You use your tinkering experience to make a single Clockwork Companion and imbue it with sentience to assist you until they are dismissed. They can look like a common animal or be of your own imagination. You can only ever have one Companion active at a time. if you attempt to make a new one, the original companion will fizzle out. The scrap resulting from the fizzle equates to half the original cost of the construction. You can also opt to keep the contraption elsewhere and keep the essence in another construct.
Your companion, regardless of it's size, will have the following traits:
Magic Resistance. The Clockwork Companion has advantage on saving throws against Spells and other magical effects.
Movement. 20ft. speed, 30 ft. Fly/Climb/Swim (Only 1)
Languages: Knows the languages of it's creator but cannot speak.
Blindsight 120 ft. (Blind beyond this range)
Mind's Eye. For 1 minute, you can see through the eyes of your Companion. You are considered Blinded and Deafened in your own body. You share the blindsight of your companion for the duration. This can only be used 3/long rest.
The Clockwork Companion has the following traits depending on it's size:
Tiny Companion: 10 minutes to complete, 2d4 + Casting Mod., AC 13 (10 gp to build)
Small Companion: 30 minutes to complete, 3d6 + Casting Mod., AC 14 (50 gp to build)
Medium Companion: 1 hour to complete, 4d8 + Casting Mod., AC 15 (175 gp to build)
Large Companion: 5 hours to complete, 5d10 + Casting Mod., AC 16 (300 gp to build)
Zap. Ranged Weapon Attack. +4 to hit, one target. Hit: 6 (2d4 + 2) lightning damage.
(The die used gets doubled (4d4 + 4), tripled (6d4 + 6) and quadrupled (8d4 + 8) for each size above Tiny)
Hit. Melee Weapon Attack. +4 to hit, one target. Hit: 5 (1d6 + 2) bludgeoning, piercing OR slashing. (your choice)
(The die used gets doubled (2d6 + 4), tripled (3d6 + 6), and quadrupled (4d6 + 8) for each size above Tiny.)
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