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Clocksmith

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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