I'm gonna be blunt here. The modrons are my favorite monsters in d&d. I really want to make them into a race somehow. I want suggestions. Things like how pentadrones would work without arms, how promotion of a player character works and how rouge modrons work. Thanks for responses in advance!
Well, luckily they're not particularly powerful... usually creating PC versions of monsters is difficult because you have to scale everything down to player abilities... with these you could almost play them as-is and just allow the additional features afforded by being a PC to compensate for their otherwise mediocre stats. There are a few homebrew Modron builds on this site already, so you've got a lot of options to choose from. I've found two that are particularly well written:
This is a very thorough concept that translates the Modron and all its forms into a solid, playable race. The downside is that it's very complex and could be difficult for both the player and the DM to make sense of and track all the different features the race allows.
I actually like this build more... I think it makes sense that a Modron PC would be a Rogue Modron, since it would be rare for a non-Rogue Modron to have the inclination to go on quests or leave its daily tasks. I like the little quirks that the writer added as well... what particularly interested me were some of the combat quirks, such as your Modron has a single initiative roll that they always use (instead of rolling initiative each combat) and when calculating damage they always deal the average possible damage through dice rolls.
Honestly, at that point I feel like the mind of a Modron of that level would be too alien for a player character to be able to play them properly. That could be like... an end-of-campaign goal. It's almost like ascending to a higher plane of existence.
While I LOVE these, I have a question. What happens when a player gets promoted beyond Pentadrone to decaton and beyond, what then?
This could be really interesting. The DM could argue that they remain rogue, but the realization that rogues are being promoted would prompt Mechanus to eliminate the PC before the rogue assumes too much power over other modrons. Perhaps the player would have the ability to charm other modrons of lower rank, but would be susceptible to charms from higher-ranked modrons.
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I'm gonna be blunt here. The modrons are my favorite monsters in d&d. I really want to make them into a race somehow. I want suggestions. Things like how pentadrones would work without arms, how promotion of a player character works and how rouge modrons work. Thanks for responses in advance!
Well, luckily they're not particularly powerful... usually creating PC versions of monsters is difficult because you have to scale everything down to player abilities... with these you could almost play them as-is and just allow the additional features afforded by being a PC to compensate for their otherwise mediocre stats. There are a few homebrew Modron builds on this site already, so you've got a lot of options to choose from. I've found two that are particularly well written:
https://www.dndbeyond.com/races/18426-modron
This is a very thorough concept that translates the Modron and all its forms into a solid, playable race. The downside is that it's very complex and could be difficult for both the player and the DM to make sense of and track all the different features the race allows.
https://www.dndbeyond.com/races/85424-rogue-modron
I actually like this build more... I think it makes sense that a Modron PC would be a Rogue Modron, since it would be rare for a non-Rogue Modron to have the inclination to go on quests or leave its daily tasks. I like the little quirks that the writer added as well... what particularly interested me were some of the combat quirks, such as your Modron has a single initiative roll that they always use (instead of rolling initiative each combat) and when calculating damage they always deal the average possible damage through dice rolls.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
While I LOVE these, I have a question. What happens when a player gets promoted beyond Pentadrone to decaton and beyond, what then?
Honestly, at that point I feel like the mind of a Modron of that level would be too alien for a player character to be able to play them properly. That could be like... an end-of-campaign goal. It's almost like ascending to a higher plane of existence.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I’ve been playing a rogue modron using warforged statistics, which has worked out well enough for me.
This could be really interesting. The DM could argue that they remain rogue, but the realization that rogues are being promoted would prompt Mechanus to eliminate the PC before the rogue assumes too much power over other modrons. Perhaps the player would have the ability to charm other modrons of lower rank, but would be susceptible to charms from higher-ranked modrons.