You have mastered the intricate craft of creating constructs, blending arcane power with mechanical ingenuity. These constructs act as mobile extensions of your will, capable of adapting to various situations.
Creating a Construct With one hour of work and 300 gold pieces worth of materials, you can craft a Tiny or Small construct that obeys your commands. The construct functions until destroyed or dismissed and follows these rules:
Stats: The construct’s base stats are as follows:
AC: 12 + your proficiency bonus
Hit Points: 3 × your level + your Intelligence modifier
Resistances: Resistant to piercing and slashing damage; vulnerable to bludgeoning damage
Abilities:
Strength, Dexterity, and Constitution: 10 + your proficiency bonus + your Intelligence modifier
Intelligence, Wisdom, and Charisma: Equal to your own modifiers
Movement Speed: 30 feet
Proficiency: The construct uses your proficiency bonus for attack rolls, saving throws, and skill checks
Action and Movement Synergy: When the construct takes an action (Attack, Help, or Dodge), it can move up to 30 feet as part of the same action.
Commands: The construct acts on your turn. You can command it to act without using an action.
Damage: The construct’s attacks deal 3d8 + your Intelligence modifier force damage.
Magical Attacks: Its attacks count as magical for overcoming resistance and immunity to nonmagical damage
Overclock Protocol
Once per short or long rest, you can push a construct beyond its normal limits. As a bonus action, you overclock a construct for one minute, granting it the following benefits:
Advantage: It gains advantage on attack rolls, saving throws, and skill checks.
Speed Surge: Its movement speed increases by 15 feet (for a total of 45 feet).
Unstoppable Force: The construct’s damage is doubled for all attacks and abilities while overclocked.
Overheating: At the end of each of its turns, the construct takes 1d10 force damage. If the construct is destroyed due to overheating, it explodes in a burst of energy. All creatures within a 20-foot radius must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier), taking 6d8 force damage on a failed save, or half as much on a successful one.
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