Dnd Clockwork Race

0 views
Skip to first unread message

Spencer Prather

unread,
Aug 5, 2024, 6:18:02 AM8/5/24
to bridcheloughmi
Someclockworks are built as one of many, others are works of art, and some are rickety one of a kind machines but all are built with a soul or souls of some type in them but is buried in the machine so they can serve their creator. Why were you created? By whom? Does your purpose still drive you, or are you seeking a new purpose? Whose soul or souls is buried underneath all this metal?

You are a clockwork representation of a given race. Your shape and size are obviously of that race, but you are double the weight. Clockwork rarely share the same hair, skin, or eye color as the race they are modeled after. You are obviously built entirely out of mechanical parts.


Through ages past, clockwork have been made either for work or war. Those that survive share a few things in common; they usually outlive their creators, they are most often made from metal, and they are normally given as much consideration as one would an interesting rock near the road.


Normally built for the use of someone else, clockworks are generally seen as property instead of people. As such they are fringe members of the societies in which they live; they don't have any society of their own.


Some of the more unique clockworks are given names from their creators, but most choose a name for themselves once they have outlived their creator(s). Occasionally they choose a name that would fit a member of the race and gender (if applicable) that they are modeled after, but most pick names based on their construction or function. Usually, they have no regard as to male or female names because clockworks do not have a gender.


- Defensive Plating: You have an armored outer plating. 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.


- Spell Launcher: You have been augmented with a built-in weapon. You know one cantrip of your choice from the sorcerer spell list that deals damage. Constitution is your spellcasting ability for it.


The Chakara are a race I did on commission for a dear friend, and contain a wide mismatch of elements form several different cultures to help imagine something unique. In chatting here and there one day, we hit upon the idea of a race of emotion elemental which either represented a single distinct emotion, or physically showed their emotional state through drastic changes in their body. It seemed like a fun idea, and I had been toying with the idea of some sort of energy-being race for some time, so I decided to take on the project myself.


As I delved deeper into the idea I struggled for a little while over what they might look like, and how one could physical represent pure emotion. Should they be similar to the Genasai in Core, with physical bodies which showed their emotional element by way of runic markings or glowing features? Were they simply pure light, intangible and ghostlike? How would that affect their ability to function as a playable race? What would the Mechanics be? Eventually, I hit on a few key problems with the original concept, but in discovering those limits, I was able to nail down what the Race would inevitably become.


For the appearance of the race, i took inspiration form Japanese Ofuda, or paper talismans, and the vague memory of race called the Ethereals I remember being frustratingly non-playable back in my World of Warcraft days. Oddly Enough, even with examples of the aesthetic in a game as widespread as WoW, tracking down art for this race was nigh impossible


Given that this is a homebrew race, it seems unlikely (and, in fact, completely impossible) that the game is actually designed to take it into account, and homebrew content frequently has issues with things that would come up in play-testing. As far as the content present only in the class, there is no way to answer this question; whoever created this race didn't seem to make provisions for healing.


However, per Wayfinder's Guide to Eberron, warforged can be healed via all the same methods as an organic adventurer (healing magic, healers kits, and resting). Warforged are humanoid constructs, as are the clockworks, so I believe it's reasonable to extrapolate between the two.


The mending cantrip has a casting time of 1 minute. It takes ten rounds of combat to cast mending. If you go down, and someone starts casting mending, you will either be dead or stabilized through saving throws before mending can finish casting - your fate is decided in at most five rounds (3 success, two failure, or vice-versa).


Per the rules you linked, by default, you're a construct, and therefore, per the rules for most (all?) of the healing spells provided so far, you can't be magically healed. Mending only stabilizes, it doesn't heal, so that doesn't help.


In practice, being healable is basically necessary to function in most D&D campaigns, so almost all playable Clockworks would take Alchemical Blood. Which sounds like a limitation, but most of the other Maker's Marks are so bad/useless that you're not missing out on much.


I'll start by saying that any time you use homebrew you run into the large grey void of rules that may or may not work depending on what your homebrew says. In this case, just apply the idea that specific beats general and that your homebrew override rules as they are written. Now for the questions at hand.


Quite simply, it heals nothing at all. The trait states that Mending can be used to stabilize a dying clockwork character. While stable, you regain 1 hp after 1d4 hours and return to consciousness. However, you can't heal by being mended. This is outside the scope of both the spell and the trait in this homebrew.


Clockwork have the interesting trait of being Constructs. Normally this doesn't mean much. However, this prevents most magical healing. I would implore you and your dm talk about this since adventurers often need magical healing in some form.


All of the above is just to say that fixing yourself does not obviously also heal you. However, there is nothing intrinsically wrong with homebrewing a race where it does. Whether or not that is balanced is another topic. Due to its casting time (1min) it's probably not very useful in-combat. Seeing how it is a cantrip, though, I think it would be severely overpowered out-of-combat. You'd essentially have unlimited out-of-combat heal, something that (to the best of my knowledge) is not available to any other race or class.


Your race does not have this feature, so as it is written it does not work for you. Of course you and your DM may decide your character does now have it, homebrew problems usually require homebrew solutions.


Also, nothing in the description of the race you are playing seems to prevent most ways of healing available for other player races, like Potions of Healing or spending HD during rest, or long rest benefits.


Clockwork Carnage is a special Re-Volt playmode which can be described as a Single Race with 30 clockwork cars. To get access to it, all the 20 stars in the Stunt Arena mode must be collected.


All the cars present in this mode are clones of the Clockwork car and only differs by the individual color that each car has. A color is given randomly for the player and can't be chosen. The same goes to the number of Clockworks on a race that can't be increased nor decreased.


The Box-swap trick enables the player to add different cars to this playmode. It is preferable that the white color is predominant in the car that is going to replace it, since white clarify better the colors given by the game.


WolfR4 enables the increase of cars quantity in the Single Race mode to 30, being possible to choose any car to do a carnage without using the Box-swap trick. However, all the colors are going to be the same (as in the PlayStation Version).


Clockwork Automata may be Archeologists, Binders, Knights, Monks, Priests, Samurai or Troubadours (as androids, they can be Anachrononauts). They are neutrally or lawfully aligned.In SlashTHEM, they must be neutral, and can additionally be Electric Mages, Locksmiths, or Warriors, but not Knights or Samurai. Dwarves are peaceful to them, and gnomes (and ogres in SlashTHEM) hostile.


Clockwork automata do not recover HP normally, instead they must stand still ('.') and repair themselves. They will recover HP faster as they gain levels. They may also use potions or other magic to recover hp. Their stats can't be abused or exercised, but they can use potions of gain ability as normal.


Clockwork automata do not eat food, meaning that the ring of slow digestion has no effect. Rather, they must be wound up using any skeleton key. They are not able to do this themselves, instead they must either have one of their allies do it or pay another monster with hands to have it done. Each turn is worth 10 nutrition.


Clockwork automata can adjust their clockspeed with the #monster command. High speed doubles the automaton's moves per turn, but increases nutrition loss by 4x. Low speed halves the automaton's moves per turn, but reduces normal nutrition use to 1/10 turns. Switching to high speed burns 10 nutrition, while switching to other speeds does not carry a nutrition penalty. Over-wound automata can't maintain low clockspeed, and under-wound automata can't maintain high speed.


Clockwork automata may sacrifice with impunity (other than gifted pets). They're not specifically exempt from same-race sacrifice, but since all normally spawning clockwork monsters also don't leave corpses, it never becomes an issue.


I am not an unimaginable thing

My thoughts are tangible

though they're full of springs

I don't have the heart to send you untruthful words

My skin is cold to the touch and made from the earth




The Nordschleife was a busy place again today and I had a few situations with other cars but it helped that you can overtake off-line with the BMW M4 GT3 too, without getting yourself into trouble right away. Overall, I feel that it went great.

3a8082e126
Reply all
Reply to author
Forward
0 new messages