Fork

Integrated Components

Your body has two small built-in compartments which can be used for storage, fitted for weapons, or augmented with certain items. These compartments are typically located in the forearms, abdomen, or thighs, but can be placed anywhere the creator desires. It takes one short rest to install, remove, or refit two integrated components. It takes one week to change the location of one integrated component.

Storage Compartment. When used for storage, an integrated component can hold approximately three pounds of equipment. While incapacitated or restrained, your storage compartment can be opened against your will with an opposing Strength check or coerced with Thieves' Tools at the DM's discretion. During combat, you may use your action to store or retrieve an object from storage.

Integrated Weapon. An integrated component can be fitted to conceal and deploy a single one-handed light or finesse weapon weighing three pounds or less.

When installing weapons as part of a short rest, you must choose whether or not to lock the weapon in place. A locked weapon cannot be disarmed, dropped, given to another character, or thrown. Locked weapons can only be placed in your forearm, and they replace your hand entirely.

You can draw two locked weapons when you would normally be able to draw only one weapon. You must use an action to stow a locked weapon.

If the fitted weapon is a ranged weapon, you may store additional ammunition in the compartment to meet the three pound limit. For example, the same compartment can fit a loaded hand crossbow with no extra ammunition, or 12 darts.

Augmentations. Clockwork constantly tinker with their Integrated Components. Work with your DM to determine what other gear you might augment yourself with. Some adventurous Clockwork have found that the following items can be fitted into your compartments and locked as you would a weapon:

  • Bullseye Lantern. When installed in your abdomen, your torso casts bright light in a 60-foot cone and dim light for an additional 60 feet in the direction you're facing. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As a bonus action, you can close you aperture, reducing the light to dim light in a 5-foot radius.

  • Hammer. When installed in your forearm, you roll with advantage on all checks to repair metal objects using Smith's Tools.

  • Hooded Lantern. When installed in your skull, your head casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As a bonus action, you can close your apertures, reducing the light to dim light in a 5-foot radius.

  • Piton. When installed in your forearm or shin, you can use a Climber's Kit as a bonus action.

  • Thieves' Tools. When installed in your forearm, they cannot be removed from your person without being destroyed.

  • Wands. When installed in your forearm, they cannot be removed from your person without being destroyed.