Clockwork Man
Clockwork Man
Ability Score Increase +2 Int +1 Str
Size Medium
Speed 30ft
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.
Specialization
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. You cannot select this trait more than once. 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. Linguistics. You can speak, read, and write one extra language of your choice. Wheel Feet. Your walking speed increases by 5 feet. Rotor Propulsion. You have a swimming speed of 20 feet (30 if this trait is selected twice). 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. Targeted Armor. You are resistant to any single damage type that is not one of yours determined in the mandatory Mechanical Vulnerabilities trait above. 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 you complete a short or long rest. You cannot select this trait more than once.Languages. You can speak, read, and write the native language of your creator.
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