Felmorn's Guide to Clockwork
Creations
"It stood infront of me, steam being released from each hole in it's body. It stared at me,
then thousands of metal balls rained from the sky."
Mechlocks
M
echlocks are metal constructs which
always have a creator. Some are
designed to guard, some are designed
to protect and others designed to kill. A
Mechlock is always loyal to their
creator and will not do anything to
harm them. The majority of these
constructs roam hidden cities and wizards' laboratories, most
often never being revealed to the outside world. Gnomes
often find interest in these creations and aspire to build their
own.
Created from Scraps
Mechlocks are built from any metal their creator could find,
as building a pure Mechlock can be incredibly expensive. The
properties and purpose of each construct relies heavily on the
material it was born from. The alloys and metals which are
too weak, often find the Mechlock unable to walk or
malfunction.
Gear Purpose
Every Mechlock has a purpose. Nobles and members of
Royal Families often rent a Mechlock to guard a hoard of
treasure, or for them to be their body guard. Some become
security for buildings or assistants for powerful Artificer and
Wizards. When a Mechlock's creater dies, or when it loses it's
purpose, it either shuts down and self destructs or goes
insane, in human terms. An insane Mechlock will strive to
find some way to bring back it's creator or blame everything it
it has in sight for their death, killing them as a product.
Mechlock Traits
Mechlock Names As a Mechlock, you gain the following traits.
Mechlocks do not have gender specific names, and are given Ability Score Increase: Your Intelligence Score increases
numerical names (Mech Names). However, some creaters by 2.
give their Mechlock a nickname. Age: Most Mechlock meet the end of their battery life at
Mech Names: A0742, B1753, C7394, 075C-A26, D4300 800 years of age.
Nicknames: Tik, Clank, Grinder, Alpha, Beta, Charlie, Allignment: Mechlocks usually take on the Allignment of
Delta, Prime, Tech their creators, wether that be Neutral, Lawful Good or
Chaotic Evil.
Size: Your Size is medium, 4-8 feet tall.
Playing as a Mechlock Speed: Your base walking speed is 30 feet.
When playing as a Mechlock, you are robotic in Hidden Blade: Within one arm of your choice, there is a
nature and will always choose the path which has secret compartment which holds a natural weapon. This
the most probability of success. You are also aware small blade can slide from your wrist and be swiped at
that you are a construct and will gladly perform a enemies, which deals 1d4 slashing damage on a hit.
self sacrifice to protect your Creator or a close ally, Enhanced Vision: Thanks to your robotic eyes, you have
if your allignment agrees with this. 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. You can’t discern color in
Darkness, only shades of gray.
Metal Body: Your metal plating gives you a natural armour
equal to 12 + Your Constitution Modifier.
Stored Memory: You can easily rcall past memories and
knowledge which you have learned. You gain proficiency in
the Perception skill. Your Passive Perception becomes 8 +
Your Profficiency Bonus + Your Intelligence Modifier.
Loud Presence: Because of your metal joints and gears, you
have disadvantage on stealth checks.
Constructed Being: You do not require food or drink. You Mechlock
are also resitant to necrotic damage and are immune to being Medium Construct (Humanoid), Any Allignment
poisoned.
Self Destruct: When you die, you explode with gears and Armor Class 17
flames reaching everywhere within a 30 foot sphere of your Hit Points 62 (5d10 + 20)
death. Each creature within that sphere must make a Speed 30ft.
dexterity saving throw with a DC of 16 or take 2d12 fire
damage and 2d8 piercing damage, or half as much on a STR DEX CON INT WIS CHA
successful one.
Languages: You can speak, read, and write Common and 16 (+3) 10 (0) 20 (+5) 18 (+4) 14 (+2) 10 (0)
two other languages of your choice. (Your Creator must have
known these languages). Skills Perception +8
Condition Immunities Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
Steel Mechlock Damage Vulnerabilities Acid
You share the following traits with other Steel Mechlocks. Senses Darkvison 60ft, Passive Perception 16
Ability Score Increase: Your Constitution Score increases Languages Common and two other languages that
by 1. it's creator knew.
Iron Fortitude: When you level up, you gain an additional Challenge 2 (450 XP)
1d4 permanent hit points.
Self Destruct. When the Mechlock drops below 0
Copper Mechlock hit points, it explodes with gears and flames
You share the following traits with other Copper Mechlocks. reaching everywhere within a 30 foot sphere of it's
Ability Score Increase: Your Strength Score increases by death. Each creature within that sphere must make
1. a dexterity saving throw with a DC of 16 or take
Enhanced Blade: Your hidden blade ability now deals 1d8 2d12 fire damage and 2d8 piercing damage, or half
slashing damage instead of 1d4. as much on a successful one.
Stored Memory. The Mechlock has advantage on
Tin Mechlock perception checks.
You share the following traits with other Tin Mechlocks.
Ability Score Increase: Your Dexterity Score increases by Actions
1.
Light Body: Your base walking speed is now 40ft, you also Multiattack. The Mechlock makes 2 Hidden Blade
do not apply the Loud Presence feature. attacks.
Hidden Blade. Melee Weapon Attack: +5 to hit,
Electrum Mechlock reach 5ft., one target. Hit 5 (2d4 + 3)
You share the following traits with other Electrum
Mechlocks.
Ability Score Increase: Your Wisdom Score increases by
1.
Enhanced Insight: You gain proficiency in the Insight skill
and have advantage on Insight checks.
Time Domain Cleric
S
ome Gods can control time and space, others Divine Strike
seek to destroy it. When worshipping a diety of Starting at 8th level, once on each of your turns when you hit
this kind, they grant you a small portion of their a creature with a weapon attack, you can cause the attack to
power. Wise gods protect the many timelines of deal an extra 1d8 force damage to the target. When you
the universe. Clerics which gain this power are reach 14th level, the extra damage increases to 2d8.
sent to carry out their duties which are often
preventing others from altering the timeline and Keeper of Time
ensuring it follows the set path, even if that means traveling Starting at 17th level, you may add the spells Time Stop and
to another dimension. Foresight (See Player's Handbook) to your list of domain
Time Domain Spells spells. Like your other domain spells, they are always
Cleric Level Domain Spells prepared and count as cleric spells for you. You also become
proficient in the Insight skill. If you are already proficient in
1st Longstrider, Featherfall Insights, then you can double your Insight modifier.
3rd Augury, Hold Person
5th Haste, Slow
7th Dimension Door, Banishment
9th Contact other Plane, Hold Monster
Foreknowledge
When you choose this domain at 1st level, your initiative
bonus is now your Wisdom Modifier. You also become
proficient in the History and Perception skill.
Channel Divinity: Time Aberration
Starting at 2nd level, you can use your Channel Divinity, as an
action, to import yourself from another timeline anywhere
within 30 feet of you. This duplicate gets an initiative roll and
has the exact same traits, abilities, equipment and spells as
you, and is capable of performing any action a normal player
character could perform. This duplicate can not summon
anymore Time Aberrations, and can only cast spells up to a
third level spell.
You can control this visage on its turn. The visage lasts up
to 1 minute but has half of your maximum hit points. When
the duplicate drops below 0 hit points, the visage returns to
its original timeline.
When you and your other self are within 5 feet of each
other and attacking the same target, both of you have
advantage on attack rolls.
Temporal Thrust
Starting at 6th level, as an action, you can attempt to send any
creature you can see within 120 feet of you 1d6 rounds into
the future. That creature must succeed on a Wisdom Saving
Throw against your spell save DC or be sent into the future.
On a success, that creature is not sent forwards in time.
For the 1d6 rounds, that creature vanishes from existence
and re-appears in the spot it was vanished from once the
rounds are up, as long as the area is unoccupied. If the area is
obstructed then it will re-appear in the closest empty space
near the area it was transported from.
You can use this trait once per long rest at 6th level. Once
you reach 14th level, you can use this trait 3 times per long
rest.
Clockwork Constructs
Clockwork Insects Clockbug Gatherer
These insects are brought into existence because of the mere These Clockwork Insects are specifically built to hoard small
pleasure that people get watching them move or just the joy items and return them to their maker. Wizards use these
of creating. Some of these creations are used for aesthetic small constructs to gather herbs or items for their work. With
pleasure or greater purposes such as spying on enemies. enough gatherers, they can carry large objects such as
swords.
Clockbug Spy
These Clockwork Insects are specifically built to gather
information and report back to the sender. They are most Clockbug Wasp
commonly used by opposing forces to gather information on Tiny Construct, Any Allignment
the next assault.
Armor Class 8
Clockbug Wasp Hit Points 1 (1d4 - 1)
These Clockwork Insects are specifically built to assassinate Speed 10ft, climb 10ft, fly 40ft
a high valued target. They do so by injecting a venom into the
targets skin, which is powerful enough to kill. Very few can STR DEX CON INT WIS CHA
afford these deadly assassins but they usually have a one time
use. 10 (0) 18 (+4) 6 (-3) 12 (+0) 10 (+4) 3 (-3)
Skills Stealth +12
Condition Immunities Charmed, poisoned,
Clockbug Spy frightened, paralyzed, exhaustion, petrified
Tiny Construct, Any Allignment Damage Vulnerabilites Acid
Senses Darkvision 120ft, Passive Perception 12
Armor Class 8 Languages Understands Common and Two Other
Hit Points 1 (1d4 - 1) languages of it's creator but can not speak them
Speed 10ft, climb 10ft Challenge 1/8 (25 XP)
Vanish. The Clockwork Insect can take a bonus
STR DEX CON INT WIS CHA
action to hide.
1 (-5) 18 (+4) 6 (-3) 12 (+0) 10 (+4) 3 (-3)
Actions
Skills Stealth +16, Perception +6
Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,
Condition Immunities Charmed, poisoned,
one target. Hit 3 (1d4 + 2) piercing damage and 20
frightened, paralyzed, exhaustion, petrified
(3d10 + 10) poison damage. The Target must
Damage Vulnerabilites Acid
succeed on a DC 16 Constitution Saving throw or
Senses Darkvision 120ft, Passive Perception 12
be poisoned for a day.
Languages Understands Common and Two Other
languages of it's creator but can not speak them
Challenge 0 (10 XP)
Memory. The Clockwork Insect never forgets
anything that it has heard or seen happen to it. It
also has advantage on perception checks.
Data Transfer. The Clockwork Insect can write on a
piece of paper all the information it has gathered.
This is either drawing a building of interest or
writing out an entire conversation in words.
Actions
Bite. Melee Weapon Attack: -5 to hit, reach 5ft., one
target. Hit 1
Clockbug Gatherer
Tiny Construct, Any Allignment
Armor Class 8
Hit Points 1 (1d4 - 1)
Speed 10ft, climb 10ft, fly 20ft
STR DEX CON INT WIS CHA
10 (0) 18 (+4) 6 (-3) 12 (+0) 10 (+4) 3 (-3)
Condition Immunities Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
Damage Vulnerabilites Acid
Senses Darkvision 120ft, Passive Perception 12
Languages Understands Common and Two Other
languages of it's creator but can not speak them
Challenge 0 (10 XP)
Lift. A Clockwork Insect of this kind has the ability
to lift objects such as flowers, herbs, small stones
and other tiny objects.
Clockwork Guardian
Unlike the Mechlocks, these constructs specialise in
defending wealthy figures. To hire a Clockwork Guardian, you Clockwork Guardian
must know the right person and have a lot of expendable Medium Construct (Humanoid), True Neutral
money.
Deadly Fighters. Unlike any living organism, these Armor Class 18
machines have no sense of self preservation and will fight till Hit Points 154 (20d8 + 34)
the end. They hold no beliefs or opinions and are trained in Speed 40ft.
the art of killing.
Feared Public. The higher members of society which hire STR DEX CON INT WIS CHA
these constructs do so not only for their own protection, but
to show their citizens the power they hold. Most city folk find 18 (+4) 12 (+1) 16 (+3) 10 (0) 10 (0) 5 (-3)
these constructs dangerous and a threat to their city as on
the rare occasion, some malfunction and find all creatures in Condition Immunities Charmed, poisoned,
their sight a threat. frightened, paralyzed, exhaustion, petrified
Construct Nature. A Clockwork Guardian has no need for Damage Immunities Poison, psychic, necrotic
food, drink or sleep. Every month, the Guardian must make Damage Vulnerabilites Acid
maintenance time otherwise it is no longer usable and drops Damage Resistances Slashing, Bludgeoning
to 0 hit points. Senses Darkvision 60ft, Passive Perception 12
Languages Understands Common.
One Purpose. A Clockwork Guardians purpose is to guard Challenge 6 (2,3000 XP)
what it has been programmed to guard. Nothing can prevent
a Guardian from following this purpose. If a creature Regeneration. The Clockwork Guardian regains 5
threatens to obstruct or prevent the Guardian from following (1d10) Hit Points at the start of its turn if it has at
it's only purpose, it will do anything it an to remove that least 1 hit point.
obstacle without mercy.
Actions
Self Destructing Multiattack. The Clockwork Guardian makes two
As an additional option, you can give your attacks: two with its spear.
Clockwork Guardian a self destruct option (Read
Mechlock). If self destructing means a guaranteed Spear. Melee Weapon Attack: +8 to hit, reach 10ft.,
chance of success at defending it's purpose, then one target. Hit: 24 (3d12 + 4) Piercing Damage.
the Clockwork Guardian will self destruct. Spin. Melee Weapon Attack: +5 to hit, reach 10ft.,
multiple targets. Each creature within 10ft of the
Guardian must make a dexterity saving throw eqaul
to DC 16 or take 14 (2d10 + 4) Slashing Damage.
Clockwork Soldier
Medium Construct, True Neutral
Armor Class 10
Hit Points 26 (2d12 + 4)
Speed 26ft.
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 10 (0) 5 (-3) 2 (-4) 5 (-3)
Condition Immunities Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
Damage Immunities Poison, psychic, necrotic
Damage Vulnerabilities Acid
Senses Passive Perception 7
Languages None
Challenge 1/4 (50 XP)
Pack Tactics. When the Clockwork Soldier is within
Clockwork Soldier 10 feet of another Clockwork Soldier, they have
Clockwork Soldiers are the weakest and cheapest to advantage on attack rolls.
manufacture out of all the constructs. Easily disposable, and Self Destruct. When the Clockwork Soldier drops
have no thinking to rebel against the authority. Across the below 0 hit points, it explodes with gears and
Globe, Nobles hire large quantities of these to defend in the flames reaching everywhere within a 10 foot
event of an un-announced attack. sphere of it's death. Each creature within that
Affordable Bundle. These Soldiers come in large bundles sphere must make a dexterity saving throw with a
of a package, and at a relatively low price. The metal they are DC of 12 or take 1d8 fire damage and 1d4 piercing
made from is incredibly cheap and easily breakable. A damage, or half as much on a successful one.
regular batch of these soldiers is usually about 50 for 5,000
gold pieces. Actions
Swarmers. In the battlefield, when these Soldiers are Shortsword. Melee Weapon Attack: +1 to hit, reach
involved you can expect to be overwhelmed by there 5ft., one target. Hit 4 (1d6 + 2) Slashing damage.
numbers. Despite being weak, they can easily overwhelm the
best of fighters and siege any castle. Once they have finished
one task, usually the slaughtering of a creature, they move on
to the next.
On call. Clockwork Soldiers are held underground in small Variant: Clockwork Archer
facilities where they are repaired by Gnomes, Wizards or Some Clockwork Soldiers employ special
Artificers. In the event of an attack, they will all be powered algorithms which allow them to perform acts of
on and begin to march the local area in search of an enemy. Archery. A Clockwork Archer gains the following
Friend or Foe. With poor judgment, these Soldiers can abilities and actions:
easily mistake a friendly civilian for an enemy. They identify AC. AC: 8
the hostility of creatures by using a basic image recognition. Computer Eye (3/day). If the Clockwork Archer
This works by identifying the clothes of a creature and misses an attack with it's bow, it may choose to
comparing it to the most used type of clothes in the city or succeed instead.
town. If they are similar, they are friendly, if they are not then Bow. Ranged Weapon Attack: +2 to hit, range
they are an enemy. 150/600., one target. Hit 5 (1d8+2) Piercing
Damage.
CR. CR:1/2 (100 XP)
Purhasing Clockwork Soldiers
If you want to allow your players to buy these
soldiers, they must first have a high public status,
and be well known among the public. Few people Clockwork Soldier Price
manufacture these so they will have to find a right Ore AC Cost per Soldier
seller. The most common of these sellers are Tin 10 500gp/1
Gnomes who sell their own Soldiers on the black
market. If you decide to allow this, then use the Copper 12 750gp/1
Clockwork Soldier price table. Steel 14 1000gp/1
Electrum 16 2000gp/1
Arachnoids
Warriors may mount on the fast paced killing machine known
as an Arachnoid. These constructs act like spiders and are
used to police cities or wipe out a battle field. The riders of
these constructs even fear what they are riding, despite the
fact that an Arachnoid is incapable of harming it's rider.
Tamed Engine. Despite being barbaric, these creatures
obey every word that is given to them by their rider. This
makes them the perfect design to perform any job which
organisms such as horses would not do. This can be charging
into a pit of fire or into the enemy territory
Bladed Legs. The Arachnoid has blades for arms, which
allow it to easily walk through any crowd of people which can
prevent it from reaching it's destination, with obvious murder,
of course. These blades are incredibly difficult to cut off and
will most likely damage you in the process.
Needles for Webs. Unlike spiders, these are designed to
murder. The Arachnoid has 20 sharp metal needles on the
back of the construct. When ranged combat is necessary, they
will be fired into the air at tremendous force and impale
unlucky ground units. This comes in handy for stopping
criminals and planting bodies across a bare battlefield.
Entertained Combat. Very few Arachnoids are forced to
fight eachother to the death. This is a common form of
entertainment among civilizations which can get their hands
on or manufacture their own Arachnoids.
Arachnoid Keen Eye. The Arachnoid has advantage on Perception
checks.
Large Construct, Unalligned
Fixed Mould. The Arachnoid is immune to any effect
Armor Class 16 which may change it's shape.
Hit Points 166 (14d12 + 36)
Speed 40ft, climb 50ft Actions
Multiattack. The Arachnoid makes four attacks: four
STR DEX CON INT WIS CHA with it's legs or two with it's legs and one with it's
spikes.
18 (+4) 17 (+3) 15 (+2) 15 (+2) 12 (+1) 5 (-3)
Bladed Leg. Melee Weapon Attack: +10 to hit, reach
Skills Perception +12, Stealth +10 10ft., one target. Hit 18 (4d6 + 6) slashing damage.
Condition Immunities Charmed, poisoned, frightened, Spine Needles. Ranged Weapon Attack: +8 to hit, range
paralyzed, exhaustion, petrified 5/90 feet., one target. Hit 16 (2d12 + 8) Piercing
Damage Immunities Poison, psychic, necrotic Damage. The Arachnoid has 20 of these needles. To
Damage Resistances Bludgeoning regain these needles it must be re-supplied by it's
Damage Vulnerabilities Acid maker.
Senses Darkvision 120ft, Passive Perception 18
Languages Understands Common and two other Legendary Actions
languages but can not speak.
Challenge 8 (3,900 XP) The Arachnoid can take 2 legendary actions, choosing
from the options below. Only one legendary action
Self Destruct. When the Arachnoid drops below 0 hit option can be used at a time and only at the end of
points, it explodes with gears and flames reaching another creature's turn. The dragon regains spent
everywhere within a 30 foot sphere of it's death. Each legendary actions at the start of its turn.
creature within that sphere must make a dexterity Detect. The Arachnoid takes a Wisdom (Perception)
saving throw with a DC of 16 or take 4d12 fire damage check.
and 2d8 piercing damage, or half as much on a
successful one. Iron Rain (2 Actions). The Arachnoid makes two Spine
Needle attacks.
Clockwork Bruiser
This type of construct is lost to most people. Many attempt to Clockwork Bruiser
re-create it but end up blowing themselves up with the Large Construct, Unalligned
complexity of it's machinery. Bruisers originaly began as
Guardians for the Gnomes, but were all destroyed by the Armor Class 18
Drow in an assault to take The Stopwatch. Hit Points 162 (12d12 + 42)
No Purpose. In the Clockwork Era, the Bruisers were to Speed 30ft.
bodyguard Gnomish cities. Bruisers which survived the
assault are either wandering the world aimlessly, have been STR DEX CON INT WIS CHA
captured by the Drow for slavery or guarding treasures and
relics which they had been designated to, with no knowledge 20 (+5) 8 (-1) 18 (+4) 14 (+2) 12 (+1) 10 (0)
of the raid.
Passive Agression. If you stumble across a Bruiser Skills Perception +5
guarding an entry way, it is best to ignore it and walk along. Damage Vulnerabilities Acid
Bruisers standing infront of a door generally mean it is Damage Immunities Poison, psychic, necrotic
guarding a special artifact belonging to the Gnomes. If you Damage Resistances Slashing, Bludgeoning, Piercing
happen to meet a Bruiser in the wilderness, do not provoke it Condition Immunities Charmed, poisoned,
or it will most likely attack you back with no remorse. frightened, paralyzed, exhaustion, petrified
Senses Passive Perception 16
Gnomish Bounds. If a Bruiser which has been lost for a Languages Understands Common, Gnomish and
long period of time meets a Gnome, it is loyal to that Gnome three other languages but can not speak.
for the rest of it's lifetime. A Bruiser would even sacrifice an Challenge 10 (5,900 XP)
artefict it has been guarding in exchange for the life of it's
Gnomish owner. Regeneration: The Clockwork Bruiser regains 20
Undying Life. Bruisers live for an un-naturally long time, (4d10) Hit Points at the start of its turn if it has at
even despite their mechanical origins. The typical lifespan of least 1 hit. point.
a Bruiser is 5000-7500 years.
Fixed Mould. The Clockwork Bruiser is immune to
any effect which may change it's shape.
Magic Resistance. The Clockwork Bruiser has
advantage on saving throws against spells and other
magical effects.
Actions
Multiattack. The Clockwork Bruiser makes two
attacks: one with its shield and one with slam, or
two slam attacks.
Shield. Melee Weapon Attack: +10 to hit, reach 5ft.,
one target. Hit: 24 (3d12 + 10) Bludgeoning
Damage.
Slam. Melee Weapon Attack: +12 to hit, reach 10ft.,
one target. Hit: 38 (5d12 + 12) Bludgeoning
damage.
Reactions
Block (Recharge 5-6). Before a creature attacks the
Clockwork Bruiser, it may add +2 to its AC.
Clockwork Dragon Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 26 (4d10 + 6) Piercing Damage.
Huge Construct, Unalligned
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
Armor Class 18 target. Hit 15 (2d12 + 6) Bludgeoning Damage.
Hit Points 214 (16d12 + 80)
Speed 40ft, climb 40ft, fly 50ft Breath Weapon (Recharge 5-6). The Clockwork Dragon
uses one of it's breath weapons.
Gas Spray. The Clockwork Dragon releases a gas from
STR DEX CON INT WIS CHA it's mouth which poisons creatures (for an hour) in a
23 (+6) 14 (+2) 20 (+5) 12 (+1) 15 (+3) 13 (+1) 60 foot cone if they fail to succeed on a DC 18
Constitution Saving Throw. If they fail, they also take
10 (2d10) poison damage, or half as much on a
Saving Throws Dex +8, Con +11, Str +12
successful one. The creatures are also not poisoned if
Skills Perception +12, Stealth +8
they succeed.
Damage Vulnerabilities Acid
Damage Immunities Poison, psychic, necrotic Ignite Gas: The Clockwork Dragon releases a flammable
Damage Resistances Slashing, Bludgeoning gas which expand up to 120 feet from it's point of
Condition Immunities Charmed, poisoned, frightened, origin. When the Dragon decides to ignite this gas, it
paralyzed, exhaustion, petrified grinds two small pieces of metal together in it's throat
Senses Darkvision 120ft, Passive Perception 22 which light the gas. Each creature that is in the gas
Languages Can understand Common, Draconic and two must succeed on a DC 18 Dexterity Saving Throw or
other languages but can not speak them. take 40 (8d10) fire damage, or half as much on a
Challenge 15 (13,000 XP) succesful one.
Legendary Resistance (3/day). If the dragon fails a saving Legendary Actions
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Fixed Mould. The Clockwork Dragon is immune to any
option can be used at a time and only at the end of
effect which may change it's shape.
another creature's turn. The dragon regains spent
Self Destruct. Upon death, the Clockwork Dragon's legendary actions at the start of its turn.
internal machinery self destructs causing each creature
within 30 feet of it must succed on a DC 18 Dexterity Detect. The Clockwork Dragon takes a Wisdom
Saving throw or take 8d8 fire damage and 3d8 piercing (Perception) check with advantage.
damage, or half as much on a succesful one. Tail Attack. The Clockwork Dragon makes a tail attack.
Regeneration. The Clockwork Dragon regains 10 (2d10) Barrage (2 Actions). The Clockwork Dragon releases a
hit points at the start of its turn if it has at least 1 hit series of small grenades which are hidden within the
point. spine of the Dragon. The Dragon has 20 grenades. The
Dragon fires 2d4 of these grenades from it's back at
any creature within 120 feet of the Dragon. Each
Actions creature it affects must make a DC 16 Dexterity Saving
Multiattack. The Clockwork Dragon makes three Throw or take 15 (3d10) fire damage and 12 (2d12)
attacks: one with its bite and two with its claws, or one piercing damage, or half as much on a successful one.
with its tail and one with its claw. For the Dragon to regain the grenades, it must be re-
suplied by it's creator.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 17 (3d6 + 6) Slashing damage.
Artifacts and Magic Items
T
he Gnomes heald multiple artifacts which
were guarded heavily by Clockwork Bruisers.
Some of which had lesser power than others,
and some held tremendous power. Some
Gnomes made magic items to acompany their
sacred artifacts.
The Stopwatch
Item (Stopwatch), artifact (requires attunement from a
Gnome), legendary
This plain looking stopwatch holds many secrets and has
seen mnay Gnomes fall for it's abilities. This Artifact has 1
charge. While you have this Stopwatch on your person, you
gain the following benefits.
You have a +2 to Wisdom and a +2 to Intelligence.
You have the ability to cast Time Stop without expending a
spell slot, instead you use a charge. You can also harm one
creature while under stopped time, any more and the spell
ends.
When you attune to this Artifact, you take 10d10 Psychic
Damage.
To regain charges with this artifact, you must surround the
Stopwatch in cogs once a week at dawn. By doing this, you
will take 6d10 Psychic Damage. This damage can not be
regained for the day which you recharged the artifact.
Hammer of Mending Hammer of Time
Item (Hammer), artifact, uncommon Weapon (Warhammer), very rare
This simple looking hammer has 5 charged and regains This Warhammer has 1 charges and grats a +2 attack
1d4 charges daily at dawn. By expending a charge, you can bonus. When you successfuly attack a creature you can
tap an object and mend it. This has the same propertirs of the expend a charge to make the targeted creature take the
Mending spell (See Players Handbook). amount of damage that it has taken in the last two rounds of
combat. It also regains health, if it was healed in these
Clockwork Dragon Minature rounds.
Item (Figure), artifact, rare To regain a charge with this weapon, you must take 3d10
You can hold this small figure of a Red Dragon at any Psychic damage. Everytime you gain a charge with this
creature of your choice. This triggers a chain reaction within weapon in the same day, the damage dealt increases by 1d10.
the minature which causes the figure to release a large 30
foot cone of flames. Each creature within this cone must Necklace of the Gnomes
make a DC 16 Dexterity Saving Throw or take 6d8 fire Item (Necklace), artifact (requires attunement), rare
damage, or half as much on a successful one. You can only While you wear and are attuned to this necklace, you gain a
use this minature once, until a skilled Gnome repairs it for +1 to your Wisdom Score and can speak, read and write
you. Gnomish.
Clockwork Medal
Item (Medal), artifact (requires attunement), rare
While you wear and are attuned to this medal, you have
advantage on attack rolls against Constructs and regain 4 hit
points at the beggining of your turn.