Homebrew Nimblewright Species Details

Wood, Magic, and a trapped Elemental combine to bring life to these vibrant constructs. Nimblewrights are known for their intelligence and fierce loyalty to whomever or whatever they choose to pledge themselves to.

 

Spark of Life

Nimblewrights have only recently begun to achieve sapience and obtain the spark that one would call a soul. Whether it comes from their developing relationships with other races or even divine intervention, Nimblewrights do not take the new gift lightly and seek to understand themselves and their place in the world.

 

 Resin and Stain

Nimblewrights vary in color and shape depending on the wood and stain used in their construction. Their metal parts and gears can be seen ticking and turning through the resin and wood body wall that protects them from the elements and most Nimblewrights prize themselves on keeping their parts clean and shiny.

While some Nimblewrights possess full facial features they are simply that- features. A Nimblewrights face is simply decorative and frozen in whatever expression, or lack their of, their creator carved from them. Some possess nothing more than eyes. They cannot smell or taste, and their sense of touch is extremely limited.

Hair is also a rare trait among their kind. A thick white mist can form from their head (attributed by the captured Water Elemental that powers them) and can be shaped into a semblance of hairstyle. Most choose to be bald and wear a hood or hat to protect their head instead.

Self Reflection

Nimblewrights as a race have just begun achieving sapience and so few have been able to take the time and develop philosophies of their own. They are curious bu nature, and extremely interested in the world around them although they haven't forgotten that most treated them as objects and tools just a few decades ago.

Nimblewrights will often remain loyal to whomever or whatever they served before their spark, but some will part ways with their old masters, especially if they felt mistreated or abused. They are insulted by those who treat them as tools and will retaliate against those who do so.

Nimblewrights seek to understand their place and their people and will do their best to build a place for themselves in society, but not at the cost of their newfound freedom and will.

 

 

Nimblewright Names

Nimblewrights often adopt the name given to them by their creator although some may wish to name themselves. These names are often short and simple to remember, such as: Nim, Tip, Gil, Fin, etc.

 

Nimblewright Traits

Nimblewrights share simliar racial traits with other construct races.

Ability Score Increase

Your Dexterity score increases by 2, and one other ability score of your choice increases by 1

Self Repair

Nimblewrights can repair themselves when damaged. They can cast Mending without the need for material components, at will, once a day. If their HP reaches 0, they are not rendered unconscious but they do make death saving throws. If they have a charge, they may cast Mending and recover 1 HP.

Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state. In this state, you appear inert, but you are not unconscious, and you can see and hear as normal

Armed and Ready

Built for protection and assassinations, Nimblewrights have a few tricks up their sleeves. Hidden in their forearms are slim rapier blades that can be unsheathed at will. You can make unarmed strikes with these blades when attacking, and they cannot be forcibly removed or stolen. Attacks with these weapons are magical.

Built To Last

As an Automaton, Nimblewrights do not need to breathe, drink, eat, or sleep.

They are immune to the following effects:

-Poison

-Disease

They have advantage on saving throws against Spells and Magical effects.

Advantage on Strength and Dexterity against effects that would knock them prone.

 

They are weak to the Cold which slows them, and Fire which can stun them. They make a Constitution saving throw against the conditions, and the effects last for 1 round.

Normal Healing Spells are ineffective on Nimblewrights due to the fact that they are constructs and not living creatures. Mending Spells however work normally and can heal a Nimblewright for 1d4 HP. The caster, excluding the use of Self Repair, must expend a spell slot of first level or above to cast Mending and heal a Nimblewright.

Darkvision

Nimblewrights eyes are specially designed to pierce the darkness. They have Darkvision in a range of 60 ft.

Languages

Nimblewrights can read, speak and write in Common in addition to the native language of their creator. 

Age

Nimblewrights do not age like other creatures or races. As long as they take care of themselves a Nimblewright could potentially last forever. As a relatively new race however, most are between 10 to 30 years old.

Previous Versions

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