Clockworkers' Guild
Subclass features
Clockworkers' Guild
Level 3Build and Command Clockwork Minions
Masters of machinery, the tinkers and gearsmiths of the Clockworkers' Guild study and perfect the art of fashioning Constructs. Their designs are as elegant as they are functional, translating single ticking movements through a kaleidoscope of gears and pistons to create lifelike, even a seemingly intelligent, clockwork creatures. Nearly all Clockworkers are attended by a pair of their Construct servants that serve a dual purpose as attentive assistants and relentless bodyguards. Veteran Clockworkers, however, walk astride Constructs taller than themselves, great gear-driven golems of formidable strength.
Clockwork Constructs
You assemble two mechanical servants, which use the Clockwork Construct stat block. Choose the design for each Construct: a Bolter or Macer. You also determine their appearance, such as if they resemble tin soldiers or mechanical Beasts.
The Constructs are Friendly to you and your allies and obey your commands.
Constructs in Combat
In combat, the Constructs share your Initiative count, but take their turns immediately before or after yours (your choice). Each Construct can move and use its Reaction on its own.
You can take a Bonus Action to command one or both Constructs to take an action on its stat block or some other action on its turn. If it receives no command, a Construct can only take the Dodge action on its turn. If you have the Incapacitated condition, the Constructs take the Dodge action and move only to avoid harm.
Repairing the Constructs
Your Constructs gain the benefits of taking a Short or Long Rest as normal. You can replace Constructs that have been lost when you finish a Long Rest. You can also change the design of each Construct when you finish a Long Rest.
Customizing your Constructs. Each of your Constructs comes with an integrated weapon. When you finish a Long Rest, you can replace these weapons with Simple or Martial weapons of your choice. A Bolter can only wield Ranged weapons with Ammunition, whereas a Macer can only wield Melee weapons that lack Heavy. If you integrate a Masterwork weapon into a Construct, it gains the benefits of your Masterwork Bonus.
Mechanical Arm
When you finish a Long Rest, you can attach a mechanized arm to any suit of Masterwork armor. This arm follows your telepathic commands and can be used to hold weapons and Shields (allowing you to simultaneously hold a Two-Handed weapon and a one-handed weapon), perform Somatic components of spells, and perform other actions, though the arm doesn't grant you additional actions. If another creature wears the armor, the mechanical arm doesn't function.
Mechanized Attachments
Level 6When you finish a Long Rest, you can use your Crafting Tools to affix one of the following attachments to a suit of Masterwork armor or one of your Clockwork Constructs, or to replace an attachment with another one. Each armor or Construct can have one attachment at a time.
Clockwork Lantern
A Bullseye Lantern casts Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet. The Cone of light follows wherever you look. The wearer can light or extinguish the lantern as a Utilize action.
Mechanized Grappling Hook
This launcher contains 80 feet of rope affixed to a Grappling Hook. As a Utilize action, the wearer can launch the Grappling Hook at a railing, ledge, or another catch within 80 feet of itself, and the hook catches on if the wearer succeeds on a DC 13 Dexterity (Acrobatics) check. A mechanized winch then retracts the rope and up to 350 pounds of attached weight at a rate of 10 feet per round (100 feet per minute).
Ram Helm
A pneumatic Portable Ram is integrated into this helm, which can be used without hands.
Springheels
While wearing this armor, the wearer's jump distance is doubled.
Death Burst
Level 10A dead man's switch is integrated into each of your constructs. When one of your Clockwork Constructs drops to 0 Hit Points, it detonates in a 5-foot Emanation. Each creature within the Emanation makes a Dexterity saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus), taking 6d6 Fire damage on a failed save, or half as much damage on a failed save.
Construct Enchantments
Level 14You can place a Weapon Enchantment on each of your Clockwork Constructs' integrated weapons. Your Constructs gain the benefits of this enchantment and have Advantage on attack rolls.
Raw data
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