You create a small Clockwork Creature that obeys your commands and assists you. You may choose from one of the following creatures or another creature with DM approval:
Bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the Clockwork Creation has the statistics of the chosen form but has a size category of Tiny.
Your Clockwork Creation acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A Clockwork Creation can't attack, but it can take other actions as normal.
When the Clockwork Creation drops to 0 hit points, it shatters, leaving only a single gear that serves as the construct's heart. As long as you have the Clockwork Creation's gear heart, you may re-cast this spell to engineer a new body.
As an action, you can command the Clockwork Creation to power down, causing it to re-shape its form into a 3-cubic inch cube that can be easily stored or carried until you use an action to reactivate it. Whenever the Clockwork Creation drops to 0 hit points or changes into its travel form, it leaves behind in its space anything it was wearing or carrying.
While your Clockwork Creation is within 100 feet of you, you can communicate with it telepathically.
You can't have more than one Clockwork Creation at a time. If you cast this spell while you already have a Clockwork Creation, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your Clockwork Creation transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your Clockwork Creation can deliver the spell as if it had cast the spell. Your Clockwork Creation 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.
* - (10 gp worth of ore or minerals)
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