Clockwork Savant
Beginning when you choose this school at 2nd level,
the gold and time it takes to copy a clockwork spell
into your spell book is halved.
Clockworker’s Charm
Beginning at 2nd level, whenever you cast an animate
construct spell, increase the duration by a number
of minutes equal to your proficiency bonus. At
20th level, you can make the spell permanent until
dispelled but cannot have more than one made
permanent at a time.
Metal Shape
When you reach 6th level, you gain the ability to
reshape metal with a touch. When you grasp a piece of
metal of Small size or smaller, you can alter its form
into any shape that suits your purpose. The item must
be in your hands and under your control; you can’t,
for example, reshape a piece of armor or a weapon
that’s being worn or wielded by someone else. To
create a specific object, such as a key or mechanical
component, you must be completely familiar with it.
Thus you could replicate a key that you had in your
possession for an extended period of time, but you
could not create a working key based on seeing the
lock alone.
Objects you create can have up to two hinges and a
latch, but finer mechanical detail is not possible. This
effect can be used to repair metal as per the spell. You
may use this feature once before completing a long or
short rest.
Golem Form
Beginning at 10th level, you can transform yourself
as an action into a living construct for up to 1 minute
per level. You retain your Intelligence, Wisdom, and
Charisma and the ability to speak and cast spells. You
can transform into a golem or a clockwork creature
whose CR is less than or equal to your current level
in this class. Otherwise, this ability functions as the
druid’s Wild Shape ability.
Clockwork Mastery
Starting at 14th level, you can use magic to bring
constructs under your control. As an action, you can
compel one construct you can see within 60 feet of
you to make an Intelligence saving throw against your
wizard spell save DC. This is a magical effect. If the
saving throw fails, the construct becomes friendly to
you and obeys your commands for 1 hour, until you
use this ability again, or until it takes damage from
you or one of your allies. If the saving throw fails by 5
or more, the duration is extended to 6 hours or until
one of the other conditions is fulfilled. When the effect
ends, the construct is aware it was controlled by you.
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