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.
  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 acid damage, that aspect of the spell takes no effect; you are still vulnerable to acid damage.   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.   Measurement Device. Permanently integrated into your person is a gauge or measurement device of your choosing. 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).   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.   Specialization. You may pick any three traits from the specialization list below. You may pick any trait up to two times (i.e. selecting Wheel Feet twice to gain a walking speed of 40 feet; some traits have special conditions for being selected twice) unless otherwise stated.  

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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