When an adventurer reaches 5th level, they have a chance of being blessed by Teun, Goddess of machines, with this spell (typically, this blessing is given to adventuring clerics but can be gifted to other spell casters that impress or serve Teun). A caster who receives this blessing may create the clockwork golem, size tiny, and cast the ritual spell to enchant it with the soul of a familiar. When building the clockwork golem, the cleric can choose to make it more like a scout or warrior. You can’t have more than one clockwork golem at a time. If you cast this spell while you already have a clockwork golem, you instead cause it to adopt a new form. Your clockwork golem acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. When the clockwork golem drops to 0 hit points, it disintegrates, leaving behind a pile of ash.
Scout: A scout based clockwork golem is enchanted with the familiar of a cat (has cat stats without the Keen Smell feat). If the cleric spends and additional tinkering supply unit, the scout clockwork golem will gain advantage on either stealth or perception checks. While your clockwork golem is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. In combat, the scout clockwork golem cannot attack but can take other actions as normal.
Warrior: A warrior based clockwork golem is enchanted with animation and can move and act independently. It has the base stats of a Gnoll with 25ft of movement, 2d8 HP, 15AC, and uses a dagger like weapon with a +2 to hit dealing 1d4 + 2 damage. While your clockwork golem is within 100ft, it acts as a body guard and will follow the caster around as long as it has the ability to move. If the caster feels threatened or is attacked, the clockwork golem leaps into the caster's defense and will attack the biggest threat or the target designated by the caster. You may spend a free action, on your turn, to designate a target for the clockwork golem or allow it to act independently. If a large creature (or bigger) attempts to attack he warrior clockwork golem, they do so at disadvantage due to its tiny size. You can spend an additional unit of tinkering supplies to either boost the clockwork golems AC by 1 OR increase damage to 1d6 + 3.
At higher levels, Teun blesses you, allowing you to enhance the clockwork golems abilities. For every 2 levels, starting at Level 5, the scout's range is increased by 50ft and the warrior receives and additional 1d8 hp and their bonus to hit and damage is increased by +1. Also, for every 4 levels, starting at level 5, the warrior clockwork golem's base AC increases by 1. At level 10, you can spend up to two extra tinkering supply units to:
- boost the warrior clockwork golem's AC and Damage OR to grant an additional boost to either
- boost the scout clockwork golem's perception and stealth checks or an additional boost to either
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