Clockmaker

by Jadeor

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Clockmaker

Clockmaker

Unmeasured, the seconds, minutes and hours of our lives rush away, like unseen drops of water in a river. Only when you've learned to count them can you truly take control of your own life. That's what clocks are for.

An Artificer Specialization

Clockmakers are artificers who have specialized in the measuring and controlling of time itself. The greatest dream of the clockmakers is to one day create an actual time machine and to go back in time, but so far this has never been possible.

Tools of Clocksmithing

When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Clockmaker Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Clockmaker Spells
Artificer level Clockmaker Spells
3rd gift of alacrity, zephyr's strike
5th augury, fortune's favor
9th haste, slow
13th divination, freedom of movement
17th legend lore, temporal shunt

Timepiece

Also at 3rd level, you learn how to make a device that allows you to manipulate time in small ways. Using your navigator's or tinkerer's tools, you can spend an hour creating a magical timepiece. You can do so as part of a long rest. You choose your device's shape and appearance, such as a wristwatch, pocket watch or an hourglass, but it can weigh no more than 10 pounds and can be held in one hand. Your timepiece has a number of charges equal to your proficiency bonus. It regains all expended charges whenever you finish a long rest. You can use your timepiece as a spellcasting focus.

The number of time charges your device has doesn't change when you create a new one or if your current device is destroyed: all remaining charges are always transferred to the newest device. Whenever you create a new timepiece, the last one you created turns to dust. As an action, you can touch your timepiece and expend a 1st level or higher spell slot to restore an expended flight charge to it.

Rewind. Whenever you or a creature you can see within 15 feet of you fails an ability check or misses an attack roll while you are holding your timepiece, as a reaction you can expend a time charge to have that creature reroll the d20. It must use

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the higher roll. When you reach 9th level in this class, the range of this feature increases to 30 feet, and you can use it on saving throws as well.

Fastforward. While holding your timepiece, as a bonus action you can touch a creature and expend a time charge. If you do, the creature's movement speed increases by 10 feet and it adds 1d6 to initiative rolls it makes for the next 10 minutes or until you use this feature again. When you reach 9th level in this class, the creature's movement speed increases by an additional 10 feet for the duration.

Scheduled Strike

At 5th level, as a bonus action on your turn, you can choose a creature within 30 feet of you that can see and hear you, the next time the chosen creature takes the Attack action before the end of its next turn, it can make one additional attack as part of that action.

Stopwatch

At 9th level, your control of time can even let you slow down a single creature's time. You can use your timepiece in the following additional way:

Pause. As an action while holding your timepiece, you can expend two time charges to choose a creature within 60 feet of you that you can see and force it to make a Wisdom saving throw against your spell save DC. On a failure, the creature is incapacitated for 1 minute or until it takes damage. While incapacitated this way, the creature is completely unaware of anything that happens around it and is also unaware of the passing of time. Another creature can use their action to shake the incapacitated creature, ending all effects.

Lord of Time

At 15th level, you can stop time itself. You learn the Time Stop spell, and can cast it once without consuming a spell slot. It counts as an artificer spell for you.

Once you've cast this spell this way, you can't do so again until you finish a long rest, unless you expend 5 time charges while holding your timepiece to do so. When you cast this spell by expending time charges, your timepiece is destroyed and turns to dust.

 

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