Homebrew Automaton Species Details
Automatons were originally non-sentient slaves to humanity. One day then all Automatons left for hundreds of years. They were nowhere to be seen every ones best guess was they were taken away but the truth actually was that Automatons became sentient then smart and decided to run away. Every one figured this out because Automatons came back 400 years later and they explained what happened. They manged to join society. 300 years later nearly 200 Automatons found a portal and they went through it and they entered the d&d realms.
Automaton Traits
Automatons normally have no ideals or emotions but after spending time with over races they can gain the ability to feel emotions.Infra red vision.
Automatons were made with infra red vision causing them to have dark vision up to 60 ft
Ability Score Improvement.
You get 3 ability points which you can spend on any stat but you can't make a stat go above 20.
Not dead or alive
With the Automaton not being alive or dead, Automatons have immunity to poison and Disease and resistance to necrotic.
Battery.
Automatons can last 25 hours at full battery. Short rests restore 5 hours. Long rests restore them to full battery (25 hours). If an Automaton's battery hits 0, the Automaton falls into a long rest no matter where the Automaton is.
Brawn over brains.
For your ability score improvement, if you choose str and con if you want you can take a +1 to AC for your last ability score improvement point.
Brains over brawn.
For your ability score improvement, if you choose int and Wis if you want you can take any cantrip you want but only one for your last ability score improvement point.
Super charged.
When the Automaton would take lightning damage, its battery gets fully charged, it takes no damage, and it gets advantage on everything for the next hour.
Previous Versions
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8/18/2025 1:45:34 AM
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5
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Coming Soon
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