Clockwork v2.0.0 #
Clockwork Magic (1) #
- You learn additional Spells when you reach certain Levels in this Class, as shown on the Clockwork Spells table. Each of these Spells counts as a Sorcerer Spell for you, but it doesn’t count against the number of Sorcerer Spells you know.
- Whenever you gain a Sorcerer Level, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or Transmutation Spell from the Cleric, Sorcerer, or Wizard spell list.
- Note: Spells marked with a * are renamed spells whose old names can be found via: Spell Revamp.
Clockwork Spells #
Sorcerer Level | Spells |
---|---|
1st | Alarm, Protection from Evil and Good |
3rd | Aid, Lesser Restoration |
5th | Dispel Magic, Protection from Energy |
7th | Freedom of Movement, Summon Construct |
9th | Greater Restoration, Wall of Force |
Restore Balance (1) #
- Your connection to the plane of absolute order allows you to equalize chaotic moments. When a Creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can use your Reaction to prevent the roll from being affected by advantage or disadvantage. You can use this feature a number of times equal to your Charisma Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Bastion of Law (6) #
- You can tap into the grand equation of existence to imbue a Creature with a shimmering shield of order. As an Action, you can expend 1 to 5 Sorcery Points to magically conjure a ward around yourself or another Creature you can see within 30 feet of yourself. 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 expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use this feature again.
Trance of Order (14) #
- You gain the ability to align your consciousness with the endless calculations of the universe. As a Bonus Action, you can enter this state for 1 minute. For the duration, Attack Rolls against you can’t benefit from advantage, and whenever you make an Ability Check, Attack Roll, or Saving Throw you can treat a roll of 9 or lower on the d20 as a 10. Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no Action required) to restore your use of it.
Clockwork Cavalcade (18) #
- You momentarily summon spirits of order to expunge disorder around you. As an Action, you magically summon the spirits in a 30-foot Cube originating from you. The spirits look like Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. once you use this Action, you can’t use it gain until you finish a Long Rest unless you spend 7 Sorcery Points (no Action required) to restore your use of it.
- Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of Creatures of your choice in the Cube.
- Repair. Any damaged objects entirely in the Cube are repaired instantly.
- Dispel. Every spell of 6th Level and lower ends on Creatures and objects of your choice within the Cube.