Homebrew Autogoblin Species Details

Autogoblins are machined beings built by the hobgoblins. Occasionally, an autogoblin becomes separated from its creator due to a malfunction or a unique circumstance.

In most cases, autogoblins have been programmed to speak and understand Goblin. In the manufacture of an autogoblin, many different components can be used; one autogoblin might have a beating heart, while another might be powered by stardust or intricate clockwork.

Roll on the Autogoblin History table or choose an entry that you like to identify what event set you on the path to adventure. If none of the options on the table appeal to you, work with your DM to develop an origin story for your character.

The life expectancy of autogoblins tends to be longer than that of goblins, and they usually live for centuries, typically up to 500 years.

Autogoblin History

D6 STORY
1 Your original programming was lost due to a glitch. You have no memory of who made you or where you came from.
2 The purpose of your existence is to accomplish a special task.
3 Due to the treatment you received from your creator, you ran away from them in hopes of finding safety and comfort.
4 Your creator built you for a particular role, but you felt trapped in it and abandoned it.
5 As a result of your creator's guidance, you have autonomy and were encouraged to follow your passions.
6 In the aftermath of your creator's death, you were left to take care of yourself.

Autogoblin Traits

You have the following racial traits.

Creature Type

You are a Construct.

Size

You are Small.

Speed

Your walking speed is 30 feet.

Consolidated Defense

You are encased in a thin metal alloy or some other durable material. While you aren’t wearing any armor, your base Armor Class is 13 + your Dexterity modifier.

While wearing armor, you gain a +1 bonus to your Armor Class. You can only don armor with which you have proficiency. To don armor other than a shield, you must incorporate it into onto your mechanical body over the course of 1 hour, during which you remain in contact with the armor. To doff the armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. As long as you are alive, armor incorporated onto your body cannot be removed against your will.

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 discern colors in that darkness only as shades of gray.

Healing Conduit

If the mending spell is cast on you, you can spend one Hit Die, roll it, and regain a number of hit points equal to the amount rolled plus your Constitution modifier (minimum of 1 hit point).

In addition, your creator has created you to benefit from several spells that are designed to preserve life, but that normally don’t affect Constructs. The cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying spells effect you regardless of the restriction towards Constructs.

Machined Nature

You have resistance to poison damage and immunity to all disease, and you have advantage on saving throws made against being paralyzed or poisoned. You also do not need to eat, drink, or breathe.

Sentinel's Slumber

During a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. While in this state, you appear inert, but you remain conscious.

Specified Intentions

You gain two tool proficiencies of your choice.

Vehemence of the Minute

When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Vigilant Alacrity

You can take the Disengage or Hide action as a bonus action on each of your turns.

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