Clockwork Constructs

Subclass featureValdaSpire24Extras2014Craftsman

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.

Raw data
{
  "name": "Clockwork Constructs",
  "level": 3,
  "__prop": "subclassFeature",
  "header": 1,
  "source": "ValdaSpire24Extras",
  "entries": [
    "You assemble two mechanical servants, which use the {@creature Clockwork Construct|ValdaSpire24} 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 {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obey your commands.",
    {
      "name": "Constructs in Combat",
      "type": "entries",
      "entries": [
        "In combat, the Constructs share your {@variantrule Initiative|XPHB} count, but take their turns immediately before or after yours (your choice). Each Construct can move and use its {@variantrule Reaction|XPHB} on its own.",
        "You can take a {@variantrule Bonus Action|XPHB} 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 {@action Dodge|XPHB} action on its turn. If you have the {@condition Incapacitated|XPHB} condition, the Constructs take the {@action Dodge|XPHB} action and move only to avoid harm."
      ]
    },
    {
      "name": "Repairing the Constructs",
      "type": "entries",
      "entries": [
        "Your Constructs gain the benefits of taking a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} as normal. You can replace Constructs that have been lost when you finish a {@variantrule Long Rest|XPHB}. You can also change the design of each Construct when you finish a {@variantrule Long Rest|XPHB}.",
        "Customizing your Constructs. Each of your Constructs comes with an integrated weapon. When you finish a {@variantrule Long Rest|XPHB}, you can replace these weapons with Simple or Martial weapons of your choice. A Bolter can only wield Ranged weapons with {@itemProperty AF|XDMG|Ammunition}, whereas a Macer can only wield Melee weapons that lack {@itemProperty H|XPHB|Heavy}. If you integrate a Masterwork weapon into a Construct, it gains the benefits of your Masterwork Bonus."
      ]
    }
  ],
  "className": "Craftsman",
  "classSource": "ValdaSpire24",
  "subclassSource": "ValdaSpire24Extras",
  "subclassShortName": "Clockworkers"
}