Artificer Specialist: Clockwork Architect

by KajaGrae

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Artificer Specialists

At 3rd level, an artificer gains the Artificer Specialist feature. The following option is available to an artificer, in addition to those offered in Eberron: Rising from the Last War.

Clockwork Architect

A Clockwork Architect is an expert in the creation of golems. Using their craft, they create their own companion, and use the magic of Artifice to conjure constructs to aid them in their tasks. Whether seeking the secrets of the warforged, or trying to unlock the mysteries of the plane of Mechanus, the Clockwork Architect is always searching for ways to improve their craft to bring mechanisms to life.

Clockwork Architect Features
Artificer Level Feature
3rd Clockwork Companion, Overdrive
5th Apparatus Upgrade
9th Clockwork Creation
15th Optimal Primus

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Clockwork Architect Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Clockwork Architect Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Clockwork Architect Spells
Artificer Level Spell
3rd repair*, flywheel*
5th ablative armor*, gearwork barrage*
9th conjure animals, reconstruction*
13th conjure beast*, conjure modron*
17th cogwork barricade*, summon monstrosity*

Clockwork Companion

By 3rd level, your tinkering has led you to create a mechanical masterpiece, a clockwork companion. It is friendly to you and your companions, and it obeys your commands.

See this creature's game statistics in the clockwork companion stat block. You choose from the available customization options in the stat block. Once chosen, those cannot be changed for that companion. You determine the companion's appearance; your choice has no effect on its game statistics.

Artist Credit: Will Murai, WotC


In combat, the clockwork companion shares your initiative count, but it takes its 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 on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the clockwork can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The clockwork companion returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new clockwork companion if you have your tinker's tools with you. If you already have a clockwork companion from this feature, the first one immediately perishes.

Overdrive

Beginning at 3rd level, you can use your action to channel a burst of magic through your tinker's tools into a construct you control within 120 ft. that you can see. For the next minute, the construct gains the following benefits:

  • Its speed increases by 10 feet.
  • It gains a +1 bonus to its AC.
  • It gains an additional action on its turn that can only be used to take the Dash, Disengage, or Use an Object action.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses after you finish a long rest.

Apparatus Upgrade

Starting at 5th level, constructs created or summoned by you have additional hit points equal to your level in this class + your Intelligence modifier. Additionally, its weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Clockwork Creation

At 9th level, any conjuration spell that you cast to summon a beast or monstrosity, instead summons a clockwork version of it. The creature's stats change in the following ways:

  • Its type changes to Construct.
  • It gains Damage Immunities: poison, psychic
  • It gains Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

All other stats for the creature remain the same.

Optimal Primus

When you reach 15th level, you learn to channel the raw energy of the plane of Mechanus directly into a construct.

As an action, choose a construct you control within 120 ft that you can see. For 1 minute, the construct gains the following benefits:

  • Its senses are upgraded to truesight 120 ft.
  • It gains resistance to all damage.
  • When it hits with a weapon attack, it rolls one additional weapon damage die when determining damage for the hit.

Once you have used this feature, you can't do so again until you finish a long rest.







Clockwork Companion

Medium construct, unaligned


  • Armor Class 12 (Nimble), 14 (Strong), or 16 (Sturdy) + PB (natural armor)
  • Hit Points 2 + your Intelligence Modifier + five times your artificer level (the companion has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 25 (Sturdy), 30 (Strong), or 40 (Nimble) ft.

Your companion has an ability score array of your choice, as below: Strong, Sturdy, or Nimble, respectively.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
14 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
12 (+1) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Saving Throws Str +3 plus PB, Con +2 plus PB (Strong), Str +2 plus PB, Con +3 plus PB (Sturdy), or Dex +3 plus PB, Con +2 plus PB (Nimble)
  • Skills choose two for your companion, total modifier is relevant ability modifier + PB
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive perception 10
  • Languages understands the languages you speak
  • Challenge — Proficiency Bonus (PB) equals your proficiency bonus

Actions

Melee Attack. Melee Weapon Attack: +X to hit, where X is Strength or Dexterity modifier + PB, reach 5 ft., one target you can see. Hit: 1d6 + PB (Nimble), 1d8 + PB (Sturdy), 1d12 + PB (Strong) choose bludgeoning, piercing, or slashing damage.

Ranged Attack. Ranged Weapon Attack: +X to hit, where X is Strength or Dexterity modifier + PB, range 20/60 ft. (Strong) 80/320 ft. (Sturdy) 100/400 ft (Nimble)., one target you can see. Hit: 1d6 + PB (Strong), 1d8 + PB (Sturdy), 1d10 + PB (Nimble), choose bludgeoning, piercing, or slashing damage.


Upgrades

Tool Gizmo. At 3rd level in this class, you upgrade your clockwork companion with one set of artisan's tools of your choice. It is proficient with the use of those tools, and can aid another to complete work.

Transference Modulator At 5th level in this class, this upgrade allows you to channel spells with a range of Touch or Self through your clockwork companion when it is within 120 feet of you.

Locomotor Apparatus. At 7th level in this class, choose one of the following upgrades for your clockwork companion's movement: Walking speed increases by 15 ft, or one of burrow, climb (including upside down) fly, swim speed equal to movement speed.

Aptitude Element Enhancement. At 9th level in this class, your clockwork companion's Intelligence score increases by 2, and it can now speak one language of your choice that you can also speak.

Multiattack Mechanism. At 11th level in this class, the clockwork companion can attack twice with its melee or ranged attack.

Ingenuity Booster Unit. At 13th level in this class, you choose one of your clockwork companion's skills or its tool proficiency. Its proficiency bonus is doubled for any ability check it makes that uses the chosen proficiency.

Command Module Mindlink. At 15th level in this class, your clockwork companion no longer requires your bonus action to control.


Spells

Artificer

1st Level

Flywheel (conjuration)
Repair (transmutation)

2nd Level

Ablative Armor (abjuration)
Gearwork Barrage (conjuration)

3rd Level

Reconstruct (transmutation)

4th Level

Conjure Modron (conjuration)

5th Level

Cogwork Barricade (evocation)

Druid

4th Level

Conjure Beast (conjuration)

Wizard

5th Level

Summon Monster (conjuration)

Spell Descriptions

The spells are presented in alphabetical order.

Ablative Armor

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a tiny plate of steel)
  • Duration: Concentration, up to 1 minute.

A protective magic force surrounds a creature you touch, manifesting as tiny plates of steel. These plates move and intercept attacks directed at the protected creature. For the duration, any damage, except psychic damage, taken by the protected creature is reduced by 3.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduced increases by 1 for each slot level above 2nd.

Cogwork Barricade

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a field of whirling, smashing, gears made of adamantine which appears in a location you choose within range. The area of the field consists of up to eight 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube and lasts for the duration.

The field provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the field’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 bludgeoning damage. On a successful save, the creature takes half as much damage. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Conjure Beast

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a fey spirit that takes the form of a beast of challenge rating 5 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

The DM has the creatures statistics.

Conjure Modron

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small cog made of adamantine worth 50g)
  • Duration: Concentration, up to 1 hour

You summon modrons that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One modron of challenge rating 2 or lower
  • Two modrons of challenge rating 1 or lower
  • Four modrons of challenge rating 1/2 or lower
  • Eight modrons of challenge rating 1/4 or lower

Each modron disintegrates when it drops to 0 hit points or when the spell ends. The summoned modrons are friendly to you and your companions. Roll initiative for the summoned modrons as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot.

Flywheel

1st-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small adamantine cog worth 50gp)
  • Duration: Instantaneous

You conjure a magical cog made of adamantine, and launch it at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage.

When you hit an object, or any creature made of inorganic material such as stone, crystal, or metal with this spell, the hit is a critical hit.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Gearwork Barrage

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous

With a word and a gesture, you summon into being a cloud of magical cogs that pummel and smash all those around you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 3d10 bludgeoning damage. On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Reconstruction

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

As you call out primal words of order, up to six constructs or objects of your choice that you can see within range, are repaired for hit points equal to 2d6 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.

Repair

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous

This spell repairs a single object or construct you touch. For objects, the object must be smaller than a 5-foot cube and all pieces of the object must be present. The object or construct is repaired for hit points equal to 1d8 + your spellcasting ability modifier.

This spell can physically repair a magic item, but the spell can’t restore magic to such an object.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the the size of the object that can be repaired increases by one additional 5-foot cube, and the amount repaired increases by 1d8 for each slot level above 1st.

Summon Monstrosity

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a magical lure worth 500 gp)
  • Duration: Concentration, up to 1 hour

You utter ancient words of magic, summoning a powerful monstrosity. You choose the monstrosity's type, which must be one of challenge rating 5 or lower, such as a bulette or a girallon. The monstrosity appears in an unoccupied space you can see within range, and disappears when it drops to 0 hit points or when the spell ends.

The monstrosity is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the monstrosity, it spends its turn attacking any creature within reach that has attacked it. If your concentration is broken, the monstrosity doesn't disappear. Instead, you lose control of the monstrosity, it becomes hostile toward you and your companions, and it might attack. An uncontrolled monstrosity can't be dismissed by you, and it disappears 1 hour after you summoned it.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon a more powerful monstrosity. If you use a 7th level spell slot, you can summon a monstrosity of up to challenge rating 7. If you use a 9th level spell slot, you can summon a monstrosity of up to challenge rating 9.

 

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