Level
1st
Casting Time
1 Hour Ritual
Range/Area
10 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Summoning

Through the combination of expert smithing and conjuration magic, you gain the service of an automaton - a small clockwork humanoid. Appearing in an unoccupied space within range, the automaton has AC 17, 1d8+4 hit points, a 15ft movement speed and a strength of 2. It also automatically fails all non-strength saving throws. The automaton cannot talk, but understands the literal meaning of what it hears it's creator say.

The automaton acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. An automaton can't attack, but it can follow one of three commands as its action:

Blast: The automaton releases a magnetic pulse - dealing 5 damage to itself and pulling all unsecured metal objects within 30ft to it. Creatures that are holding or wearing a metal object within the radius must make a strength saving throw to prevent the object from flying towards the automaton.

Tether: The automaton fires a small grappling hook from its abdomen towards an object or creature within 30ft. If the object is less than 45lbs and is not attached to anything else, the item is brought to the automaton and can be carried on its back. If the grappling hook as been fired towards a creature, make a ranged attack towards that creature. On a hit, the creature takes 1d6 piercing damage and must make a strength saving throw or be grappled by the automaton. When the automaton successfully grapples something, it does 2 damage to itself.

Mend: The automaton shuts down for 1 hour. Over this duration, every 10 minutes, it regains 2HP and if the duration is fully completed without interruption, the automaton gains 1d10 temporary HP for the next hour. Taking damage interrupts the automaton's mending.

Additionally, an articifer can select an automaton as the target for magical tinkering or articifer infusions. An automaton can store 1 magical tinkering effect and one articifer infusion. If the automaton is selected as the target of the 'recorded message' magical tinkering effect and the recorded message is the verbal components of a spell. When that message is replayed by the automaton, it casts that spell (if the spell has only verbal components).

* - (15 gp worth of gears, a malleable metal, and rope that must be melted in a furnace)

Spell Tags: Summoning

elliotbart

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