Homebrew Clockwork Man Species Details
Clockwork men, while made in the fashion of humanoids, have much more liberty in the way they are designed. Some are designed with the utmost intricacy and delicacy, some resemble little more than oversized windup toys. Some walk on two legs, some have wheels for feet. Some are built for war, some are practitioners of art. Some have eight fingers, some have swords for hands. Some are made from rusted steel, some are made from fine gold. One thing is for certain; no two clockwork men, when designed by creators independent of one another, will be noticeably alike. This is not to say that clockwork men have common threads amongst them. As the name suggests, they all run through mechanical means, and unlike their golem cousins, they require little or no magic in order to function. Sometimes, an engineer may throw in a few magical bells and whistles, sometimes to improve its mental prowess, and other times to enhance its physical capabilities, but for the most part, clockwork golems run entirely independent of spells and sorcery.
Clockwork Man Traits
Your warforged character has the following traits.Specialisation
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. You cannot select this trait more than once.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You cannot select this trait more than once.
Built For The Job. You are proficient in an additional skill or tool of your choice.
Linguistics. You can speak, read, and write one extra language of your choice.
Wheel Feet. Your walking speed increases by 5 feet.
Rotor Propulsion. You have a swimming speed of 20 feet (30 if this trait is selected twice).
Drilling. You have a burrowing speed of 15 feet (25 if this trait is selected twice).
Metal Claws. You have a climbing speed of 10 feet (20 if this trait is selected twice). Additionally, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier (1d6 + your Dexterity modifier if this trait is selected twice), instead of the bludgeoning damage normal for an unarmed strike.
Targeted Armor. You are resistant to any single damage type that is not one of yours determined in the mandatory Mechanical Vulnerabilities trait above.
Laser Cannon. You can use your action to blast destructive energy from a cannon attached to your arm or shoulder. This produces a 5-foot by 30-foot line dealing radiant damage. When you use your laser cannon, each creature in the area of the laser must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your laser cannon, you can’t use it again until you complete a short or long rest. You cannot select this trait more than once.
Ability Score Increase
Your Constitution score increases by 1.
Your Intelligence score increases by 1.
Age
A typical clockwork man is between two and ten years old. The maximum lifespan of the clockwork man remains a mystery; so far, clockwork man have shown no signs of deterioration due to age.
Alignment
Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality — or lack thereof — of the beings with which they served.
Size
Your size is Medium. Most warforged stand between 5 and 6 1/2 feet tall. Weight and build are affected by subrace.
Speed
Your base walking speed is 30 feet.
Metal Resilience
You were created to have remarkable fortitude, represented by the following benefits.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection
Metal Skin. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Mechanical Vulnerabilities. Because of your mechanical nature, you are vulnerable to Corrosive damage: You are vulnerable to acid damage.
Languages
You can speak, read, and write Common.