Immutable Form. The clockwork mage is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork mage has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork mage's weapon attacks are magical.
Silent Caster. The clockwork mage doesn't need verbal components to cast spells.
Quickened Cast. When the clockwork mage casts a spell that has a casting time of 1 action, it may instead change the casting time to 1 bonus action.
Wand Magic. The clockwork mage's crystal wand allows it to cast spells, requiring no material components. Its spellcasting ability is Wisdom (spell save DC 15). The arcane school of the wand determines the color of the crystal and the clockwork's spells:
1. Abjuration (blue).
- At will: absorb elements, shield
- 3/day each: lesser restoration, pass without trace
- 1/day each: counterspell
2. Conjuration (orange).
- At will: entangle, grease
- 3/day each: misty step, web
- 1/day each: stinking cloud
3. Enchantment (yellow).
- At will: bane, sleep
- 3/day each: crown of madness, hold person
- 1/day each: confusion
4. Evocation (red).
- At will: magic missile, thunderwave
- 3/day each: gust of wind, scorching ray
- 1/day each: fireball
5. Illusion (purple).
- At will: color spray, disguise self
- 3/day each: blur, invisibility
- 1/day each: hypnotic pattern
6. Necromancy (black).
- At will: inflict wounds, ray of sickness
- 3/day each: blindness/deafness, ray of enfeeblement
- 1/day each: bestow curse
7. Transmutation (green).
- At will: expeditious retreat, catapult
- 3/day each: enlarge/reduce, spider climb
- 1/day each: haste
Multiattack. The clockwork mage makes four slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.
Arcane Conversion (Recharge 6). The clockwork mage uses its magical abilities to change the arcane school of its crystal wand. Roll a d6 to determine the new school, removing the current one from the list of possibilities. The clockwork mage regains the use of all its spells.
Description
These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a wand into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought.
A humanoid figure of mithral and steel, a clockwork mage has large crystal ball filled with shifting vapors for a head. It stands 7 feet tall.
[This monster was originally created by Reddit user /u/Lynesth, from /r/UnearthedArcana, and has been submitted to D&D Beyond with their express permission.]
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/5/2018 9:19:20 PM
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2757
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44
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1.0
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Coming Soon
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