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- In the world of Asteris, clockworking has become so advanced that devices crafted can actually mimic spellcasting. Powerful organizations like the Magi Collective even use them to keep mages in check. Many folk specialize in clockworking and it has become an important thing in day to day life. All mech classes gain access to the Three Elements; Asterium (Offensive), Ferrium (Utility), and Wolferrun (Defensive). In order to imbue their devices with such power, clockwork users must know how to mix and match the Three Elements, along with other components, to imbue their devices with special power. Two advanced elements known as Naturium and Calypsium, become available to mech classes as they upgrade their Harvester. All clockwork classes gain access to the entire list of clockwork abilities as found below, only having to pay the cost. During every long rest, the clockwork users can access their Harvester to restock these elements. A Harvester is a special machine that can pull these elements from the air and ground, able to hold a max of elements. Clockwork ability users may share their elements with one another. Enhancement clockwork abilities can be used as a bonus action to add a bonus to a clockwork ability used as your main action.
- Enhancement Clockwork Abilities
- Flower Power: As a bonus action, add a small flower that shoots a brief acidic shot of liquid at an enemy dealing 2 acid damage on
- hit. Cost: 1 Asterium
- Shoulder Check: As a bonus action, add a rectangular block that pushes forward and shoves an enemy 5 ft back on hit Cost: 1
- Wolferrum
- Wonder Box: Can cast this as a Simple Clockwork Ability for the same cost. Add a small box to anything you use that can copy the
- effects of Prestidigitation. Cost: 1 Ferrium
- Simple Clockwork Abilities
- Spark Disc: A small disc thrown at the enemy that deals 1d10 lightning damage on hit. Cost: 2 Asterium
- Lightning Bug: Create a small bug that provides 40 ft of light. Cost: 2 Ferrium
- On Your Ass: The target sees a large object coming straight for them an enemy within 10 ft of you prone. Mind save to see it is an
- illusion created by a small clockwork ring. Cost: 2 Wolferrum
- Small Package: A small ball that explodes on contact against a single enemy dealing 1d6 thunder damage. A sticky goo falls from the
- flames that can immobilize the target for 1 turn, Str save. Cost: 1 Asterium 1 Wolferrum
- Ilian's Illusion: A tiny, fingertip sized cube that can be thrown and create a 5 ft illusion or a sound Cost: 1 Wolferrum, 1
- Ferrium
- Mech Hand: Create a small clockwork hand that can act just as any hand would, lifting a maximum of 15 pounds. It cannot attack
- other than its unarmed strike. While it is summoned, you can use your bonus action to make an unarmed strike with the hand dealing
- 1d4 bludgeoning damage. Cost: 1 Asterium, 1 Ferrium
- Novice Clockwork Abilities
- Frozone: Toss a small sphere that unleashes a powerful cold nova, Dex save. Deals 3d6 cold damage or half as much on save to all
- creatures in a 15 ft radius. You may add more Asterium to this ability, dealing 1d6 extra damage per 2 Asterium added. Cost: 4
- Asterium
- Enhancements Doctors Hate: You can craft 1 of an assortment of small devices that enhance your body. Each one lasts for 1 hour.
- Gills that help you breathe underwater and give you a swim speed equal to your walking speed, a small pylon that adds an effect to
- your weapon treating it like a +1 magic weapon, eyes that have the ability to see as if you have superior darkvision and spot any
- creature in an obscured area or in partial cover, or special boots that grant spider walk. Cost: 4 Ferrium
- Magic Be Gone: Toss a web-like clockwork device at an enemy spellcaster. Mech save. On fail they are immobilized and cannot cast
- spells for 1 turn. Cost: 4 Wolferrum
- Repaired and Debonair: Activate a small healing drone that heals you or an ally for 1d4 + Mech health. If an enemy creature hits
- the person targeted by this drone, it deals force damage equal to the healing that was dealt. Cost: 2 Asterium 2 Wolferrum
- Now You See Mes, Now You Don't: Activate small device that makes you turn invisible and spawns 2 illusory copies of yourself.
- Invisibility ends if you attack or use a clockwork ability. The copies work exactly like Mirror Image. Cost: 2 Wolferrum 2 Ferrium
- : Cost: 2 Asterium 2 Ferrium
- Terman's Terrible Temper: Create a tiny sized clockwork humanoid named Terman that can act as an Unseen Servant. You can use your
- bonus action to have it make an attack, dealing 1d6 fire damage on hit. Cost: 3 Ferrium 1 Asterium
- Really Big Step: Throw a small circular platform on the ground and stand on it. You can teleport to any unoccupied space within 250
- ft. You can bring objects with you that don't exceed your carry weight. You can also bring another creature with you that is your
- size or smaller that is carrying up to its carrying capacity as well. After completing this teleportation; a creature that attacks
- you or your ally while you stand on the platform does so at disadvantage for 1 turn. Cost: 3 Ferrium 1 Wolferrum
- Flashbang: All creatures in a 10 ft cube make a Dex ST or be blinded for 1 turn. Cost: 3 Wolferrum 1 Ferrium
- : Cost: 3 Wolferrum 1 Asterium
- : Cost: 3 Asterium 1 Ferrium
- : Cost: 3 Asterium 1 Wolferrum
- Journeyman Clockwork Abilities
- : Cost: 2 Asterium 2 Ferrium 2 Wolferrum 2 Naturium
- : Cost: 3 Asterium 2 Ferrium 2 Wolferrum 1 Naturium
- : Cost: 2 Asterium 3 Ferrium 2 Wolferrum 1 Naturium
- : Cost: 2 Asterium 2 Ferrium 3 Wolferrum 1 Naturium
- : Cost: 1 Asterium 2 Ferrium 2 Wolferrum 3 Naturium
- : Cost: 2 Asterium 1 Ferrium 2 Wolferrum 3 Naturium
- : Cost: 2 Asterium 2 Ferrium 1 Wolferrum 3 Naturium
- Master Clockwork Abilities
- : Cost: 2 Naturium 2 Calypsium 4 Asterium
- : Cost: 2 Naturium 2 Calypsium 4 Ferrium
- : Cost: 2 Naturium 2 Calypsium 4 Wolferrum
- : Cost: 3 Naturium 3 Calypsium 3 Asterium
- : Cost: 3 Naturium 3 Calypsium 3 Ferrium
- : Cost: 3 Naturium 3 Calypsium 3 Wolferrum
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