Clockwork (5e Class)
Clockwork Mage[edit]
A group of goblins come running down the passageway of the maze. The gnome man pulls out a music box and winds it, and then he puts it down and opens it. The music plays and the goblins fall asleep.
A Human woman sits in her inn room. She pulls out a small clockwork bird. She winds the bird up and then whispers something to the bird and it takes off flying out of the window.
The Clockwork Mage places down a small clockwork spider. The Clockwork Mage winds it up. The Spider turns around and fires web all over the place.
Key to Clockwork Mage[edit]
Clockwork Mages turn magic from its ancient role as a mysterious power into a modernized tool. Clockwork Mage - A mage who combine spellcasting with the principles of clockwork technology, bringing magic to the common man and creating conveniences that will march the world toward a future where magic and science are one.
Though they have many opponents who want to defend the old ways, the Clockwork Mages have powerful weapons at their disposal, and the fantastic revolution seems inevitable. Most other magic users do not see Clockwork Magic as a real type of magic. This may lead to a Clockwork Mage being forbidden from entering the local magic guild or school, to be mocked by other magic users, and much more. It’s not uncommon for Clockwork Mages to make their own guilds or schools (I’ll make my own guild with blackjack and hookers).
Creating a Clockwork Mage[edit]
Now think about what makes up your character, what is their background? How did they end up as a Clockwork Mage? Were they forced into it by a family member who is a Clockwork Mage? Was it something they chose to do as a thrill and a fun way to make money? Do they regret for all the hours they put into studying an art most other magic users see as a false magic? Do they look fondly at that time in their life? Do they speak openly about their craft or are they guarded about it, keeping it to themselves?
Now what made them start adventuring? Did they decide to do this for the next thrill? Was it by pure chance you were in the wrong place at the right moment? Are you looking for something existential or personal? All these questions lead to a better understanding of your character and their motivations.
- Quick Build
You can make a Clockwork Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, followed by Constitution. Choose the Guild Artisan background.
Class Features
As a Clockwork Mage you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Clockwork Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Clockwork Mage level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Tinker's Tools, Jeweler’s Tools
Saving Throws: Intelligence, Dexterity
Skills: Choose 3 from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, Persuasion, and Sleight of Hand.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any Simple Weapon
- A Light Crossbow and 20 bolts
- Leather Armor
- (a) Dungeoneer's Pack or (b) Explorer's pack
- 3 Quartz Crystals valued at 25 gp each and a Schematicon
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Spellcasting, Flying Cogs | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Design Philosophy | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Design Philosophy Feature | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Design Philosophy Feature | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Design Philosophy Feature | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Turn Back The Clock | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Organized Briefcase | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
As an ingenius magical inventor, you keep a Schematicon (a book filled with blueprints) in which to record the schematics of Devices you can create to cast spells.
- Schematicon
At 1st Level, you have a Schematicon containing six 1st-level Wizard Spells of your choice (these spells are considered Clockwork Spells for you), all of which you have Devices pre-built for. Your Schematicon is the complete collection of the schematics for Clockwork Spell-casting Devices you have invented.
- Preparing and Using Devices
You store your magical energy inside Quartz Crystals, which you use to power your Devices. A Quartz Crystal of a higher level is able to provide the magical energy needed to power a Device used to cast a spell of an equal level. The Clockwork table shows how many Quartz Crystals of each level you can keep powered at one time (shown under "Spell Slots" because this website won't let me change it to say "Quartz Crystals"). You cannot create Devices capable of casting cantrips, as this would require an infinite, constant supply of magical energy.
You may have as many created Devices as you have spells known (limit one for each spell known), but you can only carry and keep up with a certain number of them at one time. You choose which Devices to have at the ready, leaving the rest in a pocket-dimensional storage unit which is contained within a briefcase. To do so, choose a number of Clockwork Devices from your Schematicon equal to your Intelligence modifier + your Clockwork level (minimum of one Device). The Devices must be for spells of a level for which you have Quartz Crystals. Your briefcase can store an unlimited number of devices, but is not capable of storing anything else - other items, objects, or creatures placed inside it will disappear and be spill into the Astral Plane.
For example, if you're a 3rd-level Clockwork, you have four 1st-level and two 2nd-level Quartz Crystals. With an Intelligence of 16, your list of prepared Devices can include six of 1st or 2nd Level, in any combination, chosen from your Schematicon. If you prepare the 1st-level Device for Magic Missile, you can cast it using a 1st-level or a 2nd-level Quartz Crystal. Using a Device doesn't remove it from your list of prepared devices.
You can change your list of prepared Devices when you finish a Long Rest. Preparing a new list of Clockwork Devices requires time spent finding and rearranging the contents of your pocket-dimensional storage briefcase and memorizing the actions used to activate them: at least 1 minute per Spell Level for each Device on your list.
- Device Maintenance
When you create a Device for a Spell which has material components that either are equivalent to an amount of gold, are consumed upon use of the Spell, or both, the device requires upkeep and maintenance in order to keep it in working shape. For each time you use said Device, you must spend an amount of gold equal to the cost of said Spell's material components in order to keep the Device functioning. Until you do so, you are unable to use the Device. Some may seek to remedy this by preparing maintenance kits in advance of using Devices which require maintenance, by spending the appropriate amount of gold for each kit. If you choose to do this, you may perform maintenance as an action by expending a maintenance kit.
- Spellcasting Ability
Intelligence is your Spellcasting ability for your Clockwork Spells, since you learn to make your Devices through dedicated study and ingenuity. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Clockwork spell you cast and when making an Attack roll with one.
- Spell save DC
8 + your Proficiency Bonus + your Intelligence modifier
- Spell Attack modifier
your Proficieny Bonus + your Intelligence modifier
- Concentration Casting
For spells which require Concentration, you must use a bonus action (or item interaction, if the spell is cast using a bonus action) to wind up the Device with which you are casting the Spell. The Device will maintain the Spell's concentration for you and the Spell will remain active for its duration, unless the device casting it is damaged or destroyed - or you use another bonus action to end the Spell early. Due to interference caused by this function of your Devices, you may only have one Device maintaining Concentration at a time.
- Learning Spells of 1st Level and Higher
Each time you gain a Clockwork Level, you can add Devices for two Wizard spells of your choice to your Schematicon for free. Each of these Spells must be of a level for which you have Quartz Crystals, as shown on the Clockwork table. On your Adventures, you might find other Devices that you can add to your Schematicon (see “Your Schematicon”).
Your Schematicon[edit]
Your Shematicon is the culmination of all of your inspiration, ingenuity, and of course, hard work. Each Blueprint in your Schematicon details the exact proportions, inner workings, and other intricacies of the Device it is used to create. You might find other Blueprints during your Adventures. You could discover a shoddily-drawn sketch of a device on a napkin, a labeled prototype of a Device, or a meticulous, drawn-to-scale reconstruction of the device written on thick, blue paper.
- Copying a Device into the Schematicon
When you find a when you find a Blueprint of a Device for a spell of 1st Level or higher, you can add it to your Schematicon if it is of a Spell Level you have Quartz Crystals for and if you can spare the time to decipher and copy it.
Copying that spell into your Spellbook involves prototyping the basic form of the Device, then deciphering the unique system of notation used by the person who invented it. You must study the Blueprint until you understand all of the intricacies of the Device, then transcribe it into your Schematicon using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material costs of prototyping, as well as the fine inks and papers you need to make the record of it last. Once you have spent this time and money, you can build and prepare the Device just like your other Devices.
- Building a Device
To create a device with which to cast a spell, you must first have a Blueprint for it in your Schematicon. You must then expend a value in gears and cogs equal to the spell's level multiplied by 100, as well as a number of hours equal to the spell's level to actually create the device. This time does not have to be spent all at once, but the time that is spent working on a device cannot be spent doing anything else, as it is a delicate and focused process. For example, to create a device with which to cast _fireball_ (a 3rd level spell), you would need 300gp worth of gears and cogs, as well as 3 hours to construct the device.
- Replacing the Schematicon
You can copy a spell from your own Schematicon into another book—for example, if you want to make a backup copy of your Schematicon. This is just like copying a new Blueprint into your Schematicon, but faster and easier, since you understand your own notation and already know how to build the Device. You need spend only 1 hour and 10 gp for each level of the spell the copied Device is used to cast.
If you lose your Schematicon, you can use the same procedure to transcribe the Devices that you have prepared into a new Schematicon. Filling out the remainder of your Schematicon requires you to find new Blueprints to do so, as normal. For this reason, many Clockwork Mages keep backup Schematicons in a safe place.
- The Schematicon's Appearance
Your Schematicon may be a fancy notebook with beautifully drawn diagrams, a somewhat boring leather-bound tome, or a disorganized mess of blueprints weakly bound together by metal rings. Its overall appearance is up to you.
Flying Cogs[edit]
At 1st level, you know how to throw cogs as a form of an attack. This attack has a range of 30/90 feet. Make a ranged weapon attack, adding your Proficiency Bonus and Dexterity modifier. On a hit, the cog deals 1d8 bludgeoning damage plus your Dexterity modifier.
Design Philosophy[edit]
When you reach 2nd Level, you choose a Design Philosophy, shifting your creative direction in one of many ways. Both of them are listed here: Design Philosophies. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.
Ability Score Improvement[edit]
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Turn Back The Clock[edit]
Beginning at 18th level, your connection to gears, cogs, and magic begins to warp the gears of time themselves, so that they moved slower where you are concerned. For every 10 years that pass, your body ages only 1 year.
Organized Genius[edit]
Beginning at 20th level, you learn the most efficient way to organize the pocket-dimensional briefcase which stores your devices, as well as memorize how to operate them. You may prepare an entirely new list of prepared devices over the course of a short rest. Additionally, over the course of 1 minute, you may swap out a single prepared device that is not maintaining concentration for a single unprepared device, a number of times equal to your Intelligence modifier. You regain all expended uses of this feature when you finish a long rest.
Design Philosophies[edit]
Gearhead[edit]
A Gearhead's philosophy is that there are three things in life which you can never have too much of: gears, cogs, and efficiency.
- Efficient Construction
Beginning when you choose this Philosophy at 2nd Level, the amount of gold and time you must spend to construct your Devices is halved.
- More Gears, More Cogs
Starting at 2nd Level, you are proficient with Smith's tools. If you are already proficient, you may add double your proficiency bonus to checks you make with them.
- Twin Cogs
Beginning at 6th Level, when you attack with a gear or cog via the Flying Cogs feature, you may throw two gears or cogs, rather than one. Make two separate attack rolls, and roll damage for each hit.
- Aerodynamics
Beginning at 10th Level, when you throw a weapon with the Thrown property (including gears or cogs thrown via the Flying Cogs feature), its range is increased by 30 feet. Additionally, when throwing a gear or cog using the Flying Cogs feature, you can make a Dexterity (Sleight of Hand) check to curve its trajectory, allowing it to reach targets behind walls, under tables, etc. Your Dungeon Master should choose the DC for this check, based on the desired trajectory.
- Improved Design
Starting at 14th Level, you gain insight into more efficient means of transferring the magical energy within your quartz crystals. By spending an amount of gold in gears and cogs, as well as the amount of time in hours, equal to twice the original cost of creating one of your Devices (after applying the effect of Efficient Construction once) you can permanently upgrade the Device. Once this is done to a Device, it will always cast its Spell at a Spell Level one greater than its minimum Spell Level. For example, if you upgraded your Device for casting Fireball (a 3rd-level spell), even if you used a 3rd-Level Quartz Crystal, the Device would cast Fireball at 4th Level, and if you used a 4th-Level Quartz Crystal, it would instead cast Fireball at 5th Level. You cannot upgrade a Device made to cast a 9th-Level Spell, and you can only have one upgraded device prepared at a time.
Augmenter[edit]
An Augmenter's philosophy is that you should never rely *too* much on your magical Devices, but should instead have some backup gadgets, just in case.
- Quartz Crystal Recharger (QCR)
Beginning when you choose this Philosophy at 2nd Level, you have access to a gadget which allows you to recharge your expended Quartz Crystals. Once per day when you finish a Short Rest, you can choose expended Quartz Crystals to recharge. The Quartz Crystals can have a combined level that is equal to or less than half your Clockwork level (rounded up), and none of the slots can be 6th level or higher. The device weighs 10 pounds.
- Construct Repair Tool
Beginning at 2nd Level, you have access to a gadget which allows you to repair a construct you touch with it. The construct regains hit points equal to 2d4 + your Intelligence modifier. This has no effect on living or undead creatures. Once you use this ability, cannot use it again until you finish a long rest.
- Grapple Gun
Starting at 6th Level, you have access to a gadget which allows you to, as an action, launch a grappling hook up to 120 feet from you at a target you can see. The cable connecting the launcher to the hook is sturdy, being able to carry up to 500 pounds. As a bonus action, you can cause the hook to retract at a rate of 60 feet per round. You can use this offensively: to attack a creature with the Grapple Gun, make a ranged weapon attack using your Dexterity as your modifier to hit. You are considered proficient with this weapon. On a hit, the target takes 2d4 piercing damage and is latched onto by the hook, and if you retract it, the target must make a Strength saving throw against your Spell Save DC or be pulled 60 feet towards you. The target can repeat the saving throw at the end of its next turn, unlatching the hook from itself on a success. On a failed second saving throw, the the target will be pulled the remaining 60 feet toward you at the end of your next turn. The Grapple Gun weighs a total of 15 pounds.
- Nanomachine Repair
Beginning at 10th level, you have access to a team of nanomachines which will automatically patch you up when you are injured. While you are missing hit points, at the end of each of your turns, you regain hit points equal to your Intelligence modifier.
- Truevision Goggles
Starting at 14th level, you have access to a set of goggles which allow you to see that which otherwise could not be seen. While active, the goggles grant you 60 feet of Truesight. You can toggle them on or off as a bonus action. The goggles weigh 1 pound.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Clockwork Mage class, you must meet these prerequisites: 13 Intelligence and 13 Dexterity.
Proficiencies. When you multiclass into the Clockwork Mage class, you gain the following proficiencies: one Clockwork Mage skill of your choice.
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