Clockwerk are not natural people, but rather the unintended side effect of trying to create the perfect automaton. They are a collection of metal, gears, and fluids, somehow bound by magic into a living sapient creature. They are smaller than other people in size, though their metallic bodies make them just about as heavy as creatures twice their size. Their bodies are generally humanoid in appearance, though the proportions and location of their limbs and features may vary slightly.
Clockwerk, being a created people, are fairly new to the world. They have very little culture of their own and instead work hard to adapt themselves to the culture of the areas they are near in order to find out who they are in the world. Many believe that the creation of the Clockwerk is a result of the surge of magic during the Sundering, though this is just speculation. Clockwerk reproduce by meticulously crafting new versions, often in concert with others, sharing designs and features with the new creation. At the end of this process, the spark of life is transferred over and a new Clockwerk is born.
Age. Clockwerk are created over the course of 10 years then have a few months of learning and normalizing. Most clockwerk cease functioning after 500 years.
Size. Your size is Small, but you weigh as much as a medium creature.
Languages. You can speak, read, and write Common. Clockwerk have no language of their own.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
You have advantage on defense rolls you make against exhaustion.
Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Thermalsight. You gain thermalsight, which means you can see living creatures through darkness and heavily obscured conditions, such as fog, out to a range of 30 feet. You can also determine if a creature is living or dead through its body heat. However, you can’t discern color, nor use this sense to see through illusions, invisibility, or magical darkness. This sense is blocked by one inch of any solid barrier. You see as normal past this range.
Integrated Armor. You can integrate armor onto your body as long as you have a skill rank with the armor. wearing or removing integrated armor is done over a period of long rest, requiring a trained smith or the mending cantrip. Integrated armor does not count towards your capacity.