Automaton Race Details
Your programming is revealed through several traits you share with other Automatons
Age: Automatons do not age when their bodies are cared for properly, but their experience may show in combat prowess.
Alignment: Early in life, many Automatons are predisposed toward neutrality. As their life experiences change them, a significant number of Automatons find themselves drifting towards good or evil. They may simply be programmed with a certain temperament in mind however.
Size: Automatons are built to be between 5-6 feet tall, varying with their purpose, their weight averages out at 275 also depending on their height. Your size is medium.
Speed: Your base walking speed while wearing light or no armor is 40 feet, and 30 feet if wearing medium or heavy armor.
Languages: You speak read and write common as well as one other language of your choosing.
Automaton TraitsHas the following traits:
Your enhanced vision gives proficiency in Insight and Perception as well as a Darkvision of 60 feet.
Made to Serve
Any check made to persuade or charm you will be made with disadvantage if it goes against your core programming.
Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breath, Instead of sleeping you must perform maintenance on yourself for 4 hours each day. You have disadvantage on perception checks whilst performing this maintenance.
Your construction incorporates metals and other resistant materials, granting you a +1 bonus to Armor Class. Due to your unique construction, you are not able to wear traditional non-magical armor. Your armor is always in the form of metal plating of varying degrees as represented by the armor table. For example, leather armor would actually look like lightweight plating which allowed you freedom of movement granted by light armor. Your armor must be fitted onto you by someone proficient in tinker’s tools. Fitting new armor plating takes 8 hours when done by yourself and 4 when done by someone else. It also costs 25% more than the armor’s base price. At character creation, you start with fitted armor plating of a quality as granted by your class’ starting equipment. This trait does not inhibit your ability to attune to and equip magical items as normal, or wear clothes for the sake of your appearance.
You are built with internal repair mechanisms. On your turn as a bonus action, you may choose to spend one of your hit dice to recover hit points. Rapid Reconstruction is disabled after Orgia Mode is activated until the next repair session. At levels 4, 8, 12, 16, and 19 an additional hit die may be used up to 6 per turn.
You are able to charge your legs with compressed air for controlled bursts of kinetic energy. You do not suffer the penalties imposed when making any jump without a running start and you are able to sue your kicks as improvised weapons. Additionally, you are are able to fall an additional 10ft before you take falling damage.
Your construction has been made with durability from the elements in mind. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.
At level 3 you gain the ability to temporarily remove your limiter; Thus, increasing your offensive capability significantly resulting in advantage on Strength and Dexterity checks, saving throws, and attack rolls. This goes with a bonus equal to your proficiency modifier plus 2 to damage dealt with a melee weapon. Move speed reverts to 40 feet regardless what type of armor is being worn; Also, When activated you are freed from any negative conditions you were under before it was activated. However, since your inhibition logic is disabled you suffer disadvantage on Intelligence and Wisdom saving throws, and are also more prone to making rash decisions and less likely to listen to reason. Overdrive mode lasts for 1 minute (6 rounds) and after it is over you are inflicted with Overheat for half of a minute (3 rounds).
Improved Overdrive Mode
At level 15 your Overdrive evolves past what it once was before. On top of the benefits to Strength, Dexterity, and Attack rolls that it carried before the bonus to melee attack damage is increased to your proficiency bonus + 5. Move speed is affected the same way as before, but now after activating Overdrive you become immune to negative conditions. Your increased focus also grants immunity to charming effects because your logic centers are being improved rather than disabled. The penalty time is the same as regular Overdrive.
This condition is the result of the strain put on your body by Overdrive Mode and Improved Overdrive. You cannot move more than half of your speed, take an action, bonus action or reaction, and any Strength or Dexterity checks made during the duration automatically fail. You are also prone for the duration of Overheat if it was inflicted by Overdrive. If the status was inflicted by Improved Overdrive then you may still take actions at the cost of 1/10th of your HP. If the situation is dire enough for the cost of ½ of your max health you can reactivate Overdrive during the overheat period for 30 seconds, the bonuses are treated as they would be for regular Overdrive, but instead of overheating you are unconscious for 3 hours and have a penalty of ½ of your max health until repaired by a master Smith.
Integrated Tinker's Tools
You have tinker’s tools integrated into your wrists. If you are searched, it is a DC20 perception check to find these tools, but even if they are found, it is impossible to remove them as they are part of your body.