thoughtlings expend energy, growing tired over time 
  and needing to rest. Just because they don’t need to eat 
  or drink doesn’t mean they don’t like to pretend to. 
  Q: CAN I MAKE MY THOUGHTLINGS DO ANYTHING FOR 
  ME? 
  You are the master of your Thoughtlings, and they will 
  likely do everything you say. However, you must 
  remember that your Thoughtlings are very much like 
  people, and can grow discontented with the treatment 
  you give them! 
  Q: WHAT HAPPENS TO MY THOUGHTLINGS IF I DIE? 
  The Thoughtlings maintained by you will become 
  inanimate, turning into Thoughtless and floating above 
  their prior vessels. However, Thoughtlings maintained 
  by your Homestead will continue to be animated and go 
  about their lives as long as the Homestead is maintained, 
  which they themselves can learn to do! 
  Q: CAN DETECT MAGIC FIND THOUGHTLESS GLOBES? 
  Yes! Detect magic can detect Thoughtless as a faint 
  source of Transmutation magic centered on the point in 
  space that the Thoughtless is floating in. 
  CONTACT INFO 
  Twitter: Derek Ward 
  Email: dungeonsndereks@gmail.com 
  Patreon: Patreon.com/DerekWard 
  Artist Twitters: SketchyGoblin, Lynndortruffle 
  SEE US AND OUR WORK ON TWITCH! 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/School of Awakening Wizard.pdf