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 |
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
| d6 |
Manifestation |
| 1 |
Spectral cogwheels hover behind you. |
| 2 |
The hands of a clock spin in your eyes. |
| 3 |
Your skin glows with a brassy sheen. |
| 4 |
Floating equations and geometric objects overlay your body. |
| 5 |
Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. |
| 6 |
The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
Restore Balance
Starting 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.