Clockwork (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 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? Who's soul 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 Constitution 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.
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 depends on your subrace.
Speed. Your base walking speed is dependent on your subrace.
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. Your creature type is construct instead of humanoid. You don't eat, drink, breathe or sleep, but need to use at least 4 hours tightening bolts and oiling joints and winding your self up to gain the benefits of a long rest and you need to spend one hour of doing this to gain the benefits of a short rest.
Made to Mend. When a creature casts the mending cantrip on you, you instead become stable if you are dying.
Inner Gears. You are immune to poison damage, the poisoned condition and diseases.
Landlubber. You sink when in water and have a swim speed of 0 unless your subrace grants you one otherwise swim speed.
Old Joints. You have disadvantage on Dexterity (Stealth) checks to move silently.
Maker's Mark. Each clockwork is usually built with a specific purpose in mind. Choose two 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 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.

- 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 no longer have disadvantage on Dexterity (Stealth) checks to move silently.

- Spell Launcher: You have been augmented with a builtin weaponry. 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.
Languages. You can speak, read, and write Common.
Subrace. Clockworks were designed to mimic numerous humanoid creatures. Choose from dragonborn, dwarf, elf, gnome, halfling, human, tiefling and Lizardfolk.

Dragonborn Clockwork[edit]

You were created to perfectly replicate a dragonborn.

Ability Score Increase. Your Strength and Charisma scores each increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Resistance. You gain the Draconic Ancestry and Damage Resistance from the dragonborn race.
Languages. You can also speak, read, and write Draconic.

Dwarf Clockwork[edit]

You were created to perfectly replicate a dwarf.

Ability Score Increase. Your Constitution and Wisdom scores each increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Hammerer. You gain the Dwarven Combat Training, and Tool Proficiency traits from the dwarf race.
Languages. You can also speak, read, and write Dwarvish.

Elf Clockwork[edit]

You were created to perfectly replicate an elf.

Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Training. You gain the Keen Senses and Elf Weapon Training traits from the elf.
Languages. You can also speak, read, and write Elvish.

Gnome Clockwork[edit]

You were created to perfectly replicate a gnome.

Ability Score Increase. Your Constitution and Intelligence scores each increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Creators Creations. You gain the Artificer's Lore, and Tinker traits from the gnome.
Languages. You can also speak, read, and write Gnomish.

Halfing Clockwork[edit]

You were created to perfectly replicate a halfing.

Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Brave Nimbleness. You gain the Brave and Halfling Nimbleness traits from the halfling.
Languages. You can also speak, read, and write Halfling.

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.

Tiefling Clockwork[edit]

You were created to perfectly replicate a tiefling.

Ability Score Increase. Your Charisma and Intelligence scores each increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hellish Resistance. You are resistance to fire damage.
Languages. You can also speak, read, and write Infernal.

Random Height and Weight[edit]

Dragonborn Clockwork Height and Weight
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 6″ +2d8 250 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Dwarf Clockwork Height and Weight
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 8″ +2d4 230 lb. × (x2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Elf Clockwork Height and Weight
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6″ +2d10 180 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Gnome Clockwork Height and Weight
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 11″ +2d4 70 lb. × 1 lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Halfing Clockwork Height and Weight
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 7″ +2d4 70 lb. × 1 lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Human Clockwork Height and Weight
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8″ +2d10 220 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Tiefling Clockwork Height and Weight
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 9″ +2d8 220 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



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