Clockwork Saboteur

## Clockwork Precision (3rd Level)

Starting at 3rd level, you gain a deep understanding of clockwork mechanisms. You have advantage on all checks related to disabling traps, locks, and other mechanical devices. Additionally, when you make an attack against a creature wearing medium or heavy armor, your weapon attacks ignore armor class by (2). At 9th level, they are also considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

## Gadgeteer's Arsenal (3rd Level)

At 3rd level, you gain proficiency with tinker's tools. You also gain the ability to craft a variety of clockwork gadgets during a short rest. You can have a number of gadgets equal to your Intelligence modifier + your proficiency bonus at any given time. These gadgets include:

1. **Smoke Bomb:** *You can use your bonus action to throw a smoke bomb, creating a cloud of obscuring smoke in a 15-foot radius centered on a point you can see within 30 feet of you. The smoke lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The smoke heavily obscures the area, granting you advantage on Dexterity (Stealth) checks while within the smoke.*
2. **Clockwork Dagger:** *You can create a specially crafted clockwork dagger. This dagger has the finesse and light properties and deals an additional 1d6 piercing damage on a hit. Once thrown, it magically returns to your hand at the start of your next turn.*
3. **Clockwork Drone:** *Each drone has its own set of abilities and functions. You can choose from the following options:*
4. **Sentinel Drone:** *This drone is equipped with a small crossbow and is designed for reconnaissance and surveillance. It has a flying speed of 30 feet and can hover. As a bonus action on your turn, you can use the drone's crossbow to make a ranged weapon attack against a target within its range. The attack deals 1d6 piercing damage on a hit.*
5. **Saboteur Drone:** *This drone is equipped with tiny tools and specialized appendages, allowing it to disable traps and sabotage machinery. As a bonus action on your turn, you can command the drone to move up to its flying speed and make a Dexterity (Thieves' Tools) check to disable a trap or unlock a mechanical device within 5 feet of it. The drone has expertise in this ability, and its proficiency bonus is doubled for the check.*
6. **Distraction Drone:** *This drone is designed to create diversions and draw attention away from you. As a bonus action on your turn, you can command the drone to emit a loud noise or create a burst of colorful sparks. All creatures of your choice within a 10-foot radius of the drone must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be distracted. Distracted creatures have disadvantage on Perception checks and Dexterity saving throws until the start of your next turn.*

Drones have an AC of 14 and 1 hit point. If reduced to 0 hit points, a drone is destroyed and can be reconstructed during a subsequent short rest.

## Clockwork Manipulation (9th Level)

Starting at 9th level, you gain unparalleled mastery over clockwork mechanisms. You can use your action to manipulate the flow of time within a specific area, causing clocks to speed up or slow down, gears to grind to a halt, or mechanisms to malfunction.

Once per long rest, you can choose a 30-foot radius area within 60 feet of you. For 1 minute, all clockwork devices, constructs, and mechanisms within that area are affected by your manipulation. The effects of Clockwork Manipulation depend on your choice:

* **Time Deceleration:** *Clockwork devices and constructs within the area have their movements slowed down. Their speed is halved, and they have disadvantage on Dexterity saving throws and attack rolls. Additionally, any time-based abilities or effects they possess have their duration halved.*
* **Time Acceleration:** *Clockwork devices and constructs within the area have their movements and actions accelerated. Their speed is doubled, and they have advantage on Dexterity saving throws and attack rolls. Additionally, any time-based abilities or effects they possess have their duration doubled.*

You can choose to end the effects of Clockwork Manipulation early as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

## Temporal Sabotage (13th Level)

At 13th level, you gain the ability to manipulate time in small increments, disrupting the flow of events around you. Once per turn, when you hit a creature with a weapon attack, you can use your reaction to force the target to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target loses its reaction until the start of your next turn.

## Clockwork Master (17th Level)

At 17th level, you have become a true master of deception, able to manipulate reality and confuse your enemies with your clockwork prowess. You gain the following benefits:

* **Time Dilation:** *You can manipulate time on a personal level, allowing you to move with incredible speed and reflexes. As a bonus action, you can enter a state of time dilation for 1 minute. While in this state, your speed is doubled, and you gain a +4 bonus to AC as the world around you seems to slow down. Additionally, you have advantage on Dexterity saving throws. Once you use this feature, you can't use it again until you finish a long rest.*
* **Clockwork Sabotage:** *When you hit a construct with a weapon attack, you can choose to unleash a devastating clockwork sabotage. The target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or suffer significant malfunctions. On a failed save, the target's movement speed is reduced to 0, and it takes 6d8 force damage as internal gears and mechanisms rupture and explode. On a successful save, the target's movement speed is halved, and it takes half damage.*
* **Mechanical Precision:** *Your attacks ignore any resistances, immunities, or vulnerabilities that a creature may have based on its armor or natural defenses. Additionally, your weapon attacks score a critical hit on a roll of 19 or 20.*