Clockwork Add-On, Variant (5e Class)

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Clockwork[edit]

Some clockworks are built as one of many, others are works of art, and some are rickety one of a kind machines but all are built with a soul or souls of some type in them but is buried in the machine so they can serve their creator. Why were you created? By whom? Does your purpose still drive you, or are you seeking a new purpose? Whose soul or souls is buried underneath all this metal?

Prestige Class: Clockwork[edit]

Physical Description

You are a clockwork representation of a given race. Your shape and size are obviously of that race, but you are double the weight. Clockwork rarely share the same hair, skin, or eye color as the race they are modeled after. You are obviously built entirely out of mechanical parts. Clockworks were not built with age in mind and as a result, they break down after a decade or so if not repaired.

History

Through ages past, clockwork have been made either for work or war. Those that survive share a few things in common; they usually outlive their creators, they are most often made from metal, and they are normally given as much consideration as one would an interesting rock near the road.

Aside from these, they have no traditions and only incidental similarities from one to the next.

Society

Normally built for the use of someone else, clockworks are generally seen as property instead of people. As such they are fringe members of the societies in which they live; they don't have any society of their own.

Clockworks are usually lawful, but those without a master or purpose may turn to chaos. Clockworks are as varied as their makers, good and evil may be found among them.

Some of the more unique clockworks are given names from their creators, but most choose a name for themselves once they have outlived their creator(s). Occasionally they choose a name that would fit a member of the race and gender (if applicable) that they are modeled after, but most pick names based on their construction or function. Usually, they have no regard as to male or female names because clockworks do not have a gender.

Example names: Bolt, Jade, Tink, Cutter, Steel, etc..

Prerequisites[edit]

If you wish your character to be a clockwork, you must take the clockwork class at 1st level. Subsequently, when you gain a level, you can take a level in clockwork or multiclass as normal.

You cannot gain a level in clockwork if you did not begin as one at 1st level.


Class Features[edit]

As a Clockwork you gain the following class features.

Hit Points

Hit Dice: 1d12 per Clockwork level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Clockwork levelafter 1st

Proficiencies

Armor: None
Weapons: Simple weapons and martial weapons


Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • Clock
  • replacement parts
  • liter
Level Proficiency
Bonus
Features
1st +2 Heart of Steel, Plated Skin
2nd +2 Maker's Mark
3rd +2
4th +2 Ability Score Increase
5th +3


Heart of Steel[edit]

You are a construct.

  • You are not affected by certain spells and effects. For example, you are unaffected by both cure wounds and hold person.
  • You are immune to poison damage, the poisoned condition and diseases.
  • You do not eat, drink or breathe. You cannot drink potions.
  • You do not sleep. Instead you perform self-maintenance, remaining semiconscious, for 4 hours a day. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • When a creature casts the mending cantrip on you, you instead become stable if you are dying.

Plated Skin[edit]

Choose one of the following materials.

Steel

Your Armor Class is 18. You have disadvantage on Dexterity (Stealth) checks, as though you were wearing a suit of armor with such a penalty.

Mithril

Your Armor Class is 12 + your Dexterity modifier. Your speed increases by 5 feet.

Copper

Your Armor Class is 15 + your Dexterity modifier (maximum +2). You gain resistance to lightning damage.

Maker's Mark[edit]

When you reach 2nd level in this class, choose one of the following features.

Arcane Core

You have an arcane power source of unusual strength. Unless removed you are considered to have an arcane focus in hand which you can use to cast spells from.

Furthermore, you know a 1st level wizard spell of your choice. Intelligence is your spellcasting ability. You can cast this spell once, then must finish a long rest before you can do so again.

Muffled Motor

You are considerably quieter than other clockworks. When you make a Dexterity (Stealth) check, add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Spell Launcher

You have been augmented with a built-in weapon. You know one cantrip of your choice from the sorcerer spell list that deals damage. Constitution is your spellcasting ability for it.

Alchemical Blood

You have an alchemical mixture that keeps you running. Despite your construct nature, you are considered humanoid when a creature casts a spell to grant you hit points.

Specialized Tooling

You are proficient in one set of artisan tool of your choice.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.




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