Mechanical Wonder

FRA

Wondrous Item, Varies

A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder's description below.

Domestic Wonder — 400 gp

This bipedal wonder is designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonder uses the following stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.

Domestic Wonder

AC 9

Initiative -1 (9)

HP 5 (1d8 + 1)

Speed 30 ft.

STR

13 (+1)

Save +1

DEX

8 (-1)

Save -1

CON

13 (+1)

Save +1

INT

3 (-4)

Save -4

WIS

8 (-1)

Save -1

CHA

1 (-5)

Save -5

Immunities Poison

Condition Immunities Exhaustion, Poisoned

Senses Passive Perception 9

Languages Understands Common but can't speak

CR 0 (XP 0; PB +2)

Traits

Mechanical Determination. If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit. On a successful save, the wonder drops to 1 Hit Point instead.

Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder's key for 1 minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.

Flying Wonder — 100 gp

An activated flying wonder uses the following stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.

Flying Wonder

AC 12

Initiative +2 (12)

HP 2 (1d4)

Speed 5 ft., Fly 30 ft.

STR

2 (-4)

Save -4

DEX

15 (+2)

Save +2

CON

10 (+0)

Save +0

INT

3 (-4)

Save -4

WIS

10 (+0)

Save +0

CHA

1 (-5)

Save -5

Immunities Poison

Condition Immunities Exhaustion, Poisoned

Senses Blindsight 60 ft., Passive Perception 10

Languages Understands Common but can't speak

CR 0 (XP 0; PB +2)

Traits

Increased Carrying Capacity. The wonder can carry up to 100 pounds.

Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder's key for 1 minute. Once wound, the wonder operates for 24 hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.

Bonus Actions

Chime. The wonder chirps a merry, metronomic tune. The wonder chooses one ally that it can see within 60 feet. Until the start of the wonder's next turn, the target has Advantage on the next ability check it makes with a Musical Instrument or Tinker's Tools.

Sprint. The wonder takes the Dash action.

Gyrocopter Wonder — 4,000 gp

This wagon-sized vehicle is made of brassy metal and has a spiral-shaped propeller atop it. Its midsection is open on two sides. Once wound, the gyrocopter wonder remains active for 8 hours. While active, the gyrocopter can be used as a vehicle; it requires one pilot.
The gyrocopter wonder is a Huge object that weighs 500 pounds and has the following statistics: AC 14, HP 50, Speed 5 ft., and Fly Speed 20 ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the gyrocopter wonder can take a Utilize action to attach itself to or detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet horizontally for every 1 foot it descends in the air. If a creature attached to a cord is ever more than 500 feet away from the gyrocopter, the cord immediately disappears and returns to the wonder.

Mobility Wonder — 100 gp

While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can't remove your mobility wonder from you unless you allow it.