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Sorcerer

Clockwork

A Sorcerer touched by the plane of Mechanus. They are bastions of law and order. They despise imperfection and destroy it or cull it. They know that greatness does not come from looking toward “I” but by looking towards the greater “We”.

Level Prepared Spells
3Aid, Alarm, Guidance, Lesser Restoration, Protection From Evil and Good
5Dispel Magic, Protection From Energy
7Freedom of Movement, Summon Construct
9Greater Restoration, Wall of Force
1D6 Manifestation
1Spectral cogwheels hover behind you.
2The hands of a clock spin in your eyes.
3Your skin glows with a brassy sheen.
4Floating equations and geometric objects overlay your body.
5Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Manifestations of Order

Your connection to order manifests itself in yourself while you cast spells.

Restore Balance

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 ft of you is about to roll a D20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your Proficiency Bonus per long rest.

Lv 6

Bastion of Law

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 create a magical ward around yourself or another creature you can see within 30 ft of you. The ward lasts until you finish a long rest or until you use this feature again.

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.

Moderate in All

When you or a creature within 30 ft of you that you can see takes a Critical Hit you can use your powers over moderation to turn the hit into a normal hit as a reaction.

You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Lv 14

Trance of Order

You gain the ability to align your consciousness to the endless calculations of Mechanus. 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 a D20 test, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 Sorcery Points to use it again.

Lv 18

Clockwork Cavalcade

You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like Modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing

The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.

Any damaged objects entirely in the cube are repaired instantly.

Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 Sorcery Points to use it again (Requiring no action).