Clockwork Mage
The study of magic is ancient, stretching back to the dawn of time. It is firmly established in the world of Nirn, with various traditions dedicated to its complex study. Clockwork mages have combined arcane magic with science and engineering, honing the ability to create, conjure, or control devices and constructs. Telvanni mages are particularly interested in rediscovering the lost technology of the dwemer, but these ancient mysteries have long been a focus of many people.
CONJURATION PRODIGY
Beginning when you choose this arcane tradition at 2nd level, the gold and time spent to copy a conjuration spell into your spell book is halved. You also gain proficiency in the artisan's tools (tinker's tools).
EMPOWERED CONSTRUCTS
Also at 2nd level, you learn the spell conjure constructs, if you don't already know it. Whenever you cast this spell, the duration is increased by an amount of time multiplied by your intelligence modifier.
When you reach 17th level, you can cast this spell as a 9th level spell to make the duration indefinite. The spell can only end early if the creature is reduced to 0 hit points or if it is dispelled. You can't have more than one construct with an indefinite duration at a time.
CONSTRUCT DOMINATION
At 6th level, your study of mechanical creatures and the magic that powers them allows you to attempt to take control over other constructs. As an action, you can spend 2 focus points to attempt to gain control over a Large or smaller construct that is within 30 feet of you. It must make a Willpower saving throw. On a failed save, the construct becomes friendly to you and your allies for up to 1 minute. If the construct fails the saving throw by 5 or more, the construct remains under your control for up to 1 hour. The effect ends early if you or one of your companions do anything harmful to it. If the construct is being controlled by another creature, that creature makes the saving throw in place of the construct. On a failed save, the effect fails.
You can communicate mentally with a construct that you control if it is within 120 feet of you. The construct acts on its own initiative, but you decide what action it takes and where it moves during its turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until the task is complete.
When the effect ends, the construct is aware that it was controlled by you.
METAL MENDING
At 10th level, when you cast a spell that restores hit points, you can spend 2 focus points to restore an equal amount of hit points to a construct that is also within range of the spell.
MAGICAL CONDUIT
At 14th level, while you control a construct, you can spend 1 focus point to cast a spell using your construct as a conduit for the magic. You must spend magicka as normal and use your own senses to cast the spell, but it originates from the construct, as though the construct had cast it.
Additionally, whenever you cast a spell that targets only yourself, you can spend 1 focus point to have that spell be cast on your construct as well, provided that the construct is within 120 feet of you.
COMMENTARY
A Clockwork Mage made an appearance in Elder Scrolls Online: Morrowind, Proctor Luciana Pullo. Other mages were seen conjuring clockwork creatures and automatons. This mage subclass allows you to bring that to your D&D game. The feature Empowered Constructs allows you to cast a new spell "Conjure Constructs" which will work similar to Conjure Woodland Beings, with the exception of summoning constructs rather than beasts.