Base Class: Wizard
Wizards who choose this subclass wish to combine magic and science to create creatures that mimic life, and live forever, however with the given science of D&D's fantasy setting, this is not possible thus the invention of the wind up key. thanks to the wind up key, creatures can live forever, or at least 24 hours, at which point the key must be wound up again to bring the creatures back to life.
this whole subclass was inspired by an image of some sort of wind up tiny dragon on page 84 of Xanathar's guide to everything. Also I do not own the book that gives one the Artificer class so any similarities are purely accidental. I put a lot of time into this subclass so I hope you enjoy it, and leave a comment about how unbalanced it may be so I can fix it. ;)
Clockwork Familiar
Starting at second level, you gain the spell Find familiar if you didn't already have it , when you cast this spell you can now choose from the psoudodragon, homunculus, and monodrone, in addition to the animals already available. when you reach 6th level this spell no longer needs for a spell to be cast to "wind it back up" and instead requires you to spend 30mins every morning to wind the key.
Clockwork Conjurations
Starting at second level, creatures you summon using conjuration spells are constructs; gain immunity to poison and psychic damage; immunity to the frightened and poisoned, conditions; don't need to sleep, eat, drink, or breathe; and don't disappear at the end of the spell's duration, however every morning at dawn cease to function until you recast the spell at the same level, winding the key and causing them to come back to life; and for every point of challenge rating that every creature has, the spell's material component is replaced with 100 Gp in metal which are consumed in the casting.
Recycle Parts
Starting at second level, when creatures conjured by your spells die they don't disappear, instead they break down, if you recover the broken down creatures, you can recycle them and use the scraps as material components for your other conjuration spells. If you spend 1 hour for every point of CR of the previous monster, you can get all of the metal you spent. In addition if you wish you may recycle a creature without them having to break down
Clockwork Beasts
Starting at sixth level, you gain the ability to cast Conjure animals at first level. once you reach 10th level you can cast it at 4th & 5th level; and once you reach 14th level , you can cast it at 6th level.
Clockwork Wings
Starting at tenth level, you gain the ability to create wings made out of metal, gears, and your own (metaphorical) blood sweat and tears. you may spend 1000 Gp worth of metal and 10 downtime days making these wings, which magical attach themselves to your back. furthermore, if you spend one of the downtime days with another humanoid (adjusting the wings to fit them) then they may use the wings. These wings give you a flying speed of 30ft.
Clockwork Dragon
Starting at fourteenth level, you may chose to build a young dragon. this young dragon can either be a bronze, silver or gold dragon, however you may only build one, and if it dies you must spend 1,000Gp and one downtime day to repair it. Additionally it is affected by the Clockwork Conjurations class feature. Once you reach level 20 however, you can spend double the original Gp in addition to what you already spent, to make your young dragon into an adult dragon.
Bronze Dragon
you may spend 5,000Gp to create a young clockwork bronze dragon
Gold Dragon
You may spend 15,000Gp to create a young clockwork gold dragon
Silver Dragon
you may spend 10,000Gp to create a young clockwork silver dragon
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