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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 *Clock*work 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. \columnbreak
##### 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 |