Disposable Simulacrum Image

By spending 10 gp to acquire the necessary parts, you can craft a contraption, which functions somewhat similarly to a familiar called by the find familiar spell. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but you can infuse a bit of your life force into the contraption so that it becomes animate. As a bonus action, you can activate your contraption and place it in an unoccupied adjacent space, at which point it becomes a Tiny construct creature, with a form roughly similar to one of the animals available with find familiar. The contraption has that animal’s stats, with the following adjustments. It uses your AC and save bonuses (if higher), and its hit point maximum is 2 times your character level.

Your contraption acts on your initiative; it moves where you direct it. To get it to take any other action, such as Dash, Disengage, Dodge, or Help, you must spend an action to control it.

Additionally, your contraption can be designed to perform one special task, such as attacking with a natural or light weapon you integrate into its body, casting a single spell you store in it, or using some other ability (like Lay on Hands or Deflect Missiles) you have access to. You still must spend the appropriate type of action to have your contraption perform this task, and spells or abilities used through the contraption count towards your daily limit. Since it is bonded to you, however, the contraption performs this one special task as if you were performing the action in its space. Changing this special task requires an hour of tinkering. Changing the contraption’s shape requires eight hours at a properly furnished workshop.

You can only control one contraption at a time. Your contraption only functions while within 120 feet of you, beyond which it deactivates. While within that range, you can spend an action to see and hear from its space until the start of your next turn, during which time you are blind and deaf with regard to your own senses.

If reduced to 0 hit points, the contraption is automatically deactivated and you must spend an hour making repairs before you can activate it again. Replacing a lost contraption costs 10 gp and takes eight hours at a properly furnished workshop.

At 5th level you can spend 100 gp to craft a contraption in the shape of a Medium or smaller animal of up to CR ½. At 10th level you can spend 1,000 gp to craft a contraption in the shape of a Large or smaller animal of up to CR 1. The larger the animal, the larger a weapon that can be integrated into its body.

Disposable Simulacrum Image

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