dauntless/content/Classes/Mechanist/Craft of the Clockmaker.md
2026-03-11 21:24:33 -06:00

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---
source: Book of Blades
---
![[assets/d936a3bd07387da60924c6b0d585712e_MD5.jpg|Catilus / Christina Kritikou|290x409]]
The clockmaker is a master crafter whose timepiece does more than keep track of the passing hours. With it, the Clockmaker controls time itself. By winding their watch, they can give themselves more time or take time away from their enemies. A clockmaker can even freeze enemies in place with specially prepared traps. 
||**Clockmaker Progression**|
|---|---|
|**Mechanist Level**|**Features**|
|3rd|Augment: Countdown, Timepiece|
|7th|Advanced Timepiece|
|11th|Stasis Trap|
|15th|Master Timepiece|
## Augment: Count Down 
 _3rd-Level Clockmaker Feature_ 
You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table.
### Count Down 
_Item Requirement: Medium or Smaller Magic Item that Is Worn or Carried_ 
You imbue a magic item with a countdown of any length of time. At the end of the countdown, one of the magic items effects (your choice) triggers. When you set the countdown, you choose the duration. The effect targets the creature carrying or wearing the item. If the effect targets an area, the area of effect is centered on the creature. You can touch the item and use an action to change or cancel the items countdown. 
## Timepiece
_3rd-Level Clockmaker Feature_ 
You create a small clockwork device as a focus for your clockwork abilities. This device always keeps perfect time on the Material Plane. While holding your timepiece in one hand, you gain the following:
- **Spellcasting.** The timepiece can be used as an arcane focus for the spells that you learn from this subclass. You learn the spells pendulum and hold and can cast them using your timepiece without expending spell slots. Once you cast a spell with your timepiece, you must finish a long rest before you can cast a spell with it again. **INT** is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for your timepiece spells:
**Spell save **DC**** = 8 + your **PB** + your **INT** modifier 
**Spell attack modifier** = your **PB** + your **INT** modifier
- **Double Time.** On your turn, you can double your speed until the start of your next turn. When you use this feature, you gain temporary hit points equal to 1d6 + your **INT** modifier. You must finish a short or long rest before you can use this feature again.
## Advanced Timepiece 
_7th-Level Clockmaker Feature_ 
You add more intricate clockworks to your timepiece, improving and expanding its capabilities. You gain the following benefits:
- **Forewarned.** While holding your timepiece in one hand, add your **INT** modifier to initiative rolls. 
- **Spellcasting.** Add haste and slow to the list of spells that you can cast with your timepiece without expending spell slots. You can now use your timepiece to cast any spell gained from this subclass two times until you finish a long rest.
- **Extra Time.** You expand your mastery over time. You can gain an additional bonus action on your turn. You must finish a short or long rest before you can use this feature again.
## Stasis Trap 
_11th-Level Clockmaker Feature_ 
You freeze a moment of time inside a clockwork cog the size of a button. Creating a stasis trap takes 10 minutes and can be done as part of a short or long rest. You can have a maximum number of stasis traps active at once equal to your **PB**.
You can place the stasis trap where a creature might step on it or throw it as a ranged attack with a range of 30 feet. Seeing a hidden stasis trap requires a successful **WIS** (Perception) check with a **DC** equal to your spell save **DC**. 
When a creature steps on, touches, or is hit by a stasis trap, it must succeed on a **CON** save equal to your spell save **DC** or be paralyzed for 1 minute. At the end of each of the targets turns, it can repeat the save, ending the effect on itself on a success. If the creature fails its **CON** save at the end of its turn, it suffers a secondary effect chosen by you when the stasis trap was created:
- The target takes 1d6 + your **INT** modifier force damage.  
- You learn one thing of your choice about the creature: type, resistances, immunities, vulnerabilities, or special attacks.
- Time within a 20-foot radius slows. Creatures in the area halve their speed, take a 2 penalty to AC and **DEX** saves, and cant use reactions. This effect lasts until the end of the creatures next turn. 
## Master Timepiece 
_15th-Level Clockmaker Feature_ 
You achieve mastery over your timepiece and expand its abilities even further. You gain the following benefits:
- **Accelerated Attacks.** Your attacks move faster and hit harder. Your melee and ranged weapon attacks deal an extra 2d6 force damage. 
- **Spellcasting.** Add foresight and time stop to your list of spells that you can cast using your timepiece. 
**Extra Time.** You fully master time between seconds. You can gain an additional action on your turn. You must finish a short or long rest before you can use this feature again.