Homebrew Gearborn Species Details

As a clockwork, you hold tons of potential with either your magical metal and components, or your hard hitting arms that spin with gears that hold a large gear aspect ration. Due to your unique form and existence: any biological species that sets eyes upon you see you as strange and an otherworldly being not know to their realm. You are a being that can only speak Clokworkish as your species is a sort of separated hivemind.

When creating a character, it is good to note down a few things, such as where the brand of Thy Monarchy's symbol is from the world you originate from, as this is a sort of seal that keeps the magic contained in your metal, and shows the power of Thy Monarchy has upon all clockwork beings.

Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age: Gearborn are created fully formed and do not age in the traditional sense. They can function optimally for about 300 years before their mechanisms begin to wear down.

Alignment: Gearborn tend to lean towards lawful alignments, given their structured nature and the orderliness of their society under "Thy Monarchy." However, individuals may vary greatly due to their own wills and ways.

Size: Gearborn vary widely in height and build, from barely 7 feet to well over 13 feet tall. Your size is Medium/Large.

Speed: Your base walking speed is 40 feet.

Mechanical limitation: you do not heal and must repair yourself. Minor injuries are repairable with nothing but can only due during short/long rests, major injuries must be replaced with new metal, each major injury you must reduce your total hit points by 1, but may regain when fixed. (your tiny clockwork devices can heal these injuries from a long rest, and mend can be used on these injuries) 5 minor injuries is 1 major injury

Gearborn Traits

You are a clockwork being made of clockwork and magical metal. other beings will see you as strange and otherworldly as they are not familiar with strange metal creatures.

Clockwork Resilience

A choice of resistence, and advantage on said resistance. you do not require to eat, drink or breathe

Magical Nature

Know one cantrip from sorcerer spell list

Natural Mechanist

You have proficiency in the Tinker's Tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp) that ceases to function after 24 hours (unless you spend 1 hour repairing it to keep it functioning). You can have up to three such devices active at a time.

Clockwork Precision

Enhanced Senses: Choose one: Gain proficiency in the Perception skill, or if already proficient, double your proficiency bonus for Perception checks. Precision Mechanics: Once per long rest, you can gain advantage on a single attack roll, ability check, or saving throw, representing the precise calibration of your clockwork components.

Magic Metal Reconstruction

Your magic metal now slowly repairs itself and does not need your attention (unless you wish). during a long rest, two major injuries will be healed automatically with nothing used, and all minor injuries take 20 minutes to heal and does not need a short rest.

Reinforced Framework:

Become Resistant to two more damaging types of your choosing or become immune to you current resistance and apply resistance in bludgeoning and fire damage

Advanced Magical Nature

Can cast a 4th-level spell from the sorcerer spell list once per long rest. Intelligence is the spellcasting ability.

Advanced Magic Metal Reconstruction

our major injuries now repair during a short rest and get 2 removed, while 5 are removed during a long rest. minor injuries now take 5 minutes to repair

Perfect Synchronization

Once per long rest, can take an additional action on your turn.

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