Tinkering Savant
Beginning at 2nd level, you have thrown yourself into the
study of clockworks and constructs. You learn the mending
cantrip and you gain proficiency in tinker’s tools.
Additionally, when you cast the spell find familiar, you
can choose to have your familiar have the construct type,
and appear to be made of clockwork, gears, and machinery.
Constructed Companion
At 2nd level, your studies into clockworks have yielded you
a constructed companion. Over the course of a long rest
and using a set of non-magical heavy armor, you create an
animated armor as a companion, and it obeys your orders
to the best of its ability without hesitation. You determine
its actions, decisions, personality, appearance, and so on,
though your constructed companion shares the same
alignment as you. In combat, the companion acts
immediately after you in initiative. If you are incapacitated
or absent, your constructed companion acts on its own.
This companion has its own statblock (
Constructed Companion).
If your constructed companion is killed, it can be
returned to life via normal means, such as with the revivify
spell. In addition, over the course of a long rest, you can
repair a slain constructed companion if you have access to
its body. It returns to life with 1 hit point at the end of the
rest. If the constructed companion is beyond recovery, you
can build a new one over a long rest, using 50 gp and a new
set of heavy armor.
Magical Repair
By 6th level, whenever you expend a spell slot to cast a
spell of 1st level or higher whenever you are within 30 feet
of your constructed companion, your constructed
companion regains hit points equal to half your wizard
level (rounded down).
Arcane Cooperation
At 10th level, you and your companion have learned how to
work even closer together. When your constructed
companion is within 5 feet of a hostile creature, that
creature can't make opportunity attacks against you.
Construct Mastery
By 14th level, you have further improved your constructed
companion. Over the course of a short rest, you can
transform your constructed companion into a size Large
creature. When you do so, it adds your proficiency bonus to
its weapon damage rolls. Over the course of a short rest, if
your constructed companion is a size Large creature, you
can transform it back into a size Medium creatre.
In addition, you may now merge yourself into the body of
your companion. While your constructed companion is
within 5 feet of you, you can use a bonus action to cause
your companion's body to expand and merge around you.
This change lasts for 1 minute.
While in this merged state, you gain the following
benefits:
- You share your companion's space and senses.
- Your constructed companion cannot take actions, and it takes damage instead of you. If your constructed companion is reduced to 0 hit points and there is left over damage, you take the leftover damage.
- Your AC is equal to your constructed companion's AC.
- You have advantage on Strength checks and saving throws.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Your reach becomes 10 feet.
When your constructed companion is reduced to 0 hit points, you are ejected to the nearest unoccupied space within 5 feet of your companion and are knocked prone.Once you have used this feature, you cannot do so again
until you finish a long rest.
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