Sorcerer: Clockwork Sorcery
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 Level | Spells |
---|---|
1st | alarm, guidance, protection from evil and good |
3rd | aid, restoration |
5th | dispel magic, protection from energy |
7th | freedom of movement, summon construct |
9th | dispel 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.