Race - Clockwork Hominid

by Mr.SKELET™™™™™

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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
 

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