Homebrew Guardian (Bioshock inspired) Species Details

You are a large construct with many useful weapons of destruction.you have access to the features.

Size: You count as a size Large 

Creature type: you are a construct.

Darkvision: You have Dark vision up to 30 ft and see dim light as bright light

Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Race Ability score improvement: Increased constitution by 2, increased strength by 1.

True Life: If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.

Integrated weapons: You have one Simple Or if proficient Martial weapon Or Drill (3d4 + strength mod, piercing damage Or 1d10 + strength mod, bludgeoning damage) integrated within your body that Cannot be removed unless done so by a tinker's tools.

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

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Mechanical Nature: You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe

Sentry’s Rest: When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.

Durable: You have resistance being knocked prone, Pushed, and Stunned.

Weapon Charge: after running for 10ft you add a 1d4 of the selected damage type of the weapon to your damage dice if it hits, This can be used equal to your strength (minimum 1), This recovers after a long rest.

At Higher Levels: At level 4 it goes up to 1d6 instead; At level 10 it goes up to 1d8; at level 16 it goes up to 1d10; at level 20 it goes up to 1d12;.

Guardian (Bioshock inspired) Traits

A large construct

Size

You count as a size Large

Creature type

 you are a construct.

Darkvision

You have Dark vision up to 30 ft and see dim light as bright light

Languages

 You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character

Ability score improvement

Increased constitution by 2, increased strength by 1.

True Life

If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying

Integrated Weapon

 if proficient Martial weapon Or Drill (3d4 + strength mod, piercing damage Or 1d10 + strength mod, bludgeoning damage) integrated within your body that Cannot be removed unless done so by a tinker's tools.

Mechanical Nature

You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe

Sentry rest

When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.

Durable

You have resistance being knocked prone, Pushed, and Stunned

Weapon Charge

after running for 10ft you add a 1d4 of the selected damage type of the weapon to your damage dice if it hits, This can be used equal to your strength (minimum 1), This recovers after a long rest.

 

At Higher Levels: At level 4 it goes up to 1d6 instead; At level 10 it goes up to 1d8; at level 16 it goes up to 1d10; at level 20 it goes up to 1d12;.

Integrated protection

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

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

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