Homebrew Clockwork Sentinel Species Details
Clockwork Sentinels are mechanical humanoids made to spread law and order across all of the dimensions, most of them having a mental link to Mechanus. Crafted out of brass and powered by pure, unending magic, Clockwork Sentinels come in various designs and shapes, but are always vaguely like humans. Clockwork Sentinels are the embodiment of law, and will almost never break laws.
Clockwork Sentinel Traits
tbaConstructed Adaptation
Your body has been designed to fight through any environment or hardship. You gain the following benefits:
- 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.
- Once, when you finish a long rest, you can choose one damage type (except Bludgeoning, Piercing, or Slashing). Until you take a long rest, any damage you would take of the chosen type is reduced by your Proficiency bonus (a min. damage of 1)
Sentinel'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.
Overclock
Once per long rest, as an action, you are able to overclock your body, maximizing your abilities. Until the end of your next turn after activating this ability, you gain the following benefits:
- Your movement speed increases by 10 feet.
- Your AC is increases by 1
- If you add your Proficiency Bonus to a roll, you can add half of your Proficiency Bonus (rounded up) to that role on top of any other modifiers.
- You can perform one additional action on your turn. This action can only be used to Dash, attack, cast a spell, or use an item.
- If you were to fall to 0 HP, you can fall to 1 HP instead. This ends Overclock
Once Overclock ends, your movement speed becomes 0, you have disadvantage on Dex saves, your AC is reduced by 1, and you cannot take actions until the end of your next turn.
Archived Knowledge
You can cast Identify once per long rest without using a spell slot or using material components. Intelligence is your spellcasting modifier.
Language
You can speak, read, and write Common and one other language of your choice.
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