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. |