Table of Contents
- Tinkerer
- Tinker’s Tools
- Skill Usage
- Default Designs
- Salvaging Materials
- Tinkerer Crafting Options
- Crafting Mechanical Objects
- Crafting a Clockwork
- Clockwork Size Table
- Using a Clockwork
- Starting Clockwork Stats
- Material Difficulty Modifier Table
- Clockwork Slots
- Clockwork Rarity Slot Table
- Clockwork Material Slots Table
- Clockwork Size Slots Table
- Effect Research Requirements
- Research Requirements Table
- Smith Design Difficulty Table
- Clockwork Effects
- Effect Slot Cost Table
- Clockwork Malfunctions
- Clockwork Malfunction Slot Table
- Clockwork Effect Table
- Common Effects
- Uncommon Effects
- Rare Effects
- Very Rare Effects
- Legendary Effects
- Malfunctions Clockwork Effect Table
- Common Clockwork Effect Table
- Uncommon Clockwork Effect Table
- Rare Clockwork Effect Table
- Very Rare Clockwork Effect Table
- Legendary Clockwork Effect Table
Tinkerer
Tinker’s Tools
- RAW Cost: 50gp
- RAW Weight: 10lbs
- Example Items: A variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue
- Crafting Restrictions: Requires Workshop
- Mundane Item Crafting: Can lead the creation of some assembled items but assist in the creation of a great many items.
- Magic Item Crafting: Can assist in the creation of a great many items.
- Artwork Creation: Can create mechanical artwork for sale.
- QA Artwork Bonus: N/A
- Structure Building: N/A
- Adventuring Utility: Able to repair items and understand contraptions.
Tinkers are a rare profession, but their work possesses incredible value. Tinkers are usually associated with finicky contraptions and devices, and if they ever use magic, it is usually more of an energy source rather than the driving characteristic. Really, tinkers are more concerned with finding new materials with strange properties to experiment with, and their inventions can range from the entertaining to the revolutionary.
With that in mind, tinkers vary widely in skill. A traveling peddler may have some experience in making mechanical puppets that flail around for the amusement of children, while the daring few that have traveled to Mechanus and returned alive may have unlocked the secrets of artificial life.
Any character that is proficient in the tinker’s tools may be considered a tinker for crafting purposes.
Skill Usage
- History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
- Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
- Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
Tinker’s Tools Basic Use Difficulty Table
Activity | DC |
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Default Designs
All Tinkerers are assumed to be able to mend and fix most small metal tools or objects. They also have the concept on how to create clockworks and gain one of the following effects to start with:
- Armor, Basic
- Bite, Basic
- Slam, Basic
- Slashing, Basic
- Swimming Speed, Basic
- Walking Speed, Basic
Salvaging Materials
You can obtain materials by salvaging them from their natural occurring nodes, from creatures, or by breaking down existing items. The DM can decide how many units of material are on the target by standard. A low roll yields half of the possible unit less as it wastes a portion (or a poorer quality than expected), a much higher roll yields one unit more (or increases the quality due to its purity).
Breaking down existing items removes all Smithing effects from them (unless you are trying to re-use portions of it), and risks losing one or more Magical effects.
Salvaging Material Difficulty Table
Rarity | DC |
Common | 8 |
Uncommon | 14 |
Rare | 20 |
Very Rare | 26 |
Legendary | 32 |
Tinkerer Crafting Options
Tinkerers are good at many different things besides repairing or making modification to small objects. there are two direct area for tinkerers to craft items within. The first are small mechanical objects that have limited functions, or a clockwork.
Crafting Mechanical Objects
Much like anything else being crafted, each of the possible objects will need to be researched and then crafted. The following list is not conclusive, but just a suggested start:
Tinkerer Mechanical Crafting Table
Object | Rarity | Crafting DC | Cost |
Alarm Clock | Uncommon | 14 | 50gp |
Gills | Rare | 20 | 100gp |
Grappler Attachment | Uncommon | 14 | 10gp |
Hidden Blade | Uncommon | 14 | 25gp |
Windup Toy | Common | 14 | 5gp |
Mechanical Object Descriptions
- Alarm Clock: This hourglass is attached to a set of weights that produces a great noise when the sand runs out after a certain amount of time. Any creature asleep within 15 feet of the alarm clock awakens when the time runs out. As an action, you can set the time to up to eight hours.
- Gills: This device allows you to breathe underwater, so long as no magical effect is stopping it. This does not purify the water you are breathing, so if it is laden with poison or salt, you will suffer the effects, like salt making you thirstier than normal. The device works for one hour and will then need to be repaired to work again.
- Grappler Attachment: This attachment is designed to be equipped onto a heavy crossbow. When the crossbow is fired, it shoots out a grappling hook attached to a 50-foot rope. This does not create the grappling hook, the rope, or the heavy crossbow.
- Hidden Blade: A dagger is incorporated into a device operated by a wrist. As an object interaction, a creature can flick their wrist and a dagger appears. This device is large enough to carry a dagger or other small objects per the DM’s discretion.
- Windup Toy: This small windup toy bears a vague resemblance to a duck. As an action, you can wind up this toy and release it on the ground. Roll initiative for this toy, and on its turn will walk up to 30 feet in a straight line. On its next turn, it produces a huge amount of noise, like that of cymbals crashing together. It produces this noise several rounds equal to the number of feet it walked, divided by five.
Crafting a Clockwork
The final product that most Tinkerers want to create, especially if they are a gnome, is the mighty somewhat autonomous device also known as a clockwork. It would be the dream of many gnomes to have an army of clockworks toiling away for them. There is a specific amount of material and time needed for each type of object created. The ingot is just a unit of measure of material that is required for that creation. There are many different materials that the clockwork can be crafted out of. Many of these offer special abilities, and a greater difficulty in that crafting. Refer to the Material Difficulty Crafting Table for more information.
Clockwork Size Table
Size | DC Difficulty Increase | Minimum Hit Dice | Ingot Requirements |
Tiny | +1 | 1d4 | 1 |
Small | +0 | 1d6 | 1 |
Medium | +1 | 3d8 | 5 |
Large | +2 | 4d10 | 20 |
Huge | +3 | 5d12 | 50 |
Gargantuan | +4 | 6d20 | 100 |
Using a Clockwork
Even if one has a clockwork, how does one use it? Any clockwork has the basic capability to follow orders within its capabilities. To command the clockwork to take some action, the owner must use a bonus action to give it those orders. The clockwork is completely neutral in what it will do, and if the orders are not precise enough, it is entirely possible the clockwork will take an action it was programmed for, but not what the owner thought it ordered. Al orders must be thought of black and white and be exact. If there is not an interpretation that is clear, the clockwork will simply defend that round and do nothing else.
Each clockwork that a Tinkerer has occupies one attunement slot for that character.
Starting Clockwork Stats
A basic clockwork is not capable of very much. It can move, it could carry simple things if they were strapped to it, but it cannot attack and only take the dodge action. Until the crafter adds in functionality, it is basically a lump of slow-moving metal parts. As it sizes increases, the material gets better, and functionality is added, its abilities will get better, it will tougher, faster, and maybe even be useful.
Type: | Construct (any size), unaligned |
Initiative: | -1 |
AC: | 10 (natural armor) |
HP: | 3 (1d8-1) |
Speed: | 10 feet |
STR | DEX | CON | INT | WIS | CHA |
8 | 8 | 8 | 1 | 1 | 1 |
-1 | -1 | -1 | -5 | -5 | -5 |
Skills: | None |
Damage Resistances: | None |
Condition Immunities: | Charmed, exhaustion, frightened, poisoned |
Damage Immunities: | Poison, Psychic |
Senses: | Normal Vision, no Passive Perception |
Languages: | – |
Proficiency Bonus: | +2 |
Special Abilities:
Construct Nature: The clockwork drone does not need to eat, breathe, or sleep.
Material Difficulty Modifier Table
Metal | Difficulty Modifier | Weapon Effect | Armor Effect | Cost per Ingot |
Adamantine | +5 | All Adamantium items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.When hitting a non-indestructible object, deal damage equal to max critical damage. | All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.Armor and Shields: Cancels any critical hit, making it anormal hit. (If an adamantine weapon was used against adamantium armor, it becomes possible to land critical hits.) | 2000gp |
Bronze | -3 | Is fragile and breaks on a roll of a natural one or two as well as any natural 20. | Is fragile and breaks when any natural 20 hit is done against the wearer and it is rendered useless, but the weight remains until removed. | 8sp |
Cold Iron (Meteoric Iron) | -2 | When you hit a fey creature with a Cold iron weapon, you can reroll the damage and use either result.All items made of Iron have the DC of strength checks made to break them reduced by 1. (As compared to steel items of the same make.)Weapons, traps, and other metallic creations: Gain -1 to their damage rolls (to a minimum of 1 damage) | Grants a +1 bonus to any saving throws made against attacks or spells made by fey creatures. Additionally, while a creature is donned with an item of Cold Iron, they have advantage against being charmed or magically put to sleep.Armor and Shields: Gain -1 to their AC value. | 250gp |
Dark Steel | +4 | You have advantage on attack rolls while in darkness wielding Darksteel weapons. | Perception checks relying on sight have disadvantage against you when you are in dim light or darkness while wearing the armor | 1500gp |
Fire Steel | +4 | A weapon forged from firesteel deals an extra 1d6 fire damage on hit. | Wearing armor forged from firesteel grants resistance to Cold damage. | 1500gp |
Ice Steel | +4 | A weapon forged from icesteel deals an extra 1d6 cold damage on hit. | Wearing armor forged from icesteel grants resistance to Fire damage. | 1500gp |
Mithril | +3 | All Mithril items weigh half their normal weight.Weapons: A weapon with the Light property weighs nothing if crafted with Mithril and gains Finesse. All weapons with neither the Light nor the Heavy property gains the Light Property if crafted with Mithril A weapon with the Heavy Property loses the Heavy property if crafted with Mithril.Other: Mithril ammunition can be fired out to the long range of the weapon it is fired from without suffering disadvantage. | Armor: Requires no Strength requirement. Heavy Armor Made from Mithril counts as Medium Armor for armor proficiencies, and Medium Armor counts as Light Armor for armor proficiencies. Additionally, medium armor made of Mithril allows the user to add a max of +3 from their Dexterity Modifier to their AC, instead of +2. While wearing Mithril armor, you don’t suffer disadvantage on Dexterity(stealth) checks, even if the armor would normally impose disadvantage.Shields: made from Mithril gain the light property (and therefore may be used in two-weapon fighting.) In addition, so long as the wearer is conscious and can see/hear/sense a threat, the wearer adds the AC bonus of their shield to their Dexterity saving throws. | 500gp |
Steel | +0 | Normal | Normal | 2gp |
Clockwork Slots
All clockwork devices have a certain number of slots available for different effects. At the common and uncommon rarity levels most of the effects are just mechanical, but at are and higher many starts looking like and are magical in nature.
The number of slots any clockwork has is dependent on the rarity, material, and size that comprises the device. There is only one type of slot, but the different rarity of the effects determines how many slots are consumed by that effect. There is also the requirement for how much material is required to build the clockwork.
Clockwork Rarity Slot Table
Rarity | Slots | Minimum Level Required |
Common | 1 | 1 |
Uncommon | 2 | 5 |
Rare | 3 | 9 |
Very Rare | 4 | 13 |
Legendary | 5 | 17 |
Clockwork Material Slots Table
Material | Slots |
Adamantine | +3 |
Brass | -1 |
Cold Iron (Meteoric Iron) | -1 |
Dark Steel | +2 |
Fire Steel | +2 |
Ice Steel | +2 |
Mithril | +1 |
Steel | +0 |
Clockwork Size Slots Table
Size | Slots | Minimum Level Required | Ingot Requirements |
Tiny | -1 | 1 | 1 |
Small | +0 | 1 | 1 |
Medium | +1 | 5 | 5 |
Large | +2 | 9 | 20 |
Huge | +3 | 13 | 50 |
Gargantuan | +4 | 17 | 100 |
Effect Research Requirements
Since making most of the objects are just a normal part of tinkering, where the research comes in is in those effects. It does not matter what the effect is, nor what it is to be slotted into, it can be researched, and must be before it can be used in a forging project. The following table shows the research costs of each rarity of effect.
Research Requirements Table
Effect Rarity | Research Point Cost | Minimum Required Level |
Common | 10 | 1 |
Uncommon | 30 | 5 |
Rare | 75 | 9 |
Very Rare | 150 | 13 |
Legendary | 250 | 17 |
Once the appropriate amount of research points is collected, a validation process must be attempted by the smith to see if their design works. They must make a straight Tinkering Tools skill check without any other additional modifiers. If the effect is magical in nature, then a Magical Essence of some type of the same rarity is also required to be expended during the research process.
Smith Design Difficulty Table
Design Rarity | DC |
Common | 8 |
Uncommon | 14 |
Rare | 20 |
Very Rare | 26 |
Legendary | 32 |
Clockwork Effects
Each listed effect will have specifically it added to the armor or weapon, what requirements it might have if any, the increase of cost and time that the forging would take when adding in that effect. If there are sufficient slots in the armor or weapon, then as many effects can be added in as long as they do not contradict each other in effects. If the effect has a magical effect, then a Magical Essence of some type of the same rarity must be expended for that effect. The table lists which type of Essence is required for the forging. At no time can the rarity of the effect cannot exceed the rarity of the clockwork.
If more than one attack method is added to the clockwork, they are only able to use one of them per action unless the effect Multiattack is also added.
Effect Slot Cost Table
Effect Rarity | Slot Cost |
Common | 1 |
Uncommon | 2 |
Rare | 3 |
Very Rare | 4 |
Legendary | 5 |
Clockwork Malfunctions
There are not any perfectly constructed clockworks. There is always some shortcut the designer or builder took and that impacts the function of the device. Sometimes these are considered features, but many times they are buried deep within the mechanism. For our purposes, the malfunctions will serve as a means for the builder to gain additional slots by adopting different issues with their device. None of the malfunction effects need to be researched. They are all available from the beginning, but the malfunction rarity cannot exceed the rarity of the clockwork.
The builder has as many malfunction slots as normal slots for the clockwork. For each malfunction slot that is expended, the builder gains an extra regular slot to compensate. You cannot select a malfunction if it is the opposite of a positive effect.
Example:
As an example, Energy Cascade (M) and Lightning Absorption. These cannot both be taken, nor a vulnerability to an attack type while having been made of a material that makes the clockwork resistant or immune to that type of attack.
Clockwork Malfunction Slot Table
Rarity | Malfunction Slots | Regained Normal Slots |
Common | 1 | +1 |
Uncommon | 2 | +2 |
Rare | 3 | +3 |
Very Rare | 4 | +4 |
Legendary | 5 | +5 |
Example:
Grignak the gnomish barbarian has been feeling his roots and feels the need to make something that can follow him and blare his accolades. Grig using a small clockwork as the base made of steel will make an uncommon version. This nets him two slots in total. But knowing he wants more features; he elects to include two slot points of malfunctions and therefore now has four points to spend in features.
He is ready to start building, assuming he knows any effects he can add in.
Clockwork Effect Table
Effect | Rarity | Crafting Time | Price | Magical |
Advanced Sensors | Uncommon | 10 Days | 500gp | Primal |
Alert | Uncommon | 15 Days | 350gp | |
Armor, Advanced | Rare | 10 Days | 1,000gp | Arcane |
Armor, Basic | Common | 2 Days | 10gp | |
Armor, Intermediate | Uncommon | 5 Days | 500gp | |
Armor, Legendary | Legendary | 60 Days | 25,000gp | Arcane |
Armor, Masterworked | Very Rare | 20 Days | 10,000gp | Arcane |
Berserk (M) | Very Rare | 0 Days | 0gp | |
Bite, Advanced | Rare | 5 Day | 500gp | Primal |
Bite, Basic | Common | 1 Day | 25gp | |
Bite, Intermediate | Uncommon | 3 Day | 100gp | |
Bite, Legendary | Legendary | 30 Day | 5,000gp | Arcane + Primal |
Bite, Masterworked | Very Rare | 10 Day | 2,000gp | Primal |
Burrowing Speed, Advanced | Rare | 30 Days | 500gp | Arcane |
Burrowing Speed, Intermediate | Uncommon | 15 Days | 250gp | |
Burrowing Speed, Legendary | Legendary | 60 Days | 25,000gp | Arcane + Primal |
Burrowing Speed, Masterworked | Very Rare | 45 Days | 1,000gp | Arcane |
Camouflaged | Uncommon | 2 Days | 100gp | |
Climbing Speed, Basic | Uncommon | 5 Days | 250gp | |
Deft | Uncommon | 10 Days | 500gp | |
Drill | Uncommon | 10 Days | 500gp | |
Energy Cascade (M) | Rare | 0 Days | 0gp | |
Explodes (M) | Rare | 0 Days | 0gp | |
Explosive Bolt | Rare | 25 Days | 2,500gp | Arcane |
Faulty Sensors (M) | Uncommon | 0 Days | 0gp | |
Fire Damage | Uncommon | 10 Days | 100gp | Arcane |
Fire Damage, Advanced | Rare | 20 Days | 250gp | Arcane |
Fire Damage, Legendary | Legendary | 50 Days | 10,000gp | Arcane |
Fire Damage, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Flawed Targeting (M) | Uncommon | 0 Days | 0gp | |
Flying Speed, Advanced | Rare | 20 Days | 2,500gp | Arcane |
Flying Speed, Intermediate | Uncommon | 10 Days | 500gp | |
Flying Speed, Legendary | Legendary | 90 Days | 25,500gp | Arcane |
Flying Speed, Masterworked | Very Rare | 40 Days | 5,500gp | Arcane |
Gear Jam (M) | Common | 0 Days | 0gp | |
Ground Fault (M) | Common | 0 Days | 0gp | |
Harpoon | Uncommon | 15 Days | 750gp | |
Ice Damage | Uncommon | 10 Days | 100gp | Arcane |
Ice Damage, Advanced | Rare | 20 Days | 250gp | Arcane |
Ice Damage, Legendary | Legendary | 50 Days | 10,000gp | Arcane |
Ice Damage, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Imprinting Loop (M) | Uncommon | 0 Days | 0gp | |
Intelligent | Legendary | 100 Days | 25,000 | Arcane + Divine |
Intercept Attack | Rare | 20 Days | 1,000gp | Arcane |
Lancing Bolt | Rare | 30 Days | 1,500gp | Primal |
Leaking Lubricant (M) | Uncommon | 0 Days | 0gp | |
Lightning Absorption | Rare | 20 Days | 2,000gp | Arcane |
Lightning Damage | Uncommon | 10 Days | 150gp | Arcane |
Lightning Damage, Advanced | Rare | 10 Days | 300gp | Arcane |
Lightning Damage, Legendary | Legendary | 10 Days | 15,000gp | Arcane |
Lightning Damage, Masterworked | Very Rare | 10 Days | 1,500gp | Arcane |
Lightning Flare | Uncommon | 10 Days | 500gp | |
Limited Steering (M) | Common | 0 Days | 0gp | |
Magical Resistance | Very Rare | 30 Days | 5,000gp | Arcane+ Divine |
Multiattack, Advanced | Rare | 10 Days | 750gp | Primal |
Multiattack, Legendry | Legendary | 60 Days | 25,000gp | Arcane + Primal |
Multiattack, Masterworked | Very Rare | 20 Days | 3,000gp | Arcane + Primal |
Muted (M) | Uncommon | 0 Days | 0gp | |
Necrotic Damage | Rare | 20 Days | 500gp | Divine |
Necrotic Damage, Legendary | Legendary | 100 Days | 50,000gp | Divine |
Necrotic Damage, Masterworked | Very Rare | 60 Days | 5,000gp | Divine |
Overactive Sense of Self-Preservation (M) | Uncommon | 0 Days | 0gp | |
Overclock | Rare | 15 Days | 500gp | Primal |
Overheats (M) | Uncommon | 0 Days | 0gp | |
Paralysis Damage | Uncommon | 5 Days | 50gp | Primal |
Paralysis Damage, Advanced | Rare | 10 Days | 250gp | Primal |
Paralysis Damage, Legendary | Legendary | 75 Days | 5,000gp | Arcane + Primal |
Paralysis Damage, Masterworked | Very Rare | 30 Days | 1,500gp | Arcane + Primal |
Petulant (M) | Legendary | 0 Days | 0gp | |
Radiant Damage | Rare | 20 Days | 500gp | Divine |
Radiant Damage, Legendary | Legendary | 100 Days | 50,000gp | Divine |
Radiant Damage, Masterworked | Very Rare | 60 Days | 5,000gp | Divine |
Reinforced Construction | Uncommon | 5 Days | 100gp | |
Rusty Gears (M) | Common | 0 Days | 0gp | |
Self-Repairing | Rare | 15 Days | 2,500gp | Divine |
Sensors, Advanced | Rare | 10 Days | 300gp | Arcane |
Sensors, Intermediate | Uncommon | 5 Days | 150gp | Arcane |
Sensors, Legendary | Legendary | 50 Days | 15,000gp | Arcane |
Sensors, Masterworked | Very Rare | 25 Days | 5000gp | Arcane |
Siege Device | Rare | 10 Days | 1,500gp | Primal |
Slam, Advanced | Rare | 5 Day | 500gp | Primal |
Slam, Basic | Common | 1 Day | 25gp | |
Slam, Intermediate | Uncommon | 3 Day | 100gp | |
Slam, Legendary | Legendary | 30 Day | 5,000gp | Arcane + Primal |
Slam, Masterworked | Very Rare | 10 Day | 2,000gp | Primal |
Slashing, Advanced | Rare | 5 Day | 500gp | Primal |
Slashing, Basic | Common | 1 Day | 25gp | |
Slashing, Intermediate | Uncommon | 3 Day | 100gp | |
Slashing, Legendary | Legendary | 30 Day | 5,000gp | Arcane + Primal |
Slashing, Masterworked | Very Rare | 10 Day | 2,000gp | Primal |
Sonic Scream | Uncommon | 10 Days | 500gp | Primal |
Strong | Uncommon | 15 Days | 750gp | |
Stumbles (M) | Common | 0 Days | 0gp | |
Sturdy | Uncommon | 5 Days | 500gp | |
Sturdy Frame | Uncommon | 5 Days | 50gp | |
Swimming Speed, Advanced | Rare | 20 Days | 500gp | Arcane |
Swimming Speed, Basic | Common | 10 Days | 100gp | |
Swimming Speed, Intermediate | Uncommon | 15 Days | 200gp | |
Swimming Speed, Legendary | Legendary | 60 Days | 10,000gp | Arcane + Primal |
Swimming Speed, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Vocal Resonator | Rare | 20 Days | 5,000gp | Primal |
Walking Speed, Advanced | Rare | 15 Days | 250gp | Primal |
Walking Speed, Basic | Common | 5 Days | 50gp | |
Walking Speed, Intermediate | Uncommon | 10 Days | 150gp | |
Walking Speed, Legendary | Legendary | 50 Days | 5,000gp | Arcane + Primal |
Walking Speed, Masterworked | Very Rare | 25 Days | 500gp | Primal |
Weak Armor (M) | Common | 0 Days | 0gp |
Common Effects
Armor, Basic: Gains an AC of 12.
Bite, Basic: Melee Weapon Attack: Melee Weapon Attack: +1 to hit reach 5 ft., one target. Hit: 1d4 – 1 piercing.
Gear Jam (M): When the clockwork is hit with a critical hit, it must succeed a constitution saving throw equal to half the damage dealt (minimum 10) or be stunned until the end of its next turn.
Ground Fault (M): The clockwork has vulnerability to lightning damage.
Rusty Gears (M): The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Slam, Basic: Melee Weapon Attack: Melee Weapon Attack: +1 to hit reach 5 ft., one target. Hit: 1d6 – 1 bludgeoning.
Stumbles (M): Roll a d6 every time it moves. If you roll a one, it falls and is prone and its turn ends.
Swimming Speed, Basic: The construct can swim at a speed of 20 feet per round.
Walking Speed, Basic: The walking speed of the clockwork increases by 10 feet. This cannot be stacked with other speed enhancements.
Weak Armor (M): The clockwork is vulnerable to one type of damage; bludgeoning, piercing, or slashing. This malfunction can be taken once per damage type.
Uncommon Effects
Advanced Sensors: The clockwork has advantage on Perception checks.
Alert: The clockwork cannot be surprised if it is not incapacitated.
Armor, Intermediate: Gains an AC of 14.
Bite, Intermediate: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 – 1 piercing
Burrowing Speed, Intermediate: The construct can burrow at a speed of 10 feet per round through earth, but not rock or other hard materials.
Camouflaged: The clockwork gains proficiency in Stealth if it doesn’t already have it. While motionless, it is indistinguishable from a stopped machine.
Climbing Speed, Basic: The construct can Climb at a speed of 10 feet per round.
Deft: The clockwork’s internal mechanisms have been improved and it now has a dexterity of 16. Adjust its attacks to hit and damage where applicable.
Drill: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d12 -1 piercing damage.
Faulty Sensors (M): Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
Fire Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d6 in fire damage on a hit. This cannot be combined with any other damage types.
Flawed Targeting (M): Roll a d6 at the start of the clockwork’s turn. If you roll a one, the clockwork makes attack rolls with disadvantage until the end of its turn.
Flying Speed, Intermediate: The construct can fly at a speed of 10 feet per round but cannot hover.
Harpoon: Ranged Weapon Attack: +1 to hit, range 50/200 ft., one target. Hit: 1d10 – 1 piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the clockwork can pull a creature grappled by it 20 feet closer. The clockwork can grapple only one creature at a time. After two shots the clockwork must be reloaded.
Ice Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d6 in ice damage on a hit. This cannot be combined with any other damage types.
Imprinting Loop (M): Roll a d6 at the start of the clockwork’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 it or deals damage to it.
Leaking Lubricant (M): Roll a d6 at the start of the clockwork’s turn. If you roll a one, the clockwork gains one level of exhaustion that it isn’t immune to.
Lightning Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d6 in lightning damage on a hit. This cannot be combined with any other damage types.
Lightning Flare (Recharges after a Short or Long Rest): Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Limited Steering (M): The 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.
Overactive Sense of Self-Preservation (M): If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a one, it retreats from combat. If retreat isn’t possible, it continues fighting.
Overheats (M): Roll a d6 at the start of the clockwork’s turn. If you roll a one, the clockwork is incapacitated until the end of its turn.
Paralysis Damage: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC13 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Muted (M): During any rest, or if the owner is sitting around for a while, the clockwork goes down to a more semi-shutdown mode and has disadvantage on all Perception rolls and is always surprised in the first round of combat.
Reinforced Construction: The clockwork has resistance to force, lightning, and thunder damage.
Sensors, Intermediate: The range of the clockwork’s Darkvision becomes 60 feet, and it gains proficiency in Perception if it doesn’t already have it.
Slam, Intermediate: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 – 1 bludgeoning.
Slashing, Intermediate: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 – 1 slashing.
Sonic Scream: The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
Strong: The clockwork’s internal mechanisms have been improved and it now has a strength of 18. Adjust its attacks to hit and damage where applicable.
Sturdy: The clockwork’s internal mechanisms have been improved and it now has a constitution of 18. Adjust its hit points.
Sturdy Frame: The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice.
Swimming Speed, Intermediate: The construct can swim at a speed of 25 feet per round.
Walking Speed, Intermediate: The walking speed of the clockwork increases by 20 feet. This cannot be stacked with other speed enhancements.
Rare Effects
Armor, Advanced: Gains an AC of 16.
Bite, Advanced: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d6 – 1 piercing
Burrowing Speed, Advanced: The construct can burrow at a speed of 15 feet per round through earth, but not rock or other hard materials.
Energy Cascade (M): When the clockwork guardian is hit with a critical hit, it takes an additional 2d8 lightning damage on top of the critical damage. This damage bypasses all resistances. This effect cannot be combined with the effect of Lightning Absorption.
Explodes (M): When reduced to zero hit points the clockwork explodes in a fiery ball using his dice as damage to everything within a 20-foot radius from the clockwork. A DC15 Dexterity check for half damage on a success and full damage on a failure.
Explosive Bolt (Recharge 5–6): The clockwork launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. After two shots, the clockwork must be reloaded.
Fire Damage, Advanced: Add to one of the physical melee attacks that the clockwork has, and it will add 2d6 in fire damage on a hit. This cannot be combined with any other damage types.
Flying Speed, Advanced: The construct can fly at a speed of 20 feet per round but cannot hover.
Ice Damage, Advanced: Add to one of the physical melee attacks that the clockwork has, and it will add 2d6 in ice damage on a hit. This cannot be combined with any other damage types.
Intercept Attack: In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.
Lancing Bolt: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. After ten shots it must be reloaded.
Lightning Absorption: Whenever the Clockwork is subjected to lightning damage, it takes no damage and instead regains several hit points equal to the lightning damage dealt. Cannot be combined with the effect Energy Cascade.
Lightning Damage, Advanced: Add to one of the physical melee attacks that the clockwork has, and it will add 2d6 in lightning damage on a hit. This cannot be combined with any other damage types.
Multiattack, Advanced: The clockwork can make two attacks using any melee or ranged attack, but not magical attacks.
Necrotic Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d10 in necrotic damage on a hit. This cannot be combined with any other damage types.
Overclock: When the clockwork hits a creature with a critical hit, it can make an additional weapon attack as part of that action. It can only benefit from this feature once a turn.
Paralysis Damage, Advanced: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC15 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Radiant Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d10 in radiant damage on a hit. This cannot be combined with any other damage types.
Sensors, Advanced: The range of the clockwork’s Darkvision becomes 90 feet, and it gains proficiency in Perception if it doesn’t already have it.
Siege Device: It can do double damage to objects and structures.
Self-Repairing: If the clockwork starts its turn with 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.
Slam, Advanced: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d8 – 1 bludgeoning.
Slashing, Advanced: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d8 – 1 slashing.
Swimming Speed, Advanced: The construct can swim at a speed of 30 feet per round.
Vocal Resonator: The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice).
Walking Speed, Advanced: The walking speed of the clockwork increases by 30 feet. This cannot be stacked with other speed enhancements.
Very Rare Effects
Armor, Masterworked: Gains an AC of 18.
Berserk (M): Every time the clockworks take damage roll on a d10 and if the roll is a one it goes berserk. On each of its turns while berserk, the clockwork attacks the nearest creature it can see. If no creature is near enough to move to and attack, the clockwork attacks an object, with preference for an object smaller than itself. The clockwork will remain in the berserk mode for 1d4 rounds.
Bite, Masterworked: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d8 – 1 piercing
Burrowing Speed, Masterworked: The construct can burrow at a speed of 20 feet per round through earth, but not rock or other hard materials.
Fire Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 3d6 in fire damage on a hit. This cannot be combined with any other damage types.
Flying Speed, Masterworked: The construct can fly at a speed of 25 feet per round and can hover.
Ice Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 3d6 in ice damage on a hit. This cannot be combined with any other damage types.
Lightning Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 3d6 in lightning damage on a hit. This cannot be combined with any other damage types.
Magical Resistance: The clockwork has advantage saving throws against spells and other magical effects.
Multiattack, Masterworked: The clockwork can make three attacks using any melee or ranged attack, but not magical attacks.
Necrotic Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 2d10 in necrotic damage on a hit. This cannot be combined with any other damage types.
Paralysis Damage, Masterworked: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC17 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Radiant Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 2d10 in radiant damage on a hit. This cannot be combined with any other damage types.
Sensors, Masterworked: The range of the clockwork’s Darkvision becomes 120 feet, and it gains proficiency in Perception if it doesn’t already have it.
Slam, Masterworked: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d10 – 1 bludgeoning.
Slashing, Masterworked: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d10 – 1 slashing.
Swimming Speed, Masterworked: The construct can swim at a speed of 35 feet per round.
Walking Speed, Masterworked: The walking speed of the clockwork increases by 40 feet. This cannot be stacked with other speed enhancements.
Legendary Effects
Armor, Legendary: Gains an AC of 20.
Bite, Legendary: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d12 – 1 piercing
Burrowing Speed, Legendary: The construct can burrow at a speed of 30 feet per round through earth, but not rock or other hard materials.
Fire Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 4d6 in fire damage on a hit. This cannot be combined with any other damage types.
Flying Speed, Legendary: The construct can fly at a speed of 30 feet per round and can hover.
Ice Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 4d6 in ice damage on a hit. This cannot be combined with any other damage types.
Intelligent: The clockwork has been given a brain. Its Intelligence is changed to 15.
Lightning Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 4d6 in lightning damage on a hit. This cannot be combined with any other damage types.
Necrotic Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 3d10 in necrotic damage on a hit. This cannot be combined with any other damage types.
Multiattack, Legendary: The clockwork can make four attacks using any melee or ranged attack, but not magical attacks.
Paralysis Damage, Legendary: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC21 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Petulant (M): The clockwork somehow has gained an innate desire to be free and is not always favorable to its owner. The owner must make Persuasion checks to give it orders at an increasingly difficult DC. The DC starts off at an eight and increases by one for each argument. The clockwork will not argue every single point, it will pick the places where it has leverage and then attempt to argue a point.
The clockwork does not like being used as a war machine, a beast of burden, or whatever roll it was originally created for. It would prefer to paint pictures, direct plays, or even collect potted plants. The disagreements will start small and slowly escalate. If the owner ever makes a natural 20 roll on the persuasion, the DC resets to eight.
Radiant Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 3d10 in radiant damage on a hit. This cannot be combined with any other damage types.
Sensors, Legendary: The range of the clockwork’s Darkvision becomes 150 feet, and it gains proficiency in Perception if it doesn’t already have it.
Slam, Legendary: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3d12 – 1 bludgeoning.
Slam, Legendary: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3d12 – 1 slashing.
Swimming Speed, Legendary: The construct can swim at a speed of 40 feet per round.
Walking Speed, Legendary: The walking speed of the clockwork increases by 50 feet. This cannot be stacked with other speed enhancements.
Malfunctions Clockwork Effect Table
Effect | Rarity | Crafting Time | Price | Magical |
Berserk (M) | Very Rare | 0 Days | 0gp | |
Energy Cascade (M) | Rare | 0 Days | 0gp | |
Explodes (M) | Rare | 0 Days | 0gp | |
Faulty Sensors (M) | Uncommon | 0 Days | 0gp | |
Flawed Targeting (M) | Uncommon | 0 Days | 0gp | |
Gear Jam (M) | Common | 0 Days | 0gp | |
Ground Fault (M) | Common | 0 Days | 0gp | |
Imprinting Loop (M) | Uncommon | 0 Days | 0gp | |
Leaking Lubricant (M) | Uncommon | 0 Days | 0gp | |
Limited Steering (M) | Common | 0 Days | 0gp | |
Muted (M) | Uncommon | 0 Days | 0gp | |
Overactive Sense of Self-Preservation (M) | Uncommon | 0 Days | 0gp | |
Overheats (M) | Uncommon | 0 Days | 0gp | |
Petulant (M) | Legendary | 0 Days | 0gp | |
Rusty Gears (M) | Common | 0 Days | 0gp | |
Stumbles (M) | Common | 0 Days | 0gp | |
Weak Armor (M) | Common | 0 Days | 0gp |
Common Clockwork Effect Table
Effect | Rarity | Crafting Time | Price | Magical |
Armor, Basic | Common | 2 Days | 10gp | |
Bite, Basic | Common | 1 Day | 25gp | |
Gear Jam (M) | Common | 0 Days | 0gp | |
Ground Fault (M) | Common | 0 Days | 0gp | |
Limited Steering (M) | Common | 0 Days | 0gp | |
Rusty Gears (M) | Common | 0 Days | 0gp | |
Slam, Basic | Common | 1 Day | 25gp | |
Slashing, Basic | Common | 1 Day | 25gp | |
Stumbles (M) | Common | 0 Days | 0gp | |
Swimming Speed, Basic | Common | 10 Days | 100gp | |
Walking Speed, Basic | Common | 5 Days | 50gp | |
Weak Armor (M) | Common | 0 Days | 0gp |
Uncommon Clockwork Effect Table
Effect | Rarity | Crafting Time | Price | Magical |
Advanced Sensors | Uncommon | 10 Days | 500gp | Primal |
Alert | Uncommon | 15 Days | 350gp | |
Armor, Intermediate | Uncommon | 5 Days | 500gp | |
Bite, Intermediate | Uncommon | 3 Day | 100gp | |
Burrowing Speed, Intermediate | Uncommon | 15 Days | 250gp | |
Camouflaged | Uncommon | 2 Days | 100gp | |
Climbing Speed, Basic | Uncommon | 5 Days | 250gp | |
Deft | Uncommon | 10 Days | 500gp | |
Drill | Uncommon | 10 Days | 500gp | |
Faulty Sensors (M) | Uncommon | 0 Days | 0gp | |
Fire Damage | Uncommon | 10 Days | 100gp | Arcane |
Flawed Targeting (M) | Uncommon | 0 Days | 0gp | |
Flying Speed, Intermediate | Uncommon | 10 Days | 500gp | |
Harpoon | Uncommon | 15 Days | 750gp | |
Ice Damage | Uncommon | 10 Days | 100gp | Arcane |
Imprinting Loop (M) | Uncommon | 0 Days | 0gp | |
Leaking Lubricant (M) | Uncommon | 0 Days | 0gp | |
Lightning Damage | Uncommon | 10 Days | 150gp | Arcane |
Lightning Flare | Uncommon | 10 Days | 500gp | |
Muted (M) | Uncommon | 0 Days | 0gp | |
Overactive Sense of Self-Preservation (M) | Uncommon | 0 Days | 0gp | |
Overheats (M) | Uncommon | 0 Days | 0gp | |
Paralysis Damage | Uncommon | 5 Days | 50gp | Primal |
Reinforced Construction | Uncommon | 5 Days | 100gp | |
Sensors, Intermediate | Uncommon | 5 Days | 150gp | Arcane |
Slam, Intermediate | Uncommon | 3 Day | 100gp | |
Slashing, Intermediate | Uncommon | 3 Day | 100gp | |
Sonic Scream | Uncommon | 10 Days | 500gp | Primal |
Strong | Uncommon | 15 Days | 750gp | |
Sturdy | Uncommon | 5 Days | 500gp | |
Sturdy Frame | Uncommon | 5 Days | 50gp | |
Swimming Speed, Intermediate | Uncommon | 15 Days | 200gp | |
Walking Speed, Intermediate | Uncommon | 10 Days | 150gp |
Rare Clockwork Effect Table
Effect | Rarity | Crafting Time | Price | Magical |
Armor, Advanced | Rare | 10 Days | 1,000gp | Arcane |
Bite, Advanced | Rare | 5 Day | 500gp | Primal |
Burrowing Speed, Advanced | Rare | 30 Days | 500gp | Arcane |
Energy Cascade (M) | Rare | 0 Days | 0gp | |
Explodes (M) | Rare | 0 Days | 0gp | |
Explosive Bolt | Rare | 25 Days | 2,500gp | Arcane |
Fire Damage, Advanced | Rare | 20 Days | 250gp | Arcane |
Flying Speed, Advanced | Rare | 20 Days | 2,500gp | Arcane |
Ice Damage, Advanced | Rare | 20 Days | 250gp | Arcane |
Intercept Attack | Rare | 20 Days | 1,000gp | Arcane |
Lancing Bolt | Rare | 30 Days | 1,500gp | Primal |
Lightning Absorption | Rare | 20 Days | 2,000gp | Arcane |
Lightning Damage, Advanced | Rare | 10 Days | 300gp | Arcane |
Multiattack, Advanced | Rare | 10 Days | 750gp | Primal |
Necrotic Damage | Rare | 20 Days | 500gp | Divine |
Overclock | Rare | 15 Days | 500gp | Primal |
Paralysis Damage, Advanced | Rare | 10 Days | 250gp | Primal |
Radiant Damage | Rare | 20 Days | 500gp | Divine |
Self-Repairing | Rare | 15 Days | 2,500gp | Divine |
Sensors, Advanced | Rare | 10 Days | 300gp | Arcane |
Siege Device | Rare | 10 Days | 1,500gp | Primal |
Slam, Advanced | Rare | 5 Day | 500gp | Primal |
Slashing, Advanced | Rare | 5 Day | 500gp | Primal |
Swimming Speed, Advanced | Rare | 20 Days | 500gp | Arcane |
Vocal Resonator | Rare | 20 Days | 5,000gp | Primal |
Walking Speed, Advanced | Rare | 15 Days | 250gp | Primal |
Very Rare Clockwork Effect Table
Effect | Rarity | Crafting Time | Price | Magical |
Armor, Masterworked | Very Rare | 20 Days | 10,000gp | Arcane |
Berserk (M) | Very Rare | 0 Days | 0gp | |
Bite, Masterworked | Very Rare | 10 Day | 2,000gp | Primal |
Burrowing Speed, Masterworked | Very Rare | 45 Days | 1,000gp | Arcane |
Fire Damage, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Flying Speed, Masterworked | Very Rare | 40 Days | 5,500gp | Arcane |
Ice Damage, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Lightning Damage, Masterworked | Very Rare | 10 Days | 1,500gp | Arcane |
Magical Resistance | Very Rare | 30 Days | 5,000gp | Arcane+ Divine |
Multiattack, Masterworked | Very Rare | 20 Days | 3,000gp | Arcane + Primal |
Necrotic Damage, Masterworked | Very Rare | 60 Days | 5,000gp | Divine |
Paralysis Damage, Masterworked | Very Rare | 30 Days | 1,500gp | Arcane + Primal |
Radiant Damage, Masterworked | Very Rare | 60 Days | 5,000gp | Divine |
Sensors, Masterworked | Very Rare | 25 Days | 5000gp | Arcane |
Slam, Masterworked | Very Rare | 10 Day | 2,000gp | Primal |
Slashing, Masterworked | Very Rare | 10 Day | 2,000gp | Primal |
Swimming Speed, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Walking Speed, Masterworked | Very Rare | 25 Days | 500gp | Primal |
Legendary Clockwork Effect Table
Effect | Rarity | Crafting Time | Price | Magical |
Armor, Legendary | Legendary | 60 Days | 25,000gp | Arcane |
Bite, Legendary | Legendary | 30 Day | 5,000gp | Arcane + Primal |
Burrowing Speed, Legendary | Legendary | 60 Days | 25,000gp | Arcane + Primal |
Fire Damage, Legendary | Legendary | 50 Days | 10,000gp | Arcane |
Fire Damage, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Flying Speed, Legendary | Legendary | 90 Days | 25,500gp | Arcane |
Ice Damage, Legendary | Legendary | 50 Days | 10,000gp | Arcane |
Ice Damage, Masterworked | Very Rare | 30 Days | 1,000gp | Arcane |
Intelligent | Legendary | 100 Days | 25,000 | Arcane + Divine |
Lightning Damage, Legendary | Legendary | 10 Days | 15,000gp | Arcane |
Multiattack, Legendry | Legendary | 60 Days | 25,000gp | Arcane + Primal |
Necrotic Damage, Legendary | Legendary | 100 Days | 50,000gp | Divine |
Paralysis Damage, Legendary | Legendary | 75 Days | 5,000gp | Arcane + Primal |
Petulant (M) | Legendary | 0 Days | 0gp | |
Radiant Damage, Legendary | Legendary | 100 Days | 50,000gp | Divine |
Sensors, Legendary | Legendary | 50 Days | 15,000gp | Arcane |
Slam, Legendary | Legendary | 30 Day | 5,000gp | Arcane + Primal |
Slashing, Legendary | Legendary | 30 Day | 5,000gp | Arcane + Primal |
Swimming Speed, Legendary | Legendary | 60 Days | 10,000gp | Arcane + Primal |
Walking Speed, Legendary | Legendary | 50 Days | 5,000gp | Arcane + Primal |