Clockwork Homonid
Horologium Hominem
Clockwork Homonid Traits
- Ability Score Increase: Your Constitution score increases by 1, and two stats of your choice increase by 1.
- Darkvision: You have 60ft of natural darkvision.
- Inorganic: You are classified as a Construct and a Humanoid. You have immunity to poison damage, disease, and the charmed condition, and don't need to eat, drink, or breathe. You do need to be rewound once per day, and suffer a point of exhaustion from lack of winding. However, magic can't put you to sleep. Additionally, healing magic and processes do not mesh well with your inorganic anatomy. As a result you receive only half healing from all sources except for hit dice, rounded up.
- Winding Up: To gain the benefits of a long rest you must go into a sleep-like, inert state for 6 hours to coil your mechanisms. You appear unconscious, but can see and hear as normal.
- Mendable: When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.
- Tool Integration: You can integrate up to 2 sets of tools you have proficiency with into your body.
- Armor Integration: You can integrate with any armor you are proficient with, locking it into yourself over the span of 1 hour. Once integrated, the armor cannot be forcibly removed. Your base AC is 10 + CON Mod.
- Natural Timekeepers: As a Clockwork Hominid you always know precisely what time of day it is.
- Immutable Form: You are immune to any spell or effect that would alter your form.
- Soft Whirring: When standing motionless you are indistinguishable from a stopped machine.
Healing Specifications
You may be wondering what can and cannot heal a Clockwork Hominid. Have no fear, as it is all in this handy table below.
| Healing Source | Health Gained |
|---|---|
| Cure Wounds, Healing word, etc. | Half of normal (rounded up) |
| Mending | 1d8+casting mod |
| Healer's Supplies | N/A |
| Tinker's Tools | Replaces Healer's Supplies (must be proficient with Tinker's Tools) |
| Smith's Tools | Arcana check then 1d6 (must be proficient with Smith's Tools) |
| Potion of Healing | Half of normal (rounded up) |
| Food? | N/A |