Homebrew Gearforged Species Details
Gearforged are mechanical beings built to serve a purpose. Unlike their Warforged cousins, they are powered by two gems embedded into their body. One to house their soul, traditionally placed somewhere in the chest such as in the place of a heart, and a memory gem, most often in the head, that houses their memories. When a soul gem is damaged, or removed, a gearforged goes inert until a new soul gem is placed. Should the memory gem be lost, the gearforged remains operable, but is only able to perform its most base programming functions. A ballerina might dance, a maid might clean, a guard might stand guard or go on patrol, with no guidance as to where it is supposed to stop.
The internal components used in Gearforged manufacture can vary wildly, though they are usually composed of intricate clockwork gears.
Gearforged Traits
As a gearforged player character, you have the following traits.Creature Type
You are a Construct.
Size
You are Medium or Small.
Speed
Your walking speed is 30 feet.
Armored Casing
You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Built for Success
You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Machine
If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
Mechanical Nature
You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
Sentry’s Rest
When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Specialized Design
You gain two tool proficiencies of your choice, selected from the Player’s Handbook.