Homebrew Ancient Species Details

“I am always alone, no matter where I go." Herash stated, more to himself than the bard that had accompanied him.

"Oh, don't talk like that." Jethroe said as he patted the massive stone man on the shoulder. "There's got to be more of you guys around."

"Sometimes I think I may be the last one left."

 

The Ancients were originally created by the god Io to build the world, but when they were done, their use was questioned by the other gods. So Io had them remain in the structures that they had constructed. For centuries they stood as statues, waiting, watching, and hoping for the day that they could venture out into the world. Most simply deactivated themselves, thinking that Io would wake them when the time finally came. Others, simply waited, until a rare few followed the adventurers that came into their homes out into the word.

Living Steel and Stone

Ancients were constructed of pure minerals, be that iron and copper or gems and limestone. The magic that flowed through them was a powerful one that animated them to the point of consciousness. At the surface, all Ancients were roughly the same with complete symmetry. Their entire structure was always made of more than one element. Their skin was one particular element while their eyes were another. With no use for clothes, they often looked like naked statues or exceedingly life like golems.

Having been forged for the purpose of construction all day every day, Ancients don't sleep or feel pain. Healing spells don't work on them. They have to be repaired if they take any damage and can't wear armor, however, they can have minerals added to them by artisans or blacksmiths.

Ancient Personality

The ancients were built solely for construction. For most of their existence, ancients had a clearly defined function and were encouraged to focus purely on that role. Finding themselves free in a world full of other races, they did their best to learn new skills and find a place for themselves.

The typical ancient shows little emotion. Many ancients embrace a concrete purpose — such as protecting allies, completing a contract, or exploring a land — and embrace this task as they once did build the base of the world that they now lived. However, there are ancients who delight in exploring their feelings, their freedom, and their relationships with others. Most ancients have no interest in religion, but some embrace faith in the hopes of finding Io and learning more about what they were.

Most ancients were the perfect image of a male or female human. Those who traveled with adventurers never wore clothing at all, but those that started lives in a city would wear a sash of some kind out of modesty.

The more an ancient develops its individuality, the more likely it is to modify its body, seeking out an artificer or sculptor to customize the look of its face, limbs, and even hair.

Quirks

Ancients often display an odd personality trait or two, given how new they are to the world. The Ancient Quirks table contains example quirks.

Ancient Quirks

d8 Quirk
1 You analyze — out loud — the potential threat posed by every creature you meet.
2 You often misread emotional cues.
3 You are fiercely protective of your friends.
4 You try to apply wartime discipline to every situation.
5 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
6 You don’t understand clothing beyond its utility and assume it denotes a person’s function.
7 You are obsessed with your appearance and constantly polish and buff yourself.
8 Building is the only thing that makes sense to you, and you’re always looking for something to fix.

Ancient Names

Most ancients were assigned a number based on the date that they were created. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Ancient Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall

Ancient Traits

Your ancient character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Sentinel's Rest

Since you cannot sleep, your internal magic must recharge once a week for eight hours. You are in an inactive state during this time and can be standing or lying down. You are aware of everything around you as if you were active but have a disadvantage on initiative rolls when interrupted.

Ability Score Increase

Your Constitution score increases by 3.

Age

A typical ancient is between six hundred and seven hundred years old. The maximum ancient lifespan remains a mystery; so far, ancients have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment

Most ancients take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Size

Your size is Large. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 3d12

Height = 8 feet + your size modifier in inches

Weight in pounds = 700 + (5 × your size modifier)

Speed

Your base walking speed is 40 feet.

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.

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +3 bonus to Armor Class.
  • You cannot don armor. Armor must be added to you by an artisan or blacksmith and must be compatible with your own construction material.
  • While you live, the armor incorporated into your body can’t be removed against your will.

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.

Languages

You can speak, read, and write Common and one other language of your choice.

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