Augment. The Clockwork Assistant can have up to 1 augment rune. Regeneration. The Clockwork Assistant regains 1 hit point at the start of its turn if it has at least 1 hit point. Reconstruct. Clockwork Assistants that have been destroyed can be reconstructed. The process requires 1 day and a DC 12 Tinker check, or 100 gold. (A Tinker check requires Tinker's Tools)
Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4+1 Bludgeoning Damage Defend. The Clockwork Assistant can impose disadvantage on all attacks against its master if they are within 5 ft.
Revive. If the master of the Clockwork Assistant is within 30 ft. and is reduced to 0 hit points, the Assistant uses the dash action towards their master, and heals their master for 1d4 hit points. They can use this ability once per long rest.
Clockwork Assistants act as animal companions in all ways, except that they can be recreated, upgraded with new parts or materials, and can be repaired if destroyed. Additionally those who control a Clockwork Assistant can use their reaction to issue a single command that the creature continues to follow until a new command is issued, or on their turn act as if they were the assistant. If no commands are given to the Assistant they use the help action by default