Homebrew Clockwork Species Details

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 certain attacks. Roll 1d4 to select a weakness: 

  • 1. Conductible: You are vulnerable to lightning damage.
  • 2. Corrosive: You are vulnerable to acid damage.
  • 3. Fragile: You are vulnerable to bludgeoning damage.
  • 4. Photopic: You are vulnerable to radiant damage.

Integration: Clockwork men can wield weapons and wear armor like most humanoids. However, if they so wish, they can permanently integrate armor, tools, and weapons into their physiology, preventing them from being stolen, and allowing them to be pulled out without using a bonus action. The cost of integrating a tool or weapon is a third of the cost of the tool or weapon, and the cost of integrating armor is half of the cost of the armor. Any weapon that requires two hands, or any armor that you cannot usually wear, cannot be integrated. Any attack with an integrated weapon is considered an unarmed strike.

Measurement Device: Permanently integrated into your person is a gauge or measurement device of your choosing. Such devices include clocks (measure time), thermometers (measure temperature), barometers (measure pressure), hygrometers (measure humidity), anemometers (measure wind speed), and geiger counters (measure radiation). You may have a different type of measurement device at the DM's discretion, but keep in mind that these measurement devices are intended for superficial purposes only, and have little useful function in-game (unless you want a job as a meteorologist).

Living Construct: Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Specialization: You may pick any three traits from the specialization list below. You may pick any trait up to two times (i.e. selecting Wheel Feet twice to gain a walking speed of 40 feet; some traits have special conditions for being selected twice) unless otherwise stated.

Clockwork Traits

Ability Score Increase +2 Int +1 Str Size Medium Speed 30ft (A)

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.

Integration

Clockwork men can wield weapons and wear armor like most humanoids. However, if they so wish, they can permanently integrate armor, tools, and weapons into their physiology, preventing them from being stolen, and allowing them to be pulled out without using a bonus action. The cost of integrating a tool or weapon is a third of the cost of the tool or weapon, and the cost of integrating armor is half of the cost of the armor. Any weapon that requires two hands, or any armor that you cannot usually wear, cannot be integrated. Any attack with an integrated weapon is considered an unarmed strike.

Ability Score Increase

Ability Score Increase +2 Int +1 Str Size Medium Speed 30ft (A)

Specialization

You may pick any three traits from the specialization list below. You may pick any trait up to two times (i.e. selecting Wheel Feet twice to gain a walking speed of 40 feet; some traits have special conditions for being selected twice) unless otherwise stated.

Mechanical Vulnerabilities

Mechanical Vulnerabilities. Because of your mechanical nature, you are vulnerable to certain attacks. Roll 1d4 to select a weakness:

  • 1. Conductible: You are vulnerable to lightning damage.
  • 2. Corrosive: You are vulnerable to acid damage.
  • 3. Fragile: You are vulnerable to bludgeoning damage.
  • 4. Photopic: You are vulnerable to radiant damage.

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