The origins of clockwork magic are nebulous at best.
Those of a religious bent say that it's derived from the
divine, that a follower of some god of smiths or machines
or even time had an epiphany. Others, usually those of a
less religious bent, claim that clockwork magic was the
discovery of an ancient artificer who, while experimenting
with gears and steam, built the first device animated by
enchantments. Whatever its origin, clockwork magic
involves time manipulation, constructs, and mechanical
devices of all kinds.
The school of clockwork magic is a blending of
technology and magic not often seen. While some would
argue that all spells of this so-called school are simply
applications of the more traditionally acknowledged
branches of arcane magic, clockwork mages understand
that there is qualitative difference in thought between
casting, say, a clockwork(evocation) spell and an ordinary
evocation. The school thrives alongside industry, using a
small number of spells, compared to the older schools, to
create a wide range of styles. Fool is he who fails to notice
arcane glyphs and wands and mistakes a clockwork mage
for a common gear grinder or tinkerer.
The following class abilities are available to wizards of
the clockwork school.
CLOCKWORK SAVANT
Beginning when you choose this school at 2nd level,
the gold and time it takes to copy a clockwork spell into
your spell book is halved. You also gain proficiency with
clockwork tools (25 gp, 2 lb).
CLOCKWORKER’S CHARM
Beginning at 2nd level, whenever you cast an animate
construct spell, increase the duration by a number of
minutes equal to your proficiency bonus. At 20th level, you
can make the spell permanent until dispelled but cannot
have more than one made permanent at a time.
METAL SHAPE
When you reach 6th level, you gain the ability to reshape
metal with a touch. When you grasp a piece of metal of
Small size or smaller, you can alter its form into any shape
that suits your purpose. The item must be in your hands
and under your control; you can't, for example, reshape a
piece of armor or a weapon that's being worn or wielded by
someone else. To create a specific object, such as a key or
mechanical component, you must be completely familiar
with it. Thus you could replicate a key that you had in your
possession for an extended period of time, but you could
not create a working key based on seeing the lock alone.
Objects you create can have up to two hinges and a latch,
but finer mechanical detail is not possible. This effect can
be used to repair metal as per the spell. You may use this
feature once before completing a long or short rest.
GOLEM FORM
Beginning at 10th level, you can transform yourself as an
action into a living construct for up to 1 minute per level.
You retain your Intelligence, Wisdom, and Charisma and
the ability to speak and cast spells. You can transform into
a golem or a clockwork creature whose CR is less than or
equal to your current level in this class. Otherwise, this
ability functions as the druid’s Wild Shape ability.
CLOCKWORK MASTERY
Starting at 14th level, you can use magic to bring
constructs under your control. As an action, you can
compel one construct you can see within 60 feet of you
to make an Intelligence saving throw against your wizard
spell save DC. This is a magical effect. If the saving throw
fails, the construct becomes friendly to you and obeys
your commands for 1 hour, until you use this ability again,
or until it takes damage from you or one of your allies.
If the saving throw fails by 5 or more, the duration is
extended to 6 hours or until one of the other conditions
is fulfilled. When the effect ends, the construct is aware it
was controlled by you.
CLOCKWORK FAMILIARS
Clockwork mages who use the spell find familiar substitute
a small clockwork device in the form of an animal worth
10 gp for the spell's usual material components. It must
resemble one of the allowable animals listed in the spell.
When the ritual is complete, the clockwork animates. It
has the statistics of the chosen form but is a construct.
The familiar's form can be changed by rebuilding the
clockwork device in the new form and casting find familiar
again. If the familiar is destroyed, it can be rebuilt (in the
same or a new form) with the same components, if they're
recovered; otherwise, 10 gp must be spent on replacement
parts. The familiar is never counted when determining the
number of constructs a mage can control.
WIZARD'S CLOCKWORK SPELL LIST
Spell Level |
Spells |
Cantrip |
Fist of Iron, Tick Stop |
1st |
Analyze Device, Animate Construct, Armored Heart, Armored Shell, Find the Flaw, Gear Shield, Machines's Load, Machine Speech, Pendulum, Tireless |
2nd |
Heartstop, Lock Armor, Repair Metal, Spin, Winding Key |
3rd |
Gear Barrage, Overclock, Thousand Darts |
4th |
Absolute Command, Gremlins, Grinding Gears, Read Memory, Steam Blast, Write Memory |
5th |
Imbue Spell, Mass Repair Metal, Mechanical Union |
6th |
Catapult, Robe of Shards |
7th |
Hellforging, Timeless Engine |
8th |
Machine Sacrafice, Move the Cosmic Wheel, Power Word Restore, Steam Whistle, Time Jump |
9th |
Time in a Bottle |
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