Clockwork Soul Sorcerer

Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

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.

Sorcerer Level Spells
1st Alarm, Protection from Evil and Good
3rd Aid, Lesser Restoration
5th Dispel Magic, Protection from Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

Class Features

Feature Description
Restore Balance Starting at 1st level, when a creature you can see within 60 feet is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent advantage or disadvantage from affecting the roll.
Bastion of Law At 6th level, you can create a magical ward by expending 1 to 5 sorcery points. The ward is represented by d8s equal to the points spent. The warded creature can use these dice to reduce damage taken.
Trance of Order At 14th level, you can enter a state of perfect order for 1 minute. Attack rolls against you can't benefit from advantage, and you treat any roll of 9 or lower on a d20 as a 10. This feature recharges after a long rest or by spending 5 sorcery points.
Clockwork Cavalcade At 18th level, you summon spirits of order in a 30-foot cube, restoring 100 hit points, repairing damaged objects, and ending spells of 6th level or lower. This feature recharges after a long rest or by spending 7 sorcery points.