Sorcerer: Clockwork Sorcery | Homebrew Directory

This page was last edited on February 12, 2025, at 11:21 PM ↻

Clockwork Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Table: Clockwork Spells

Sorcerer LevelSpells
1stalarm, guidance, protection from evil and good
3rdaid, restoration
5thdispel magic, protection from energy
7thfreedom of movement, summon construct
9thdispel evil and good, wall of force

Restore Balance

As in PHB 2024

Axiomatic Mind

Also at 1st level, your mind is intrinsically ordered in a numerological manner. You gain the following benefits:

  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • Choose a number between 1 and 20. When you the result of a d20 roll you make is the number you choice, you regain a use of your Restore Balance feature. If you have no expended uses, you gain inspiration.

Bastion of Law

As in PHB 2024, but you can spend between 1 and 3 mana, getting 2 dice for each mana spent.

Trance of Order

As in PHB 2024 but now costs 3 mana to re-use.

Clockwork Cavalcade

As in PHB 2024 but now costs 5 mana to re-use.