Ranger
Base Class: Ranger

Mechanical whirring fills the air as a strange clockwork beasts fly out to scan the area for creatures in the hunter's territory. Flying through urban streets and forest groves, the clockwork drones return to their master with a click. He looks across the horizon, at the creature that dared defile his home, and raises his bow. Orderkeepers have connected with the very idea of equilibrium and balance, becoming a tool of order for the hands of Mechanus.

Clockwork Companion

3rd-level Orderkeeper feature

Mechanus has granted you access to a menagerie of different clockwork constructs to aid in your endeavor of order. Taking many forms, your clockwork companion could be a brass avian, a clockwork snake with strange cogs gifting it flight or even a rudimentary monodrone. If a clockwork companion perishes, it is teleported to Mechanus and undergoes repairs. After a long rest, any dead companion reappears within 5 feet of you fully repaired. You gain proficiency with tinker's tools.

A clockwork companion can only be healed during a short or long rest, which you perform a tinker's tools check, and heal a hit points equal to the check to every clockwork companion. You may also deactivate it, causing it to heal a number of hit points equal to your wisdom modifier per hour. It takes a minute to reactivate a clockwork companion.

While within 10ft of your clockwork companion, you gain a bonus to your passive perception equal to your proficiency bonus and advantage on perception checks requiring sight. While in your favored terrain, you cannot be surprised. If you chose the 'Deft Explorer' feature, you cannot be surprised while within 5 feet of two allies.

You and your clockwork companions have advantage on survival, investigation, and perception checks to track your Favored Enemy or Favored Foe while the companion is within 5 feet of you.

In combat, the clockwork companion shares your initiative count, but it tasks it's turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action to command it to take another action. That action can be either an attack or some other action. If you are incapacitated, the clockwork companion can take any action of it's choice.

You may as a bonus action designate a target. Clockwork companions deal extra force damage equal to half your proficiency bonus when attacking designated targets. You can only designate one target at a time.

Clockwork Companion

Armor Class 15

Hit Points 5 + two times PB + ranger level

Speed 5 ft., fly 60 ft. (hover)

STR
6 (-2)
DEX
16 + PB
CON
10 (+0)
INT
3 (-4)
WIS
15 (+2)
CHA
3 (-4)

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, poisoned, petrified, prone

Senses darkvision 60 ft., passive Perception 14 + PB

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Energy Bolt. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d4 + PB force damage.


You gain a second clockwork companion at 11th level, and a third clockwork companion and their AC increases to 17 at 16th level.

Eye in the Sky

3rd-level Sky Scout feature

You may choose to send your clockwork companion high into the air to survey the nearby area. You must be outdoors to use this feature After a minute has passed, the clockwork companion returns to you with the following information.

  • You learn of any locations of note within 1 mile that are visible from the sky.
  • You sense if your favored enemy/favored foe is within 300 feet of you.

You may end the survey as a bonus action, and the clockwork companion will return to you by the start of your next turn. If recalled this way, you do not learn anything. You may use this feature twice per long rest.

Punish Disorder

7th-level Orderkeeper feature

When a creature acts outside their turn, such as preforming a legendary action or making an attack of opportunity, your clockwork companions may attack that creature as a reaction.

 

Cleanse Disorder

7th-level Orderkeeper Feature

Mechanus has allowed you to cleanse those who do not belong to your home.

While in your favored terrain, you and your clockwork companions have a +1 to damage rolls against creatures.

If you chose the Deft Explorer feature, while in an non-urban environment, you have a +1 to damage rolls against creatures within 10 feet of you.

The damage bonus increases to +2 at 14th level and +3 at 18th level.

Aerodynamic Design

11th-level Orderkeeper feature

After studying your clockwork companions, you have gathered quite a bit of knowledge on aerodynamics. You have trained your clockwork companions to preform maneuvers as listed below. A clockwork companion can preform a maneuver as an action. You may use a number of maneuvers equal to your proficency bonus. You regain all expended uses after a long rest.

Also, clockwork companions do not provoke opportunity attacks when they fly out of an enemy's reach.

Maneuvers

Barrage Maneuver. Your clockwork companion lets out a spray of energy. Creatures within a 15-foot cone must make a dexterity saving throw against your spell save DC. On a failure, they take 2d6 + PB force damage, half on a success.

Defensive Maneuver. Your clockwork companion moves to an allied creature or you and protects them. Any attack that would normally hit the target instead hits the clockwork companion

Saw Maneuver. Your clockwork companion flies near to an enemy and slashes at them. That creature must make a Constitution saving throw against your spell save DC. On a failure, they take 2d8 + PB magical slashing damage, half on a success.

Smashing Maneuver. Your clockwork companion flies above and then slams down on a target creature. Both your clockwork companion, and target creature take 4d4 magical bludgeoning damage.

Sniper Maneuver. Your clockwork companion's next energy bolt attack deals an extra 5 force damage, and both the short and long ranges are doubled. It can attack at the same time as using this maneuver.

Spell Conduit Maneuver. You may cast a spell of 2nd level and below from one of the clockwork companions.

Weaving Maneuver. Your clockwork companion has an advantage on all dexterity checks and saving throws until the end of their turn. If it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the companion instead takes no damage on a success, and half damage on a failure, as if it had the Evasion feature.

Eye of Mechanus

15th-level Orderkeeper feature

Mechanus's perfect order sees you as a tool of great use. You cannot be surprised in any way. You may, as an action on your turn, summon the Eye of Mechanus, altering the world around you. For 1 minute, you gain the following benefits.

  • You gain 30 feet of truesight.
  • You emit a 20-foot radius aura of bright light.
  • You may release a pulse of order as a action. Hostile creatures take 2d10 radiant damage, chaotic aligned creatures take 4d10 radiant damage within your aura.
  • You and your Clockwork Companion's attacks deal additional radiant damage equal to your wisdom modifier.

If you have 'Favored Terrain', you and allies within the aura are granted the below abilities.

  • Haven - This aura counts as your favored terrain.
  • Cleanse - If there is any creature in your favored terrain, that creature takes an extra 1d4 radiant damage anytime it is damaged.

If you have "Deft Explorer", You and allies within the aura are granted the below abilities.

  • Roving - Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.
  • Tireless - This bonus can be used at the end of every turn (while within the aura) as a free action without expending a use. You can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). Allies may use this if they end their turn in the aura.

After the minute has passed, you gain 1 level of exhaustion and are incapacitated until the end of your next turn.

You may use this feature once per long rest.

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