Homebrew Animurrana Species Details
The narrow cone of light emitted from the lone Guards' lantern sweeps lazily over the arranged exhibits; exquisitely decorated heirlooms made of gilded porcelain, Fabergé eggs, priceless dining sets and cutlery, and many other priceless art pieces and assorted treasures stolen from their original homes, all on display for those clients wealthy enough to pay the entry fee. The Guard hovers the light over an eerie, nude statuette of a woman, standing just over 5 feet tall on a golden plinth. Her ball-jointed ivory body, framed at all its sharp edges with burnished gold, is just as exquisite as anything else in the building, perhaps more so; intricate, finely detailed carvings of famous poetic scenes are scrimshawed into her limbs and torso with unparalleled artistry, her delicately arranged hair is more complicated than that of the most pretentious of noblewomen's, yet tastefully arranged about her face. A lovely, porcelain face, resplendent in metallic makeup reminiscent of a masquerade mask, frozen in a demure, yet sad, smile, with eyes closed.
The Guard shudders involuntarily.
"The exhibits here can be so unsettling at night. It's uncanny." He tells himself, before continuing his rounds.
A moment after he leaves the room, the Ivory statuette springs to life with a soft, musical whirr, silently alighting from her makeshift plinth and darting between displays.Taking just a moment to ensure the coast is clear, her eyes open, bright, lively, one red, and one brilliant purple. She deftly picks the lock on a certain display with practised movements of her tiny, delicately carved fingers, deactivates the magical defences with ease, and plucks a certain jewel from its nest. Immediately, she disappears up a nearby wall and out a conveniently open skylight.
By the time the lone guard came around again, the only evidence she was ever there was his ever growing paranoia.— A.F. Dunn, People of Gamallgard
Character art belongs to Forgotten-Hearts.com
Native to a plane known as Gamallgard, the Animurrana were created around the same time as the other Warforged races in that world, who were themselves built as a response to the threat of the invading celestial armies of the Second Age.
However, unlike the true Warforged, the Animurrana were not created for combat purposes, but came about as a happy accident of the prototyping phase for the production of the Warforged; a group of wealthy and influential nobles possessed of more money than sense, who wanted high quality and aesthetically pleasing tacticians, assistants, and major-domos, experimented with designing more creative, thoughtful, and peaceable artificial life forms.
The final stages of these experiments resulted in the first of the Animurrana, who were found to be pleasant to behold, despite the lavish, ostentatious, and oftentimes outright gaudy natures of their designers. The Animurrana were found to be extremely gregarious, pleasant to converse with, capable and tactful in social situations, as well as brilliantly creative and artistic, with a natural connection to the weave that allowed them to excel at spellcasting.
Delicate Countenance
The Animurrana appear as animated and lively, though exceedingly delicate looking, ball-jointed dolls, most often with exaggerated proportions such as tiny waists and larger hips, tiny hands and feet, and large heads, with the females having larger heads and smaller bodies on average. It is not uncommon for Animurrana to have an extra set of limbs or two. Animurrana can be anywhere from 2'5 to almost 6 feet tall.
Usually, they are female in form, at a ratio of around 75/25 female to male, but the males are always taller, though androgynous looking. Animurrana usually have no external genitalia, but many individuals of both genders do have sculpted decorative nipples, though very few female Animurrana have visible breast tissue- often the only way to tell gender is the general proportions of the body or the way they present themselves.
They also tend to have realistic hair, and it is extremely stylishly maintained.
Their bodies tend to be made from high quality porcelain or other ceramics, infused or lacquered woods, even ivory or bone, and are almost always decorated with fine gilding and golden framework. Many individuals wear incredibly detailed scrimshawed scenes carved into their bodes in the same way biological races would wear tattoos.
Unlike true Warforged, who are unable to move their faces to show real expressions, Animurrana have faces capable of emoting. The "skin" of the face is usually made of the same, or at least similar, material to the rest of the individuals body, yet it is capable of stretching, compressing, and shearing, without showing any sign of damage. This allows them to smile, grimace, or frown, as well as make any other number of faces, just like a biological race.
Most female Animurrana tend to wear intricately embroidered outfits with much lace and chiffon decorations, often in a Victorian style, though many individuals of both 'sexes' choose to forgo clothing altogether, seeing their body as a beautiful work of art that should not be covered up like the repressed mortal races do. Males tend to wear formal or military style clothing if they absolutely have to wear something, though a clothed male Animurrana is a rare sight indeed.
Adaptable Souls
Strangely, despite their original purpose, many Animurrana are not entirely untalented in the fields of guerrilla combat and subterfuge, though most individuals are said to have a self professed distaste for violence. The suspected reason for this dichotomy is the unparalleled ability of the Animurrana to adapt rapidly to almost any situation presented to them, physical, spiritual, and mental, and the result is that any Animurrana who are forced to fight quickly found more efficient, less direct methods to do so. This does not mean they are not skilled fighters, however, as their quick learning allows them to master martial forms in a fraction of the time other races can.
There were even certain Animurrana employed as high cost assassins, though their deployment was exceedingly rare.
Wanderlust, Culture, and Creative Drive
As artificial life forms created in laboratory conditions, Animurrana do not have a specified homeland or preferred climates to dwell in, and are able to be found in all regions of the world. This is partially due to the nature of their creation, and partially due to their inherent curiosity and need to learn about the world around them. However, unlike Warforged, the knowledge to create Animurrana is fairly well documented, meaning that there is a large amount of relatively young Animurrana in the world, who don't have a dedicated homeland or an easily accessible group of elders to learn from. This leads to most Animurrana spending a lot of their formative years alone, and having highly individualistic personalities as a result, valuing the expression of creative traits highly over displays of solidarity and kinship.
By no means does this mean that Animurrana have no collective culture or bonds with others, however, as they do share a lot of stories and insights between each other and do sometimes form factions or guilds, but the fierce individuality they cultivate and their lack of reproductive processes cause them to prefer to strike out alone or with other races than to spend any meaningful amount of time around each other. Instead, individuals try to absorb as much from other cultures as possible in order to charge their creative passions, often adorning themselves with carvings and other art from the various races they befriend, and swapping these artistic gleanings amongst each other when they meet. Many Animurrana even swap body parts, such as limbs or torso shells, in order to have a more varied and interesting appearance. Some even graft extra limbs to themselves, either for artistic reasons or practical ones.
Animurrana Traits
Art is life, and I am both brush and canvas. The Animurrana are highly adaptable androids, with gentle and creative souls.Ability Score Increases
When you determine your ability scores, increase your Charisma by 2, and increase a different score of your choice by 1. These scores can't raise above twenty. You follow this rule regardless of the method used to determine the score, such as point buy or rolling. If you are replacing your race with a lineage, replace an Ability Score Increases you previously had with these.
Languages
You can speak, read, and write Common and up to 2 other languages of your choice that your DM considers appropriate for the character. One of these languages may be exotic if you so choose. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Size
Animurrata stand between 2.5 and 6 feet tall, and average anywhere between 100- 500 pounds depending on size and body composition. Your size is small if you stand 3 foot tall or less, otherwise your size is Medium.
Speed
Your base walking speed is determined by your size. If you are size small your base movement speed is 25 feet, otherwise your base movement speed is 30. Your Climb and Burrowing speed is identical to your walking speed, but your swimming speed is 10 feet.
Social Butterfly
You have advantage on Charisma based saving throws as long as an ally is within 30 feet of you. You may choose to use your Charisma modifier when casting spells if you wish. This ability supersedes similar abilities granted by class features or magical artefacts.
Rapid Adaptation Protocol
You are able to adapt quickly to a given situation with little time to process.
You gain proficiency with the Artisans tools of your choice. You also gain proficiency with the Martial Weapon of your choice: During any long rest, you may change your martial weapon proficiency.
You have a permanent +1 bonus to your initiative score, and are immune to difficult terrain, moving across it at normal speed.
When you make an Insight or Perception check from stealth or in a tense situation (such as combat or a hostile social encounter) you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
You also have advantage on Wisdom saving throws.
Modular Body
Animurrana are in the unique position of being a sentient construct that has extensive documentation available on how to create, maintain, and modify them. Though they are capable of repairing themselves during a long or short rest, they cannot modify themselves without the help of an Artificer. A capable Artificer can help an Animurrana do any of the following during down time:
Limb Grafting:
The Artificer spends up to 1 hour per limb attaching up to 4 extra limbs to the Animurrana. Each limb (if an arm with a hand) can hold weapons and items separately. The limbs do not grant extra actions, mobility, or attacks. The Artificer cannot create limbs without sufficient materials and tools.
Body Mod:
The Artificer spends up to 2 hours modifying, replacing, or repairing the Animurrana's body shell. This does not affect AC, but you may change your size between Medium and Small.
The new shell may also incorporate one mundane feature at the DM's discretion (vents, decorations, handles, color change, etc.) The Artificer cannot modify shells without sufficient materials and tools.
Integrated Weapon:
The Artificer spends up to 3 hours installing, replacing, or repairing 1 integrated weapon.
This weapon can be either a small bladed weapon (such as a dagger or shortblade) or a small ranged weapon (like a palm pistol or hand crossbow), and replaces one of your equipped weapons of the same type. The weapon is consumed and is unusable as regular weapon until this feature is used again to uninstall it. The weapon is concealable in a limb, your torso, or your head. The weapon is considered undetectable while concealed, and unless the integrated weapon is magical, is undetectable by any means except mechanical dissection. You may reveal the weapon as a free action, but attacking with it costs an action or bonus action. Otherwise the weapon has its original ranges and attack bonuses. You may have up to 3 integrated weapons installed at once, but no more than one per slot. The integrated weapons do not grant extra actions, mobility, or attacks.
The Artificer cannot integrate weapons without sufficient materials and tools.
Humanoid Construct
Animurrana are more than one creature type. If a spell or effect works on at least one of a creatures types, that spell will affect that creature. For example, Cure Wounds would work on an undead Humanoid, because the spell works on Humanoids.
Immunoboosters
You have advantage on saving throws against poison, and you have resistance against poison damage.
Fragile Endurance
Animurrana are made from beautiful, high quality materials, but it tends to be delicate. You are vulnerable to bludgeoning, lightning, and force damage, but are resistant to fire and acid.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of sepia.
Astral Dreamers
Annimurana don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 6 hours a day. (The Common word for such meditation is “trance.”) While meditating, you dream in the form of Astral Projecting into the Astral Plane, but do not risk any danger while doing so. This is how Animurrana fuel their creative spirits.
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Ageless Android
Animurrata do not age, and do not suffer from the side effects of aging. They also do not need to drink or eat, as they gather energy from the Astral Plane during their sleep state.
They do not need to breathe either, making them immune to respiratory conditions, such as aerosolized poisons, drowning, or suffocation.
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