Clockwork 5e

An orange glow burns in the eyes of an enormous mechanical dragon. Gears whir as the black-plated war machine spreads steel wings, spewing flames over a battalion of screaming knights. Large constructunaligned. Clockwork dragons are siege machines fashioned after their namesake. The one-headed variety stands roughly twelve feet tall, while the three-headed dragon exceeds twenty.

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Weapons of War. Only the most developed nations can afford to build clockwork dragons, but they are worth the cost. A single machine easily turns the tide of most battles and lasts decades. Their mace-tipped fists can breakdown any structure, while mechanical wings give them flight. Group Control. A clockwork dragon is created and controlled by a team of three engineers that wear special circlets. While just one of these engineers can control a dragon for a short period of time, any sustained period of solo control is so taxing it kills the engineer.

If all the engineers remove their headbands while the dragon is active, the construct attempts to massacre every creature it can see. Creature Codex. Subscribe to the Open Gaming Newsletter! Toggle navigation. The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon.

While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. If only two circlet wearers are within 1 mile of the active dragon, each hour spent wearing the circlets imposes one level of exhaustion on those wearers.

If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active.

Each circlet is a magic item that must be attuned. Immutable Form. The dragon is immune to any spell or effect that would alter its form.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Siege Monster. The dragon deals double damage to objects and structures.

Actions Multiattack. The dragon can use its Oil Spray. It then makes three attacks: one with its bite and two with its fists.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In.

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Searches must be at least 3 characters. Gnome Traits Your gnome character has certain characteristics in Common with all other Gnomes. Ability Score Increase : Your Intelligence score increases by 2. Age : Gnomes mature at the same rate Humans do, and most are expected to settle down into an adult life by around age They can live to almost years.

Alignment : Gnomes are most often good.

clockwork 5e

Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than Vicious.

Size : Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed : Your base walking speed is 25 feet. Darkvision : Accustomed to life Undergroundyou have superior vision in dark and dim Conditions.

You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light.False Appearance. While the clockwork knight remains motionless, it is indistinguishable from a normal suit of armor on display. The clockwork knight is immune to figments. Overclock Recharge 6. The clockwork knight takes the Dash action as a bonus action on its turn. Relentless Programming. When the clockwork knight sees a creature that is unknown to it, not a construct, and not in a designated area, the clockwork knight marks the creature.

The clockwork knight pursues and attacks the marked creature until it or the creature is destroyed, or the clockwork knight is 1 mile from the place it is programmed to guard. The clockwork knight may know up to 3 creatures.

Calculated Sweep.

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The clockwork knight can use its action to make a melee attack against any number of creatures within 10 feet of it, with a separate attack roll for each target. On a critical hit, the target makes a Strength saving throw against the damage taken or is knocked prone.

Purchased almost exclusively by royalty, clockwork knights are among the most complicated tinkerer creations and take years or sometimes decades to build.

clockwork 5e

Once created however these constructs are exceptionally hardy and can remain intact for thousands of years, faithfully watching over the wealthy patrons that commissioned them before passing away—indeed, many do not live to see their eternal guards completion after hiring a machinist to build one.

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clockwork 5e

The clockwork knight attacks three times. It is covered by the Open Game License v1. To distinguish it, these items will have this notice.

If you see any page that contains Open Game License v1. It is our intent to work within this license in good faith. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! This material is published under the OGL.The vault is full of dangerous magic that ought to remain sealed away.

clockwork 5e

The toolkit includes everything an artisan needs to repair objects from torn cloth to dulled blades: a needle and thread, cloth and leather patches, a whetstone, a hammer for working out dents, pliers, and glue.

The utility of this kit is similar to that of the mending spell. Rock gnomes can use their natural inventiveness to create all sorts of interesting objects.

Clockwork, Steed

The rules specify that these items can move only 5ft per turn and have only 1 hp. Clockwork Toy. Of course, the mechanical owl from Clash of the Titans comes to mind immediately. A rock gnome wizard who spends hours in a workshop and adventures in search of new machines and new techniques would likely cast the find familiar spell while tinkering in the workshop, creating a tiny mechanical mouse or bird that can deliver spells and messages.

Fire Starter. Such a device could help a character with no skill in magic to convince others that he was a magic user of some sort. Music Box. Use this item to mimic the minor illusion spell, placing it somewhere that it will attract attention, confuse, or distract.

Of course, the decision to extend these creative abilities to all tinkers, not only rock gnomes, is entirely up to the Dungeon Master we call them Quest Masters.

Clockwork - Pathfinder To 5th Edition D&D

Repair disabled devices. Improvise an item using scraps. Think MacGyverfrom the classic or just old TV series of the same name, who could create just about anything he needed out of chewing gum, paper clips, and duct tape.

In one episode, MacGyver builds a bazooka out of a muffler and a lighter. A rock gnome rogue who solves problems by slapping together whatever items he has at his disposal is a compelling character concept. Investigate objects. This could be useful in identifying magical items when the identify spell is not available.

Random Tables. Recent Posts See All. Mixing Up Giant Rats. Mixing Up Blue Dragons. Episode 3 Lightning Round. About Us.A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast.

You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way.

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At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell. You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table.

At 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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You can use this feature a number of times equal to your Charisma modifier minimum of onceand you regain all expended uses when you finish a long rest. Starting at 6th level, you can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.

The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.

Starting at 14th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. At 18th level, You summon spirits of order to restore balance around you. As an action, you summon the spirits in a foot cube originating from you. The spirits look like modrons or other constructs of your choice.

The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:. Share on. Create account or Sign in. Clockwork Magic You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table.

Bulwark of Law Starting at 6th level, you can imbue a creature with a shimmering shield of order.Tiny constructunaligned. Armor Class 14 natural armor Hit Points 15 6d4 Speed 30 ft. Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat. Bejeweled Familiars.

Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars.

Clockwork Beetle (3pp)

Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razorsharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. Flying Noisemakers. In the southern deserts, scarab beetle patterns are particularly prized. Anytime the creatures move they emit an audible rhythmic buzz, especially when taking to the air.

Once in flight, they create a disturbing cacophony of clicks and whirs. Hidden Timers. The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the tightly wound gear-counter expires, it suddenly triggers a mechanical metamorphosis within the beetle, causing it to rapidly transform and blossom into a completely different clockwork creature-a wondrous surprise known in advance only to the designer who created it so many years ago.

Tome of Beasts. Subscribe to the Open Gaming Newsletter! Toggle navigation. The clockwork beetle is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork beetle has advantage on saving throws against spells and other magical effects. Actions Bite. About Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat. Section Copyright Notice.

Become a Patron! New Pages Recent Changes.At rest, a clockwork abomination resembles a pile of debris and scrap on the ground, but in motion it reveals a large insectoid form with smoke rising between the plates of its hide. Its many orange-yellow eyes shine like dim lanterns and reveal no hint of expression or intent. Bound Devils.

Clockwork abominations result from ill-considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil binding and engineering seemingly do not mix well, and the results of such attempts are typically disastrous.

Every now and then, however, something goes right, and a clockwork abomination is created.

Clockwork Servant

Junk Collectors. Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such objects, they can often surprise a foe.

Sadistic Machines. Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their new forms, and they delight in inflicting suffering on others. Tome of Beasts. Subscribe to the Open Gaming Newsletter!

Toggle navigation. Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain. Piston Reach. Immutable Form. The clockwork abomination is immune to any spell or effect that would alter its form. Infernal Power Source. When a clockwork abomination falls to 0 hpits infernal battery explodes.

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