Clockwork Construct (5e Race)
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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?
Physical Description[edit]
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.
History[edit]
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[edit]
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.
Clockwork Names[edit]
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..
Clockwork Traits[edit]
Being built as an example of a given race, you still gain many of the ability score increases, languages, and skill proficiencies of that race, but with several differences.
Constructs built to mimic certain races.
Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.
Age. Clockworks were not built with age in mind and as a result, they break down after a decade or so if not repaired.
Alignment. Usually lawful, but those without a master or purpose may turn to chaos. Clockwork are as varied as their makers, good and evil may be found among them.
Size. Your size is Normal.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Heart of Steel. Even though you were constructed, you are a living creature. You do not need to breath, sleep, eat or drink; but you can ingest food and drink if you wish. You are immune to disease and sleep effects. 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, you cannot be rendered unconscious through any means.
Not Human. Whenever you are reduced to 0 hit points you deactivate and fall unconscious, you are stable in this state but must receive maintenance to regain consciousness. Healing magic can be used to jump start your system and cause you to regain consciousness, however, you take a level of exhaustion until repaired which can be done over a short or long rest. Alternatively, a creature or yourself may make a DC 14 Tools check to repair you over the course of a short or long rest. You and other Constructs have advantage on this check. As an action, or a bonus action if you took damage last round, you may spend one hitdie and gain that many hitpoints.
Inner Gears. You are immune to poison damage, the poisoned condition and diseases.
Mindless. You do not have a brain; therefore, you are immune against being charmed and frightened. You are immune to psychic damage, as well as this, because of your mechanical nature, if an organic being was to attempt to read your mind, or communicate with you telepathically, they would not understand the mechanical language that works within your mind.
Made of metal. You have vulnerability to lightning and Acid damage.
measurement Device. Permanently integrated into your person are measurement devices. 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).
Automatonic Charisma. Your voice is emotionless and unrealistic for normal People. You gain proficiency in the Intimidation skill.
Maker's Mark. Each clockwork is usually built with a specific purpose in mind. Choose three modifications from the following list:
- Mithril Frame: You are built lighter than most clockworks. You have a swim speed equal to half your movement speed.
- Defensive Plating: You have an armored outer plating. When you aren't wearing armor, your AC is 13 + your Dexterity + your Intelligence 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.
- 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.
- Muffled Motor: You are considerably quieter than other clockworks. You have advantage on Dexterity (Stealth) checks to move silently.
- 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.
- Defense Mechanism: You have a build in retractable blades in you Forearms. They are fully concealed and do 1d10 Damage + your Dexterity modifier . You can use them with a Bonus Action.
Note: There maybe a few races that gain an extra point such as Lizardfolk, making it unable to gain the same Maker's Mark. I these cases, they may only choose one Maker's Mark instead of two.
Languages. You can speak, read, and write Common.
Subrace. Clockworks were designed to mimic numerous humanoid creatures. Choose from aarakocra, centaur, dragonborn, dwarf, elf, gnome, halfling, human, Lizardfolk, loxodon, minotaur, shifter, and tiefling.
Human Clockwork[edit]
You were created to perfectly replicate a human.
Ability Score Increase. Two ability scores of your choice increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Skilled. You gain a skill and tool proficiency of your choice.
Languages. You can also speak, read, and write one other language of your choice.
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