Clocksmith in Midgard | World Anvil

Clocksmith

Clockwork Companions

Crafting Clockwork Companions

In order to engage in clocksmithing a character must be proficient with and have access to a set of tinker’s tools, with proficiency representing the base level of competency needed to wield the tools effectively. In addition to a set of tinkers’s tools, gears and cogs are required to create the clockwork companion. Clockwork companions will be completely loyal to their creator unless given to a new master by their creator.  
Size Price DC Time
Tiny 1000xCR 10 1 Day
Small (1000xCR) x2 15 1 Week
Medium (1000xCR) x3 20 2 Weeks
Large (1000xCR) x4 25 4 Weeks
Huge (1000xCR) x5 28 8 Weeks

Clockwork Companion Statistics

When you make a clockwork companion you choose a creature that you wish for your clockwork companions to mimic. It keeps all of its statistics except with the following changes:
  • Its creature type is "Construct"
  • It does not have an alignment
  • It looses any damage immunities and becomes immune to Poison and Psychic
  • It looses any damage resistances and becomes resistant to fire damage
  • It looses any damage vulnerabilities and becomes vulnerable to lightning damage
  • It looses any condition immunities and becomes immune to charmed, exhaustion, frightened, paralyzed, petrified, and poisoned
  • Its Intelligence score becomes 5, its Wisdom becomes 10, its Charisma becomes 1
  • It looses the ability to use spells
  • It looses any languages known but can understand any language its creator knows and speak if its creator chooses
  • It looses any traits it has and gains "Immutable Form" and "Magic Resistance"
  • It looses any attack that is not an unarmed or natural attack.
  • It's unarmed or natural attacks deal Force damage instead of Bludgeoning, Piercing, or Slashing. It looses any additional damage type to the attack and looses any additional traits to the attack. If it has multiattack, that may apply to its unarmed or natural attacks instead.
  • It does not require food, water, air, or sleep.

Repairing Clockwork Companions

If a clockwork companion is reduced to 0 hit points it cannot be risen again until you repair it. There are two ways one may repair their clockwork companion as follows:
  • You may spend 1/4 of its crafting price and 8 hours of time repairing it if you are proficient in tinker's tools. You then make a check equal to its crafting DC, on a failure it isn't repaired but you can attempt to repair it again without paying any gold until you succeed. It then rises with full hit points.
  • You may cast the mending cantrip once a day on it for a week straight. It then rises with half its total hit points.
If the clockwork companion is damaged you may perform maintenance on it during a short rest. It then may roll its hit dice to regain hit points. It regains half of its hit dice after a long rest if it goes in a low power mode for 4 hours. During this time it is fully aware of its surroundings but has disadvantage of perception checks.

Clockwork Companion Upgrades

You may upgrade your clockwork companion with a variety of unique upgrades. However gears and cogs need to diverted away from the constructs normal functions in order to use such upgrades, due to this only a limited amount of upgrades may be placed on a construct and the stronger the upgrade the less upgrades will be able to be placed on the construct. Clockwork companions have a maximum of 5 component upgrade slots. Choosing the same upgrade multiple times (If the upgrade allows it) does not take up any additional slots.
Upgrade Level Slots Price Time
1 1 500 1 day
2 2 1000 3 days
3 3 2000 1 week
4 4 4000 2 weeks
5 5 8000 4 weeks

Upgrade Level 1

Arcane Resonance

You craft a magical essence connector and install it into your clockwork's core, allowing you and it to share certain magical effects. You can make any spell you cast that targets only you also target your clockwork companion.

Defender Protocol

You build in a protocol response into your clockwork companion to defend its master. The clockwork companion gains the Protection fighting style.

Fine Tuned Dexterity

You craft improved gears and joints for your clockwork companion. Your clockwork's Dexterity ability score increases by 2, increasing its ability at tasks requiring fine motor skills. If, after taking this skill, the clockwork's Dexterity is 16 or greater, it gains proficiency with Thieves' Tools. If, after taking this skill, the clockwork's Dexterity is 18, it gains proficiency with the Stealth skill. You can take this upgrade more than once. You cannot increase its score above 20 this way.

Grappling Appendages

You install an additional pair of grappling appendages taking a form of your choice. For the purposes of grappling, these serve as two additional free hands for your clockwork companion. Additionally, your clockwork companion gains a climbing speed equal to its movement speed so long as it is not using these appendages to grapple.

Heavy Armor Plating

You can incorporate a suit of Heavy Armor into your clockwork companion allowing it to equip that suit of armor. Your clockwork's Armor Class becomes the Armor Class granted by the equipped armor. While incorporated with your golem in this way, the golem has Proficiency with that armor. You can change or remove the incorporated armor at any time once you have taken this upgrade. While equipped with Heavy Armor, your clockwork companion has disadvantage on Dexterity (Stealth) checks.

Magical Essence

You infuse a fragment of magical essence into your clockwork companion, allowing it to attune to one magical item. This follows all normal attunement rules.

Structural Constitution

You have reinforced your clockwork companion with layers of protection and redundant systems. Its Constitution ability score increases by 2, increasing its stability and durability. If, after taking this skill, the clockwork's Constitution is 16 or greater, it gains proficiency with Constitution saving throws. If, after taking this skill, the clockwork's Constitution is 18, it gains the ability to drop to 1 hit point instead of being destroyed and can do this once per long rest or if it had a short rest having maintenance done. You can take this upgrade more than once. You cannot increase its score above 20 this way.

Systematic Strength

You build an improved frame and power source for your clockwork companion. Your clockworks's Strength ability score increases by 2, and increases its ability at tasks requiring raw strength. If, after taking this skill, the clockwork's Strength is 16 or greater, it gains proficiency with Strength saving throws. If, after taking this skill, the clockwork's Strength is 18, it gains proficiency with the Athletics skill. You can take this upgrade more than once. You cannot increase its score above 20 this way.

Warfare Routines

You advance the control routines for your clockwork companion, allowing it to fight more effectively. Your clockwork companion gains one Fighting Style of your choice from Archery, Dueling, or Great Weapon Fighting.

Upgrade Level 2

Arcane Barrage Armament

You install a mounted armament to your clockwork companion, taking whatever form is most appropriate, charged with arcane power. As an action, the clockwork companion can cast magic missile as a 3rd level spell without expending a spell slot. When cast this way, it has no Verbal or Somatic components. Once used, this armament cannot be used again until the clockwork companion takes a long rest or a short rest where it had maintenance done.

Cloaking Device

You install an Arcane Cloaking device on your clockwork companion. Your clockwork companion can use this device to cast invisibility on itself without expending a spell slot. Once used, this device cannot be used again until the clockwork companion completes a long rest or a short rest where it had maintenance done.

Flamethrower Armament

You install an armament to your clockwork companion, taking whatever form is most appropriate, capable of reproducing powerful flames. As an action, the clockwork companion can cast burning hands as a 3rd level spell without expending a spell slot. The spell save DC is 10 + Proficiency + Constitution Modifier. When cast this way, it has no Verbal or Somatic components. Once used, this armament cannot be used again until the clockwork companion completes a long rest or a short rest where it had maintenance done.

Iron Fortress

You extend your clockwork's shielding and stationary stability. Your clcokwork companion now counts as three quarters cover for people within 5 feet (so long as it is between them and the attacker) or riding it. Additionally, it cannot be moved against its will while in contact with the ground.

Shielding Bond

After studying the arcane fundamentals of Shield Golems, you have gained insight on how they shield their controllers, and can implement it in your own clockwork companion. Your clockwork companion gains the ability to cast warding bond without expending a spell slot. When cast in this method, it does not require material components. Once the clockwork companion casts warding bond in this way, it cannot use this feature to cast it again until it completes a long rest or a short rest where it had maintenance done.

Upgrade Level 3

Powered Charge.

You improve your clockwork's charging speed, increasing its movement speed by 5 feet. If your clockwork's speed is 40 feet or more after taking this upgrade, it gains the ability to use a Forceful Slam after moving 20 feet or more in a straight line toward it before attacking; if the attack hits, the target must make a Strength saving throw with a DC of 8 + the clockwork's proficiency + the clockwork's strength modifier, being knocked prone on. You can select this upgrade twice.

Expanded Frame

You enlarge your clockwork companion, increasing its size category by one if possible, up to a maximum size of Huge. If your clockwork companion is Large after taking this upgrade, it gains advantage on Strength checks and Strength saving throws and your clockwork's maximum hit points increases by 5 + ([Golem's Constitution Modifier + 6] x CR). During the process, you can determine if your clockwork companion will have the appropriate physiology to serve as a mount. You can take this upgrade multiple times, but cannot make a clockwork companion larger than Huge.

Overdrive

You build in a special mode allowing your golem to go beyond its limitations. As a bonus action, the clockwork companion can overcharge with energy, granting it the effects of haste for a number of rounds equal to its Constitution modifier. Once used, it cannot use this again until it completes a long rest.

Upgrade Level 4

Mechanical Wings

You add intricate and powerful mechanical wings to your clockwork companion, granting it a flying speed. If your clockwork companion is Medium or smaller, it gains a flying speed of 30 feet or an additional 20 feet if it already has a flying speed. If your clockwork companion is Large or larger, its flying speed is 25 feet or an additional 10 feet if it already has a flying speed.

Multiattack Protocol

When your clockwork companion uses the Attack action, it can attack twice instead of once. If it already has multiattack it gains one extra attack.

Thundering Stomp

Prerequisite: Clockwork companion the size large or bigger.
Your clockwork companion can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. Your clockwork companion can replace any attack with the thunderclap spell. Its CR determines its player level for casting the spell (Max 20) and the spell save DC is 10 + Proficiency + Constitution Modifier.

Transforming Golem

You install clever multifunctional components allowing your clockwork companion to reduce its size. Your clockwork companion can collapse its size back down to one size smaller, but while in the collapsed mode any movement speed it has is reduced by 10 feet. The process takes 1 minute to invoke or revert.

Upgrade Level 5

Artificial Learning

Prerequisite: Humanoid Clockwork Companion
Your clockwork companion begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your clockwork companion gains all the first level features of the chosen class. This does not include health, spellcasting, or class proficiencies (for example, selecting Fighter grants only Fighting Style and Second Wind). You can select this Upgrade multiple times, granting another level of features or the first level features of another class each time it is selected.

Brutal Armaments

You increase the effectiveness of your clockwork's natural weapons, allowing it to strike with lethal strikes. When your clockwork makes an attack, it can subtract its proficiency from the attack roll. When it does so, if the attack hits, it can add double its proficiency bonus to the damage roll of the attack.

Shared Power

You bind your clockwork's power source to your own soul, allowing you to tap its power and it to tap your power.
  • As its action, your clockwork can expend one of your spell slots to cast a spell you know.
  • As an action, you can drain a number of hit points from the clockwork companion up to twice your player level, gaining that many temporary hit points.
  • Either you or your clockwork companion can give up your action to allow the other to take an additional action. This additional action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.

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