Armed with the mastery of smith's tools and artisan skills, the Clockwork Engineer weaves together a symphony of gears, metal, and magical essence to forge ingenious automatons and extraordinary devices. Their inventive spirit dances amidst the whirring of mechanisms and hissing of pressurized steam, as they meticulously assemble intricate components, each one harmonizing with precision.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Clockwork Engineer Spells
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.
Artificer Level |
Spells |
3rd |
Armor of Agathys, Command |
5th |
Arcane Lock, Heat Metal |
9th |
Counterspell, Glyph of Warding |
13th |
Fabricate, Summon Construct |
17th |
Animate Object, Geas |
Mechanical Assistant
At 3rd level, upon choosing the specialty, you possess the unique ability to craft a loyal Mechanical Assistant during a long rest. The Assistant serves as a reliable sidekick, aiding you in various tasks and combat situations. The Mechanical Assistant uses the following stats:
Mechanical Assistant
Medium Construct, Unaligned
Armor Class: 15 (natural armor)
Hit Points: 30 (4d10 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 1 (-5)
Skills Perception: +2
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Understands the languages of its creator but can't speak
CR 1/2 (100 XP)
Constructed Nature. An automaton doesn't require air, food, drink, or sleep.
Immutable Form. The automaton is immune to any spell or effect that would alter its form.
Abilities
Assistance. The automaton can aid a creature within 5 feet of it. The creature gains advantage on the next ability check it makes using any type of artisan's tools.
Upgrade Slots. The automaton can have a number of upgrades equal to half of your Intelligence modifier rounded up (minimum of 1). You can change one of these upgrades over the duration of a long rest.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Crafting and Upgrading: During a long rest, you can use your artisan's tools and clockwork engineering expertise to perform maintenance, repairs, and upgrades on your Mechanical Assistant. As you gain experience and improve your skills, you can enhance your Automaton with small upgrades, granting it new capabilities. You can have a number of upgrades equal to your Intelligence modifier (minimum of 1), and you can change these upgrades whenever you gain a new level in the Clockwork Engineer subclass or after a long rest.
Mechanical Assistant Upgrade Options:
- Utility Appendage: Your Mechanical Assistant gains a versatile appendage that can be used to perform simple tasks, granting you advantage on Dexterity (Sleight of Hand) checks and allowing your Automaton to use Dexterity-based skill checks.
- Reinforced Plating: Your Automaton's armor is reinforced, granting it increased durability. It gains +1 to its AC , and one reaction per combat round which it can at your command use to block an attack that would otherwise strike an allied creature within 5 feet of it.
- Lightup Optics: With bright lit optics, your Mechanical Assistant sheds a bright light, and magical faerie fire around hostile creatures in a 60 foot cone, and grantsage on Wisdom (Perception) checks that rely on sight, as well as attack rolls against affected targets.
- Healing Reservoir: Your Mechanical Assistant gains the ability to administer basic healing. Once per short rest, it can use a bonus action to administer 4d4 + your Intelligence modifier in healing to a creature within 5 feet, healing the creature for the rolled amount. Alternatively, it can stabilize a dying creature.
You can only have one Mechanical Assistant at a time. If you craft another one, the previous existing Mechanical Assistant becomes unbound from you - rendered an inert machine unless given a simple task or order.
Clockwork Sprint
At 3rd level, you gain the ability to activate Clockwork Sprint as a bonus action, boosting your movement speed by 10 feet for 1 minute. During this time, and granting advantage on Dexterity (Acrobatics) checks and Dexterity saving throws. Once used, this feature requires a short or long rest to be used again.
Furnace Strike
At 5th level, you learn to modify one weapon with the incredible "Inferno Strike" feature during a short rest. By carefully applying a specialized steam injector to your chosen weapon, you imbue it with the ability to superheat your attacks. Whenever you make an attack with a weapon modified in this way, you deal an additional 4d6 fire damage on a successful hit. This upgrade cannot be applied to more than two weapons at once. If you choose to apply this upgrade to a third weapon, one of the existing two modified weapons will lose the benefits of Inferno Strike.
Clockwork Battleguard
Upon reaching 9th level, you unlock the ability to craft a formidable Clockwork Battleguard during a long rest. This advanced automaton is specially designed for battle and serves as your loyal companion on the field of combat.
Clockwork Battleguard
Large Construct, Unaligned
Armor Class 19 (Natural Armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 3 (-4) 10 (+0) 1 (-5)
Saving Throws: Str +10, Con +9
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Blindsight 15 ft., Darkvision 60 ft., passive Perception 10
Languages: Understands Commands Given In Any Language But Can't Speak
CR 9 (5,000 XP)
Bound. The Clockwork Battleguard is magically bound to the artificer that constructed it. As long as the guardian and its creator are on the same plane of existence, the creator can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to its creator. If the guardian is within 60 feet of its creator, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Spell Storing. The creator of the Clockwork Battleguard can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Upgrade Slot. The Clockwork Battleguard comes with a single upgrade slot, which allows you to enhance its abilities by installing one upgrade from the list of available upgrades. You can change this upgrade during a long rest, providing you with the flexibility to adapt the automaton's capabilities to suit your needs.
Actions
Multiattack. The Clockwork Battleguard makes two fist attacks and one slam attack. Alternatively, if Sentinel's Blade is active, it makes one Longsword attack and one slam attack.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
Longsword (Sentinel's Blade Active Only). +16 to hit, reach 5ft., 1-3 targets. Hit: (1d10 + 12) piercing damage on a single target, or (1d8 + 12) piercing damage per target.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) bludgeoning damage.
Reactions
Shield. When a creature makes an attack against the wearer of the Clockwork Battleguard's amulet, and the guardian is within 5 feet of the wearer, the guardian grants a +2 bonus to the wearer's AC.
Clockwork Battleguard Upgrade Options:
- Steam Pressure Thrusters: With your innovative steamworks, you can equip the Clockwork Battleguard with Aerial Thrusters. Once installed, the automaton gains a flying speed of 20ft. per turn.
- Sentinel's Blade: Forged from rare materials and infused with clockwork technology, the Sentinel's Blade is a powerful longsword designed specifically for the Clockwork Battleguard. This extraordinary weapon can be stored within the automaton's back, securely locked away and accessible only to the Battleguard. The Sentinel's Blade cannot be taken from the Battleguard against the creator's will.
- Arcane Matrix Augmentation: As your knowledge of arcane intricacies grows, you can expand the Clockwork Battleguard's Spell Storing ability with the Arcane Matrix Expansion upgrade. This modification enables the guardian to store a spell aimed at it, or its creator, by a hostile creature once per day. The stored spell does not take effect, but the spell slot is consumed.
Clockwork Assimilation
At 15h level, your skills as a Clockwork Enginner reach their pinnacle. Over the course of a short rest, you can modify either of the automatons you are capable of creating in such a way that allows you to place yourself inside and seize control over the machine, granting you the following benefits:
- You use the Automaton's Strength, Dexterity, and Constitution score during attacks, saving throws, and skill checks.
- When housed within the Clockwork Battleguard, you are shielded from harm by the automaton's advanced systems. While inside, you regain 2d10 hit points at the start of each of your turns, healing you from any injuries sustained during your adventures.
- When housed within the Mechanical Assitant, gain proficiency in all artisan's tools, and the ability to use the help action as a bonus action.
- Whichever Automaton you are housed within retains the upgrades given, as use of this feature does not take an Upgrade Slot to use. As such, you are capable of using the Automaton's abilities, attacks, and upgrades.
Use of this feature requires a long rest, and cannot be used on more than one automaton at the same time. If the Automaton you are housed in falls to 0hp, you can choose to remain inside or be ejected. Remaining inside will protect you from damage until the Automaton takes additional damage equal to 1/2 its hit points, at which point it is destroyed and you take any damage beyond this number. While within an Automaton at 0hp or below, you are bound and prone, but can release yourself at will.
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