Clockwork Man

species. Community homebrew from D&D Wiki.

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Clockwork Man

Clockwork men technically have neither gender or names, being made with serial numbers, but they will usually assimilate both into their being. In the case of names, they identify either by their serial number, or a name they give themselves. With the former, the names are a letter in Common, followed by three numerical digits, also in Common.

Ability Score Increase Your ability scores increase as appropriate for this species.

Size Large

Speed 30 feet ft.

Languages Common

Creature Type Humanoid

Traits

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. The vulnerabilities received from this trait are unaffected by other conditions granting resistance or immunity to the particular damage type. If, for instance, this trait makes you vulnerable to acid damage, and a partner casts a spell on you that makes you resistant or immune to aci
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.
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.
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.
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.
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
Jet Propulsion. You have a flying speed of 35 feet. If you end your turn while flying your propulsion systems overheat and fail, causing you to fall to the ground. At 5th level, you've improved the efficiency of your systems so you can fly for up to an hour before, you must take a short or long rest to regain use of this trait.
Cannon. As an action, you can fire a heavy projectile at a target from the cannon attached to your arm or shoulder. This cannon has a range of 40 feet. When you use your cannon, a creature must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your cannon, you can’t use it again until you complete a short or long rest.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki

Licensed under GNU Free Documentation License 1.3.

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