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Gear Mage

The gear mage can be found working alongside artificers, directing industrial efforts in large towns and cities. They can also be found holed up in a laboratory or a warehouse, experimenting with new forms of clockwork machinery.

Medium humanoid (any race), lawful neutral

Armor Class 13 (16 with mage armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 20 (+5) 13 (+1) 12 (+1)

Skills Arcana +7, Investigation +7 Saving Throws Intelligence +7, Wisdom +3
Senses passive Perception 11
Languages Common plus any four languages
Challenge 4 (1,100 XP)

Special Traits

  • Clockworker’s Charm. Whenever the gear mage casts a spell that animates, creates, or modifies an object, the spell’s duration is increased by 3 minutes, if it has a duration.
  • Metal Shape (1/day). The gear mage can reshape metal with a touch. When grasping a Small or smaller piece of nonmagical metal, the gear mage can alter the form into any shape that suits its purpose. The item must be in the gear mage’s hands and under its control; the mage can’t, for example, reshape a piece of armor or a weapon that’s being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, the gear mage must be completely familiar with it. Thus, it could replicate a key that it had in its possession for an extended period of time, but it could not create a working key based on seeing the lock alone. Objects the gear mage creates can have up to two hinges and a latch, but finer mechanical detail is not possible.
  • Spellcasting. The gear mage is an 9th-level spellcaster. Its primary spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:

Actions

  • Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used with two hands.
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