Homebrew Clockwork Species Details

"Tick Tock." Muttered the clockwork brute

"It will be fine." Replied Brocknaught

"TICK. TOCK." The brute pronounced each word with definite bass to its tone.

"Ok...OK. You'll get paid. Come along..." Replied Brocknaught in defeat.

 

Clockwork were mindless automatons, artificers from across the multiverse devoted vast resources to improving these simple constructs. An unexpected breakthrough gave rise to simple minded brutes, and to what some have only grudgingly accepted as a new species. Clockwork are made from wood and metal, but they can not feel pain, and are very limited in emotion. Built as weapons, they serve a single purpose; Battle. A clockwork is a steadfast ally, and a cold-hearted killer.

Living Steel and Brass

Clockwork are formed from a blend of inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, or darkwood. Armored plates form a protective outer shell and reinforce joints. Beyond these common elements of clockwork design, the precise materials and build of a clockwork vary based on the purpose for which it was designed.

Although they were manufactured, clockwork are living. Resting, and healing magic all provide the same benefits to clockwork that they do to other beings.

Clockwork Personality

The clockwork were built to serve and to fight. For most of their existence, clockwork had a clearly defined function and were encouraged to focus purely on that role. Some have been awarded their freedom, but many still struggle both to find a place in the world and to relate to the creatures who created them.

The typical clockwork shows little emotion. Many clockwork embrace a concrete purpose — such as protecting allies, completing a contract, or exploring a land — and embrace this task as their singular purpose. Most clockwork have no interest in religion.

The typical clockwork has a sexless body shape. Some clockwork ignore the concept of gender entirely, while others adopt a gender identity.

The more a clockwork develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.

Quirks

Clockwork often display an odd personality trait or two, given how new they are to the world. The Clockwork Quirks table contains example quirks.

Clockwork Quirks

d8 Quirk
1 You analyze — out loud — the potential threat posed by every creature you meet.
2 You often misread emotional cues.
3 You are fiercely protective of your friends.
4 You try to apply wartime discipline to every situation.
5 Your vocal capability is limited. Often to short phrases, which only your creator or other artificers can interpret.
6 You don’t understand clothing beyond its utility and assume it denotes a person’s function.
7 You are obsessed with your appearance and constantly polish and buff yourself.
8 War is the only thing that makes sense to you, and you’re always looking for a fight.

Clockwork Names

Most clockwork were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Clockwork Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall

Clockwork Traits

Your clockwork character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase

Your Strength and Constitution score increases by 2. Your Dexterity, intelligence, and wisdom Decreases by 2. disadvantage on stealth due to large size

Age

A typical clockwork is between two and thirty years old. The maximum clockwork lifespan remains a mystery; so far, clockwork have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment

Most Clockwork 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 large. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 6d6

Height = 6 feet + your size modifier in inches

Weight in pounds = 500 + (4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Constructed 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 don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, 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

Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +2 bonus to Armor Class.
  • While you live, your armor can’t be removed from your body against your will.

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.

Languages

You can speak, read, and write Common.

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2020 6:20:47 PM
11
0
1
Coming Soon
9/2/2021 10:46:52 PM
43
5
1.1
Coming Soon
9/3/2021 11:06:25 PM
11
1
3
Coming Soon

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