Augment. The Clockwork Companion can have up to 1 augment rune. Regeneration. The Clockwork Companion regains 5 hit point at the start of its turn if it has at least 1 hit point. Reconstruct. Clockwork Companions that have been destroyed can be reconstructed. The process requires 2 days and a DC 14 Tinker check, or 800 gold. (A Tinker check requires Tinker's Tools) Proficiencies. Clockwork Companions are proficient in simple weapons and shields.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+2 Bludgeoning Damage
Shield From Harm. If the Companion is adjacent to their master when their master would be hit by an attack, the Companion can take the damage instead.
A Clockwork Companion is a fully functioning autonomous creation, capable of free thinking, carrying out the day to day activities of a normal worker, and holding a conversation. When bound to a master through attunement they are fiercely loyal.
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