Base Class: Artificer
The Clockwork Engineer spends time and effort to create constructs to serve as his or her own personal army. The Clockwork Engineer lacks a true specialty, instead focusing on strengthening what they do, or filling in gaps what they cannot. This comes at a cost, with each construct they create forcing an Infusion to be used to bring it to life.
Beyond their own constructs, the Clockwork Engineer is able to summon various other creatures, focusing less on offensive spells, and instead summoning other creatures to do the job for them.
Clockwork Companion
At level 3, you are able to create one of several Clockwork Companions to serve at your side. These constructs are considered small creatures, that follow the Artificer around when not in combat. When in combat, they can be instructed to perform specific actions, otherwise they'll use whatever Programmed Action that is determined by it's type, that they'll follow unfailingly until destroyed.
When a Clockwork Companion is brought down to 0 or lower Hit points, it is considered destroyed. As an action, the Artificer may expend a level 1 or higher spell during a short rest to restore life to the construct, who will reform back to full hit points. Beyond this, casting Mending on a Clockwork Companion will restore 1d6 plus the Artificer's Intelligence Modifier hit points, although the constructs cannot be healed through spells or potions.
As a bonus action, you may choose to order one of your constructs to perform a special action, listed as a recharge power. Beyond this, you may also use a bonus action to order all constructs you control, otherwise they use their programmed actions instead.
To create a Clockwork Companion, you must do so during a Long Rest, expending an Artificer Infusion to do so. Once animated, the Construct becomes active and usable. All Clockwork Companions go on your turn, and are immune to the Charmed, Exhaustion, Frightened, Paralyzed, Petrified, and Poisoned Condition. When creating a Clockwork Companion, you may choose from the following.
Flame Heart Defender
A small defender imbued with the heart of an elemental. Acts to defend it's maker and allies, even at the cost of it's own life!
Stat Block
Strength: 14
Dexterity: 10
Constitution: 14
Intelligence: 1
Wisdom: 10
Charisma: 1
Programmed Action: Defend Artificer and Allies against all visible threats
Senses: Darkvision 60 feet
Hit Dice: 10 (1d8+2) plus (1d8+2) per Artificer's Level
Armor Class: 18 (Natural Armor)
Movement: 15 Feet
Traits
Fire Resistance: The Flame Heart Defender is Resistant against Fire damage
Explosive Exit: When reduced to 0 hit points or fewer, the Flame Heart Defender explodes, releasing the fire spirit within. All creatures within 10 feet of the Flame Heart Defender must make a Dexterity Save (DC equals to the Artificer's Spell Save), or take 1d6 fire damage, and 1d6 bludgeoning damage, taking half on a successful save.
Actions
Slam: +2 (Plus your Proficiency) to hit, Reach ft, One Target. Hit: 1d8+2 bludgeoning damage, plus 1d4 fire damage.
Intercept: As a reaction, the Flame Heart Defender may force any attack against a creature within 5 feet of it to target the Flame Heart Defender instead. This does not include area of effect attacks.
Animated Arbalester
You summon an animated crossbow creature, which snipes creatures that attack it's master
Stat Block
Strength: 8
Dexterity: 14
Constitution: 14
Intelligence: 1
Wisdom: 10
Charisma: 1
Programmed Action: Attack all visible hostile threats to the Artificer
Senses: Darkvision 60 feet
Hit Dice: 6 (1d4+2) plus (1d4+2) per Artificer's Level
Armor Class: 14 (Natural Armor)
Movement: 15 Feet
Traits
Sniper: Ignores 1/4th and Half Cover for attacks using it's Force Bow.
Actions
Force Bolt: +2 (Plus your Proficiency) to hit, Reach ft, One Target. Hit: 1d6+2 Force Damage.
Volley: (Recharge 6) As an action, the Arbalester may choose a target location within 60 feet. All creatures within 10 feet of that point must make a Dexterity Save (DC equals to the Artificer's Spell Save), or take 2d8 Force Damage, half on a successful save.
Curator
A small but fragile machine that works to repair and protect it's creator
Strength: 8
Dexterity: 14
Constitution: 14
Intelligence: 1
Wisdom: 10
Charisma: 1
Programmed Action: Heal and protect the Artificer and their Allies
Senses: Darkvision 60 feet
Hit Dice: 6 (1d4+2) plus (1d4+2) per Artificer's Level
Armor Class: 14 (Natural Armor)
Movement: 15 Feet
Traits
Regeneration: The Curator will regain 1 hit point per round, unless Lightning damage has been dealt to it.
Repair: As an Action, Curator can target one creature within 5 feet of it, restoring 1 hit point to them. During a Short Rest, allies who spend one or more hit die gain additional hit points equal to the Artificer's proficiency bonus. You only gain this effect for one Curator, multiple Curators do not cause this effect to stack.
Hard Light Shield: (Recharge 5 or 6) As an action, the Curator can target a creature within 60 feet of it, projecting a Shield equal to 1d10 plus half the Artificer's level.
Spells of the Clockwork Engineer
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Clockwork Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd Find Familiar, Witch Bolt
5th Find Steed, Maximillian's Earthen Grasp
9th Summon Lesser Demons, Call Lightning
13th Summon Construct, Summon Elemental
17th Awaken, Summon Celestial
Improved Schematics
Starting at level 5, you make further adjustments to your constructs to increase their capabilities.
-Flame Heart Defender and Animated Arbalest gain a multi attack, gaining the ability to attack twice when making the attack action instead of once. This increases to an additional attack at level 15.
-Curator heals for 5 hit points, and it's Hard Light Shield is increased to 2d10 shielding. This increases to 10 hit points, and 3d10 shielding at level 15.
-Creatures summoned through Conjuration spells gain an additional number of hit points equal to half the Artificer's level.
Aid Artifice
Starting at level 9, when a construct you takes damage within 60 feet of you, you may use your reaction to spend a Hit Die in order to reduce the damage it has taken by double the resulting roll. If this would reduce the damage to 0, the Construct gains Temporary Hit points equal to the difference between the damage and the roll.
Grand Engineer
Starting at level 15, your constructs are converted into master crafted versions of themselves. A Master Crafted version gains the following effects.
-Clockwork Companions gain an additional +3 to hit and damage, with their damage considered magical.
-Clockwork Companions either gain an immunity to critical hits (Treating them as normal), or a Movement Speed of 30 instead of 15.
-Once per day, the Curator companion can cast Revivify without expending a material component.
-Clockwork Constructs gain resistance to Slashing, Bludgeoning, and Piercing damage that is not magical.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/7/2021 11:13:23 AM
|
44
|
6
|
1
|
Coming Soon
|
|
|
7/16/2022 10:23:47 PM
|
463
|
34
|
--
|
Coming Soon
|
|
|
7/21/2022 6:27:44 AM
|
196
|
1
|
--
|
Coming Soon
|
Comments