Clockworks
Creature Sub Type

Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.

Individual Designs
Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

Clockwork Enhancements
EffectDescription
1CamouflagedThe clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine.
2SensorsThe range of the clockwork's darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3FortifiedThe clockwork's AC increases by 2.
4Increased SpeedThe clockwork's speed increases by 10 feet.
5Reinforced ConstructionThe clockwork has resistance to force, lightning, and thunder damage.
6Self-RepairingIf the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7Sturdy FrameThe clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8SuctionThe clockwork gains a climbing speed of 30 feet.
9Vocal ResonatorThe clockwork gains the ability to speak rudimentary Common or Gnomish.
10Water PropulsionThe clockwork gains a swimming speed of 30 feet.


Clockwork Malfunctions
EffectDescription
1Faulty SensorsRoll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2Flawed TargetingRoll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3Ground FaultThe clockwork has vulnerability to lightning damage.
4Imprinting LoopRoll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it.
5Limited SteeringThe clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
6Overactive Sense of Self-PreservationIf the clock work has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7OverheatsRoll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8Rusty GearsThe clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.

  • Special Senses:
  • Nightsight: +60

  • Damage Type Immunity:
  • Poison

  • Immune to Status Effect:
  • Charmed
  • Frightened
  • Paralyzed
  • Petrified
  • Poisoned

  • Contesting Roll ADV vs Spells:
  • Any Contesting Roll caused by a spell is rolled with ADV

  • Passive Abilities:
  • Unusual Nature

Attached Items
# Type Name
1 Creature Clockwork Oaken Bolter
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information