While little more than an ambulatory pile of wood, it is capable of carrying up to 200 lbs. at 20 feet per round. A 3rd level Artificer can create one if they have the time and materials. While the sawhorse is more expensive than a Homunculus Servant and more difficult to create, it can carry significantly more weight and does not have a life expectancy, meaning the magics will last as long as the artificer is alive and the sawhorse is in good repair.
Materials required:
a gold ring worth 100gp,
a small gold bar worth 50gp,
a single 4 foot long piece of wood, six inches in diameter, to be used as the body,
four - 4 ft long by 4 in thick poles for the legs,
four - 3 ft long by 1 in thick poles for cross bracing,
18 thin, 3in long copper nails,
two - thick 10 in long smooth bolts with holes set 1 in from each end for cotter pins,
four - 5 inch wide copper washers,
four large and heavy copper cotter pins,
50gp worth of copper wire to wind the whole assembly, connecting it together.
Process of Assembly: It will take one full day to assemble the sawhorse with the gold bar signifying the head, and the copper wire encompassing and connecting all the parts. It will then take another full day to animate the sawhorse, and finally a third full day to attune the ring and connect it to the bar so it will follow.
NOTE: The Sawhorse is an item the Artificer can create and then pass the control ring to a different player to attune to. It does not require attunement to the Artificer to work, but it must be attuned in order for it to work.
The Sawhorse's ability to follow is accomplished by following a signal that emanates from the Gold Control Ring that it is attuned to. The Sawhorse will not move if the ring is not being worn, the ring-bearer is within 20 feet, or if the ring has been destroyed by itself. The Sawhorse also will not move if it the ring is more than 50 feet away, because it can no longer sense the direction it needs to go. The Sawhorse is NOT an intelligent item: if there is difficult terrain it must cross, it will not try to find a way around, rather it will just stop and wait for owner intervention.
The Sawhorse's maximum weight allowance is 200 lbs, total. It does not operate under Encumbrance. Any additional weight above the 200 lbs threshold and it will not even try to move.
The Sawhorse can navigate stairs if they are of Common size or shorter, but at a reduced speed of 10 feet per round.
It cannot climb, swim, or fly and typically only has 6 hit points (1d10), so fall damage is a constant concern. If damaged, it can be mended to a maximum of 10 hit points (DM/GM's discretion). If it is broken to 0 HP or lower, it is completely destroyed, no materials are recoverable, and the ring will evaporate, causing 2 hit points of steam/burn damage. The steam/burn cannot start a fire.
If the ring-bearer is asleep, the Sawhorse will move to within 5 feet of where they are sleeping and stop. If the ring-bearer is asleep and someone begins to move the ring-bearer (carry, drag, in a cart), the sawhorse will attempt to follow. Again, if the ring-bearer moves across difficult terrain or moves out of range, the same problems create the same results and the Sawhorse will come to a stop and wait.
If the ring is stolen off their hand or dropped but not destroyed, the ring-bearer simply needs to wait: the ring will magically reappear in their hand the following morning.
If the ring is destroyed but the Sawhorse is not damaged, then the magic is broken and all the materials of the sawhorse can be recovered. However, you cannot simply re-attune a new ring to the sawhorse without going through the entire three-day creation process again. The benefit being that you still have most of the materials to work with.
If the sawhorse is damaged to 0 HO or less, three things will happen: first, the ring will evaporate and cause 2 hit points of burn damage to the ring-bearer. Second, all the materials that made up the sawhorse will evaporate with the steam.burn damage. Third, the Artificer who made it must make a DC 13 (INT) check [NOT THE RING-BEARER] to see if the items carried were destroyed or not. A fail means that every non-magical item carried by the sawhorse was destroyed, including containers. If it was carrying magical items, then the Artificer who made the sawhorse must make an additional DC 13 (INT) check [AGAIN, NOT THE RING-BEARER] to see if the magical items were destroyed. A fail means the magic items were destroyed as well. When any items are destroyed in this manner, they evaporate into steam/burn just like the ring. If a person or any living creature is riding on the sawhorse when it is destroyed, they take 2d10 of steam/burn damage as well.
If the artificer who made the sawhorse is wounded or incapacitated to the point that they cannot make the saving throw as needed, then it is considered an automatic fail and all items, magic or otherwise, are destroyed.
If the artificer who made the sawhorse is killed, but the ring and sawhorse are undamaged, the the magic simply stops within 1 hour. While all the materials are recoverable, they are nothing without the magic of the artificer to provide them life.
Because the Sawhorse is not a living creature, it is immune to being Blinded, Charmed, Deafened, Exhaustion, Frightened, Invisible, Paralyzed, Petrified, Poisoned, Sleep, Stunned, and Unconscious. It can follow the ring-bearer even if they are invisible, but that renders their invisibility moot as the Sawhorse is most likely NOT invisible and quite the object of interest as it walks alone. The Sawhorse CAN be Grappled, Incapacitated, Prone, or Restrained, but this goes back to it taking damage and it's limited HP, so extra care is recommended.
Notes: simple gold ring that controls it: the Artificer's Sawhorse will follow the control ring from up to 50' away.
Previous Versions
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