Clockwork Soul
The cosmic force of order moves through the multiverse like a great mechanism—every gear perfectly meshed, every motion accounted for. Some sorcerers draw their power not from chaos or passion, but from this plane of absolute order, Mechanus. These Clockwork Soul sorcerers serve as living instruments of balance, their magic counteracting advantage and disadvantage alike, smoothing the jagged edges of fortune into something precise and inevitable.
To speak with a Clockwork Soul sorcerer is to encounter a mind that seeks patterns in everything. They are not cold—quite the opposite, many of them are deeply caring individuals who believe that fairness and order protect people better than chaos ever could. Their magic does not impose a rigid will on the world, but rather ensures the world plays by its own rules.
Clockwork Soul Table:
| Level | Subclass Features Gained |
|---|---|
| 1st | Clockwork Magic, Restore Balance |
| 6th | Bastion of Law |
| 14th | Trance of Order |
| 18th | Clockwork Cavalcade |
Subclass Features
Clockwork Magic
1st-level Clockwork Soul feature
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 transmutation spell from the sorcerer 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 | wall of force, hold monster |
Restore Balance
1st-level Clockwork Soul feature
Also at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bastion of Law
6th-level Clockwork Soul feature
Starting at 6th level, you can tap into the plane of order to shield a creature against chaos. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.
The warded creature gains a number of temporary hit points equal to \(1d8\) times the number of sorcery points spent.
Trance of Order
14th-level Clockwork Soul feature
Beginning at 14th level, you can momentarily enter a state of perfect order. As a bonus action, you can enter this trance. While in the trance:
- You can't be surprised.
- Attack rolls against you can't benefit from advantage.
- Whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the die as a 10.
The trance lasts for 1 minute. It ends early if you are incapacitated. Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Cavalcade
18th-level Clockwork Soul feature
At 18th level, you momentarily summon spirits of order to bring balance to a chaotic scene. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube:
- The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.