Homebrew Companion Golem Species Details

Companion Golems are a unique variety of golems created to serve as more than mindless servants or protectors. Rather, their intended purpose is to serve as a sentient being and a thinking, free willed equal to work alongside other sapient beings. While many might oppose their production process due to the necromantic nature of their creation, there are many others who see these created beings as a logical next step in the production of constructs.

Companion Golems may be produced from a number of circumstances, and with a number of distinct purposes in mind, their actual forms being sculpted to fulfill their desired roles. Additionally, Companion Golems come in a number of base varieties stemming from the material type used for their primary construction. Unlike conventional golems, however, companion golems tend to resemble humanoids far more closely, some even looking like perfect replicas of specific people, perhaps even the person whose soul was used for their creation. Companion Golems can survive so long as their cores and bodies are not destroyed, allowing them to potentially live for centuries, or even longer, so long as they remain intact.

When choosing a companion golem as your race, either roll on the following table or make a selection from it to determine what the reason for your creation was, or the origin of the soul residing within you is in relation to your body.

Companion Golem Soul Origin

d6 Story
1 You were created as an experiment by an avid animator, your soul was chosen by chance, at random, or opportunistically.
2 You were created using the soul of someone who served a similar role in life as your designated purpose, and now have another chance to continue your work.
3 You died due to a tragic event, and were remade as a companion golem to prevent such events from occurring in the future.
4 You died a heroic death because of shortcomings in facing a deadly foe or monster, your new body was made as a counter to that foe to finish what you could not before.
5 You were an ailing mage who performed the ritual to create a new body for yourself, finding new life as a companion golem you built to learn even more.
6 You were well beloved by a mage who, in their grief contained your soul within a companion golem made in your image.

 

Life Span

Companion Golems have an indefinite lifespan so long as they are not destroyed and their core remains both inside of them and intact. These cores are what contain the soul that resides within the golem and controls it. A companion golem's core may be transferred into a new companion golem body made to house it so long as it remains intact.

Height and Weight

Companion Golems may be of any height appropriate to the creature after which they are modeled, but are generally many times heavier than a normal creature of the same size. Each Golem Type has its own weight multiplier based on the material of their construction. Companion Golems are typically modeled after some variety of humanoid, and as such tend to have height and weight ranges based on the being after which they are modeled.

Languages

Companion Golems speak common and any one language appropriate for their soul's origin, usually the racial language of the soul, or the second most used language if common was the racial language, of the soul's original race.

Creature Type

You are a Construct.

Size

You are either medium or small, you make this choice at character creation.

Construct Body

If the mending spell is cast on you, you can spend 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).

Unfortunately, as a construct you do not benefit from normal spells which grant healing, such as cure wounds, as you are not a living creature.

As a construct, you are also immune to poison damage, as well as the exhaustion, paralyzed, petrified, and poisoned conditions as well as to magical sleep effects, and have proficiency in Constitution Saving Throws. Finally, you do not need to breathe, drink, or eat.

Golem'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 remain conscious. Similarly, short rests require you to remain inactive for 2 hours. Further, while resting in this way, you may appear as a mere statue, gaining advantage on any Deception or Stealth check made to do so while resting. You suffer no penalties from attempting to appear as a statue.

Memories of the Soul

You were created by binding a sentient creature's soul to your new companion golem body, and as such you retain two skill or tool proficiencies you had prior to becoming a companion golem. Select two skills or tools with which you are proficient.

Golem Type

Companion Golems are built as a given golem type: Adamantine, Bone, Clay, Gem, Glass, Iron, Mithral, Stone, or Wood, determined at character creation. Certain kinds of golem, such as snow golems, cannot be made into proper companion golems due to the restrictions of their body structure and the properties of materials used in their construction. Which type of Golem you are determines your ability score increases, base movement speed, and your innate armor class and other defensive benefits.

Body Designs

Your body was forged in the likeness of a race or a specific individual with key design modifications to that form which separate them from that which they were modeled after, often to improve their capabilities in key roles or functions. You have one design feature for your head, torso, arms/hands, and legs/feet. These design features add unique functions to your body which alter base statistics or add additional action options.

Companion Golem Traits

As a companion golem, your character has the following traits:

Ability Score Increases

 

Companion Golems gain a +1 bonus to any one ability score of your choosing, their other ability score modifiers being determined by what kind of Golem they are.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

You are a Construct.

Size

You are either medium or small, you make this selection at character creation.

Speed

Your walking speed is 30 feet. This may be modified by your golem type.

Construct Body

If the mending spell is cast on you, you can spend 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).

As a construct, you are also immune to poison damage, as well as the exhaustion, paralyzed, petrified, and poisoned conditions as well as to disease and magical sleep. Further, you have proficiency in Constitution Saving Throws. Finally, you do not need to breathe, drink, or eat.

Unfortunately, as a construct you do not restore hit points by resting, nor do you benefit from normal spells which grant healing, such as cure wounds, as you are not a living creature. As a mechanical entity, a DC 15 check using tinker's tools may be made at any time to repair you, allowing you to spend 1 hit die, roll it, and regain a number of hit points equal to the roll plus your constitution modifier each time this check is made. These checks take approximately 1 hour, each, and you may perform them on yourself with advantage any time you are taking a short or long rest without interrupting that rest period.

Golem'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 remain conscious. Similarly, short rests require you to remain inactive for 2 hours. Further, while resting in this way, you may appear as a mere statue, gaining advantage on any Deception or Stealth check made to do so while resting. You suffer no penalties from attempting to appear as a statue.

You do not regain hit points automatically while resting in this way, instead you only regain hit points when a DC15 Tinkering Tools check is made to maintenance you. When this is done, the check takes place over 1 hour, and allows you to spend one hit die, roll it, and regain that number + your constitution modifier in hit points. If you make this check on yourself, you make it with advantage. If another creature makes this check and succeeds it to maintenance you, you roll your hit die with advantage. You may only perform these checks on yourself while taking a short or long rest, but others may perform them on you even while you are continuing to work, so long as you are not moving too much to be maintenanced (i.e. you must be standing still or moving infrequently while working for this to occur). Your DM has final say as to whether or not maintenance may be performed on you during a task.

Unlike other creatures, your hit die do not replenish each time you complete a long rest. Rather, they replenish each day at dawn. However, you can benefit from maintenance being performed on you even when you run out of hit dice. If maintenance is performed on you and you have no remaining hit dice, or choose not to spend a hit die on the given maintenance, you regain hit points equal to your constitution modifier on a successful tinker's tools check.

Creatures other than yourself who attempt to maintenance you must be proficient in the tools used to attempt to maintenance you.

Finally, other tools may be used to maintenance you based on what materials you are made of. If made of metal, smith's tools may be used. If made of stone, mason's tools may be used. If made of bone or wood, woodworker's tools may be used. If made of gems or glass, jeweler's tools may be used.

Memories of the Soul

You gain two skill or tool proficiencies of your choice. These skill or tool profiicencies would represent the primary skills or trade tools used by the soul which was harnessed in your creation as a companion golem.

Golem Type

Your golem type is what material type you were built from. This determines your +2 Attribute Modifier, your AC Bonus, your movement speed, and secondary benefits and detriments you receive. You may be built as a/n Adamantine, Bone, Clay, Gem, Iron, Mithral, Stone, or Wood Companion Golem. Each of these material types has preferential roles they are built for, and preferred souls to be used for them, as well as specialized benefits based on the material in question. Choose one of the following construction features:

Adamantine Construction
Attribute Bonus. You receive a +2 bonus to Strength
Movement. You have a Walking Speed of 20 feet. You use double the movement to jump or climb.
Armor Class. You receive a +2 AC Bonus
Hit Points. You receive +1 Hit Point per Level you have gained.
Resistances and Immunities. You are immune to Necrotic damage. You have resistance to Fire and Cold damage.
Vulnerabilities. You have Vulnerability to Acid Damage.
Unhindered. You ignore movement speed reductions from wearing heavy armor.
Clunky. You suffer disadvantage on Dexterity Saves and Ability Checks

Adamantine Companion Golems are the most common created to serve military functions or serve heavy combat or guardian roles. Being made of Adamantine, they are incredibly resilient, nearly impervious to most mundane weapons, and have an incredible amount of raw strength, as it is needed for them to even move. Unfortunately, as with all mineral and metallic golems, Adamantine golems are far too heavy to swim. Further, adamantine golems are clunky and not terribly graceful, and have the added detriment of not being quick, either, though no amount of armor will ever weigh them down.

Adamantine Companion Golems tend to be made to be immovable defenders, stalwart bodyguards, or living weapons, much like their elemental-powered cousins. However, due to their incredible durability, some have found themselves made utilizing the souls of magic users looking to become as close to immortal as they possibly can. With rust being the only prospective threat to their body on a regular basis, and the magical ability to prevent or remove such blemishes, a mage's soul in an adamantine golem's body is a terrifying thing to behold. Whatever the circumstances of creation, Adamantine Golems tend to preferentially be built with design functions which accentuate their preexisting durability by giving them more firepower or more resistance to more forms of damage.

Adamantine Companion Golems often look very similar to Warforged or miniature Iron Golems, sometimes even appearing as something of an animated suit of armor. Whatever the case, it is difficult to form soft edges of adamantine, to they tend to be on the angular side and accentuate their militant or combative purpose in their visual design. Most Adamantine Companion Golems are painted or magically dyed to feature iconography of the empire that created them, the guild responsible for their construction, or in some other way showcase those responsible for their existence due to the extremely high wealth and skill needed to work adamantine into such a construct.

Boneforged Construction
Attribute Bonus. You receive a +2 bonus to Dexterity
Movement. You have a Walking Speed of 30 feet
Armor Class. You receive a +1 AC Bonus
Resistances and Immunities. You have resistance to Cold, Lightning, and Necrotic damage.
Bone Restoration. You regain hit points equal to 1/2 what an undead would regain from effects and spells such as Inflict Wounds.
Hollow Bone. Bone companion golems, unlike other companion golems, can swim.

To be made of excavated bones is to be steeped in Necromancy from beginning to end of your creation for a Companion Golem. Often times, these golems result from a dedicated necromancer wishing for a stalwart bodyguard that is more than a mindless puppet, or for a skilled assistant that is more durable and capable than the undead under their command. Other times, a Necromancer will make themselves into the Bone Companion Golem, having fallen short of Lichdom, Revenancy, or other means of immortalizing themselves as a true undead, seeing the body provided by a bone companion golem as either the next best thing or fundamentally superior due to its inherent durability. It is rare to see a Bone companion golem who was not the result of occult practices, necromantic research, or tragic accidents.

Bone companion golems appear as mannequins sculpted of shaped bone matter, and might even appear to be an ivory statue. It is rare that a bone companion golem looks anything like a mere skeleton or undead, as their bodies are more akin to semi-hollow statues of pure calcium. These beings also tend to be somewhat petrified during their creation process, hardening the points that require the most rigidity in their design, most notably those used to protect their design features.

Clay Construction
Attribute Bonus. You receive a +2 bonus to Constitution
Movement. You have a Walking Speed of 30 feet
Hit Points. You receive +2 Hit Point per Level you have gained.
Resistances and Immunities. You are immune to Acid and Necrotic damage. You have resistance to nonmagical Bludgeoning, Piercing, and Slashing damage.
Clay Regeneration. You can repair yourself by submerging yourself in mud or clay for at least one hour the same way other companion golems can be repaired by the Mending spell.

Clay Companion Golems are, by far, the most common variety. Their malleability, the ease with which to make them appear as a specific individual, the abundance of the materials necessary for their construction, and their ease of maintenance all play crucial roles in this fact. Clay Golems have some of the most varied appearances, origins, and purposes, as they can fill almost any role that a companion golem would be created for at a fraction of the cost of other golem types.

Clay companion golems tend to look like large clay sculptures, and tend to lack finer detail. However, because of the properties of their body, it is common for their bodies to be well painted, perhaps featuring murals, tattoo-like patterns, or regalia of a country or guild they serve. This paint is easy for them to exchange, so clay companion golems are also known to alternate this paint fairly regularly, the process taking far less time than might be expected due to the companion golem's ability to shift and shape their body structure, allowing them to rapidly redecorate themselves provided someone with proficiency in painter's supplies being on hand, or they, themselves, being proficient with paints.

Gemmed Construction
Attribute Bonus. You receive a +2 bonus to Charisma
Movement. You have a Walking Speed of 30 feet
Armor Class. You receive a +1 AC Bonus
Resistances and Immunities. You have resistance to Cold, Lightning, and Radiant damage.
Vulnerabilities. You have Vulnerability to Force and Thunder Damage.
Innate Spells. You gain 2 Cantrips and 1st level spells from the Artificer, Bard, or Wizard Spell Lists. Charisma is your casting ability for these spells. You may use the 1st level spells each a number of times equal to your Proficiency Bonus + your Charisma Modifier, regaining all uses on completing a long rest.

Gem Companion Golems are by far the most expensive to create, and the rarest to behold. Made from glittering, gleaming crystals and inset with magical gems which hold their unique power, they are often crafted as beautiful sculptures by only the most talented of jewelers and artificers. These golems are not so brittle as their glass counterparts, but far from as durable as even their bone brethren. Their unique construction is a thing of wonder, making gemstones into the intricate mechanisms that grant them function, and possessed of an absolutely beautiful form.

Gem Companion Golems are pieces of art, but ones with magical function in mind. These golems house no less than five magical stones in addition to those purposed for their design feature and their core. These stones are further ornamented by countless studs, smaller gemstone insets, and transmuted swirls and lines of color which highlight the key points of their aesthetic or functional design. The most beautiful of companion golems, their purpose is almost always geared towards their magical utility or their sheer cost as a showpiece.

When choosing a soul for a gem companion golem, magic users, performers, and servants of lords are the most common choices, based on their functional design.

Glassforged Construction
Attribute Bonus. You receive a +2 bonus to Charisma
Movement. You have a Walking Speed of 40 feet
Saving Throws. You are proficient in Dexterity Saving Throws
Hit Points. You receive +1 Hit Point per Level you have gained.
Resistances and Immunities. You are immune to Acid, Necrotic, and Radiant damage.
Vulnerabilities. You have Vulnerability to Bludgeoning and Thunder Damage.

Glass companion golems are typically made to serve non-combat functions due to their fragility and delicacy. Crafted as pieces of art, they make for excellent servants for those who wish to flaunt their wealth without giving too much power to the beings who help them to do so. Often times, these golems are "tattooed", having lengths of their glasswork dyed to resemble intricate patterns, beautiful designs, and magnificently brilliant color patterns.

As the least durable of golem types, these companion golems are almost exclusively created to be living showpieces and artistic displays, their functions typically being those meant for utility. However, due to their construction, they are quite quick, often very nimble, impervious to Radiant Damage, which actually makes them ideal servants for vampires and other such beings who suffer at the hands of holy magics. Able to swiftly respond to any prospective threat and either arm defenses or take up ranged combat, they can be excellent vanguards, scouts, and snipers in the right hands, and some military artificers have learned well to use them for exactly these purposes.

Glass Companion Golems are often made as visages of beauty, exemplifying whatever standard of beauty their creator held in highest regard. The souls used for them are typically those known to have sought beauty, whether through vanity or envy, or those who would be happy to be a servant relegated to non-combat roles. Those made with souls that would still be willing to fight are typically those who also know the value of keeping distance.

Iron Construction
Attribute Bonus. You receive a +2 bonus to Strength
Movement. You have a Walking Speed of 30 feet
Armor Class. You receive a +2 AC Bonus
Resistances and Immunities. You are immune to Necrotic damage. You have resistance to Fire and Cold damage.
Vulnerabilities. You have Vulnerability to Acid and Lightning Damage.
Unhindered. You ignore movement speed reductions from wearing heavy armor.

Iron Companion Golems are the most common companion golems made for designated combat roles and military functions, being cheaper than their adamantine and mithral counterparts, and serving as a good middle ground of strength, durability, and speed between the two. They are often made to serve as guardians, elite soldiers, or dedicated bodyguards, and almost always created using the soul of adept warriors who would have nothing but benefit from being in a body made of the very steel as their armor in life.

Iron companion golems are imposing to say the least, and often are designed with ferocious aesthetic choices in their design. They are almost always built with combat oriented features meant to favor a front-line role in battle, and have impressive base defensive capabilities. When made to serve any role other than combat, or using a soul that was not originally a warrior of some variety, they are built to serve as the ultimate laborer, prioritizing hauling capacity and utility functions that would serve well on a being that is inherently adept at surviving damage and defending itself.

Mithral Construction
Attribute Bonus. You receive a +2 bonus to Dexterity
Movement. You have a Walking Speed of 40 feet
Armor Class. You receive a +1 AC Bonus
Resistances and Immunities. You are immune to Necrotic damage. You have resistance to Fire and Cold damage.
Vulnerabilities. You have Vulnerability to Acid and Lightning Damage.
Light Metal. Mithral Golems, unlike other companion golems, can swim.

Mithral Companion Golems are among the most lightweight varieties of golems, and one of three varieties that can swim. Made from the ultra-lightweight metal, Mithral, and made with intentional hollows and crumple zones for damage mitigation while retaining their incredibly lightweight design, these lithe metal constructs are made with functionality, versatility, and mobility in mind. As such, their primary roles tend to be those of scouts, ranged combatants, and messengers, with the souls chosen for their creation generally being those who served such purposes in their previous life.

Mithral Companion Golems were originally created as the Elvish answer to adamantine companion golems, wanting a companion golem who could serve equally well in all environments and have defensive capabilities without sacrificing mobility. They found later, through collaboration with other creators of these advanced constructs, that they could take their designs even further and reduce the weight of these beings to that of barely an armed and armored humanoid without sacrificing any defensive benefits of their base metal. Thus, the modern mithral companion golem was made. Quicker, more agile, and far hardier than most mortals, these companion golems became a sought after commodity for military units and personal needs, alike. However, due to the expensive nature of mithral and the craftsmanship needed to produce these golems, they remain among the most rare to encounter, alongside gem and adamantine.

Stonecarved Construction
Attribute Bonus. You receive a +2 bonus to Constitution
Movement. You have a Walking Speed of 20 feet. You use double the movement to jump or climb.
Armor Class. You receive a +2 AC Bonus
Hit Points. You receive +1 Hit Point per Level you have gained.
Resistances and Immunities. You are immune to Lightning and Necrotic damage. You have resistance to Fire, Cold, and nonmagical Bludgeoning, Piercing, and Slashing damage.
Unhindered. You ignore movement speed reductions from wearing heavy armor.
Clunky. You suffer disadvantage on Dexterity Saves and Ability Checks

Tied for most common companion golem with their clay counterparts, Stone Companion Golems are cheap and easy to make by comparison to most, and are among the most durable of their kind. Being made from stone does make them heavy and slow, but in exchange for that, damaging them is a monumental task. These companion golems are most often used for guardian tasks and heavy labor, being easy to build for such tasks and at little risk for being lost in such roles.

Stone companion golems tend to have relatively intricate designs, patterns and decorative carvings inset into them to resemble tattoos, and they are usually painted rather elaborately so as to not just be a bulky grey-brown entity with a stoic expression as their only lasting impression. These extra steps are typically as a service to those whose souls are used for their creation, as it is well known that these bodies are the cheapest to make and far from flattering for most to be put into. However, there are those who see such qualities as not only admirable, but desirable, as such an earnest and frugal design while still being of immense purpose and utility can be seen as the ultimate victory for certain guild members, economists, and tradespeople.

Woodshaped Construction
Attribute Bonus. You receive a +2 bonus to Constitution
Movement. You have a Walking Speed of 30 feet
Hit Points. You receive a +1 Hit Point per hit die you possess
Innate Spells. You can cast the Shillelagh cantrip and one other Druid Cantrip of your choosing. You also may cast the Entangle spell, and any 1st level Druid or Ranger spell. Wisdom is your casting ability for these spells. You may cast the first level spells a number of times equal to your Proficiency Bonus + your Wisdom Modifier, regaining all uses on a long rest.
Vulnerabilities. You are vulnerable to Fire Damage.
Living Planter. You can plant various types of plants into living planters on your person.
Rooting. You regain hit points equal to 1/2 what an undead would regain from effects and spells such as Inflict Wounds.
Buoyant. Wood companion golems, unlike other companion golems, can swim. Further, Wood companion golems naturally float.

One of the more varied in designated role, and origin, Wood Companion Golems are equally common to be seen created by Artificers as they are to be sculpted by Druids. Being made of a readily available material which yields many benefits, including light weight, the ability to benefit from healing and plant shaping effects, and the ability to be made magically living material which can naturally regenerate to a certain extent, these companion golems serve as the workhorses of their kin. Able to be purposed for near any role with minimal detriment, these companion golems can be seen built for many functions and with countless design features.

Wood Companion Golems were the first ever made, a direct inspiration of the Warforged, and feature elements of stone and metal in their construction alongside wood, creating hard points, facial features, and decorations in addition to the mechanical inner workings of their design features. Many even have "hair" made from vines and other such foliage which actively grows out of the top of their head, some even intentionally replace these growths with more useful medicinal, alchemical, or other such flora or fungi to better serve them in their travels.

Head Design

Being designed for a key purpose, you were built with modifications to your base body's design, granting you special qualities for each major section of your body which contains these features. Your head being the core of your senses, it is only logical to add key functional elements to it. Choose one of the following design functions to be applied to your head:

Breath Discharger. You gain the ability to discharge breath weapon from a magical power source contained in your mouth.

Hardened Sensors. You are immune to the blinded and deafened conditions.

Infrared Optical Lenses. You have darkvision at a range of 60 feet.

Magical Energy Sensor. You can cast Detect Magic a number of times equal to your Wisdom Modifier + your Proficiency Bonus, regaining all uses upon completing a long rest.

Modular Facial Plating. By spending 1 hour to study a face, you may memorize that face (make note of memorized faces). After memorizing a face, you may spend 1 hour and 25 gold worth of materials, you may remodel your facial structure to either perfectly resemble that face or appear as a close approximation, perhaps even as a prospective relative of the creature to whom the face belongs. You gain advantage on checks made using a disguise kit to disguise yourself as any person whose face you have copied.

Voice Modulator. You gain one additional language and have the ability to mimic any voice you have heard, or to imitate any sound up to the volume of a gunshot. A Wisdom (Perception) check DC equal to 8 + your proficiency bonus + your Charisma Modifier is needed to discern that any voice or sound you produce is not what you are mimicking.

Sensory Enhancement. You gain proficiency in Perception and Investigation.

Shearing Bite. You have a bite attack that deals 1d8 + your Strength Modifier that you may use as a bonus action.

Torso/Frame Design

Being designed for a key purpose, you were built with modifications to your base body's design, granting you special qualities for each major section of your body which contains these features. Your torso contains your core and extends its functions to the entirety of your frame, meaning the modification chosen for your torso can easily affect the whole of your body. Choose one of the following design functions to be applied to your torso/frame:

Arcane Power Cells. You were created with installed arcane power cells. You gain two Artificer, Sorcerer, or Wizard Cantrips and one 1st level Artificer, Sorcerer, or Wizard spell. Intelligence is your casting ability for these spells, and you may use the 1st level spell a number of times per day equal to your Proficiency Bonus + your Intelligence Modifier. Multiple charges may be spent to cast this spell at higher levels if applicable.

Armor Integration. You have a +1 bonus to Armor Class and must integrate armor into your body in order to equip it. Doing so takes 1 hour and 50 GP worth of materials for each weight class of the armor (50 for light, 100 for medium, and 150 for heavy).

Blessed Chassis. Your frame and chassis were blessed during production, covered and filled with divine regalia of a deity or faith of your choosing. You gain two Cleric or Warlock Cantrips and one 1st level Cleric, Paladin, or Warlock spell of your choosing. Charisma is your casting ability for these spells, and you may use the 1st level spell a number of times per day equal to your Proficiency Bonus + your Charisma Modifier. Multiple charges may be spent to cast this spell at higher levels if applicable.

Booster Jets. You have a booster system installed which may be used as a bonus action to perform a standing leap of up to 30 feet with or without a running start, or to increase your walking speed by 30 feet for 1 round. You may do this a number of times equal to your proficiency modifier, and replenish all uses on a short rest.

Internal Containment Unit. You begin game with a bag of holding that is attached to the interior of your torso, able to be accessed via a hatch, port, or similar opening of your choosing somewhere on your chest, back, or stomach region. This bag of holding cannot be removed from you, and cannot be accessed without your consent so long as you live.

Primal Attunement. Your body was created using druidic rituals which granted magical properties to your body. You gain two Druid Cantrips and one 1st level Druid or Ranger spell of your choosing. Wisdom is your casting ability for these spells, and you may use the 1st level spell a number of times equal to your Proficiency Bonus + your Wisdom Modifier. Multiple charges may be expended to cast this spell at higher levels if applicable.

Self Repair Systems. You gain the Mending Cantrip and the Self Repair Systems ability. This ability allows you to restore 1d8 hit points to yourself as a reaction a number of times equal to your Proficiency Bonus. The amount of healing increases by 1d8 at 5th, 10th, 15th, and 20th level. You regain all uses of this ability on completion of a long rest.

Arm/Hand Design

Being designed for a key purpose, you were built with modifications to your base body's design, granting you special qualities for each major section of your body which contains these features. Your arms and hands of crucial importance when determining your function, as they are your primary means of performing most tasks, and as such you gain two modifications to these. Choose two of the following design functions to be applied to your arms and/or hands:

Arm Blades. You have an unarmed arm blade attack that you can use as an unarmed attack. It deals 1d8 + your Strength Modifier as either slashing or piercing damage, depending on the attack used, and you may use this arm blade to attack once as a bonus action any time you take the attack action on your turn. This damage is affected by martial arts bonuses.

Alchemic Spray Arm. You have arm-mounted chemical sprayers that can weaponize fluids like acid or alchemist's fire as a deadly spray attack. Each of the two sprayers can load up to your Proficiency Bonus + your Intelligence Modifier individual containers of any assortment of desired fluid types. As an action, this weapon can be used to spray the fluid over a 20 foot cone in front of you, causing its effects to apply to every creature within the area, or 1/2 the fluid's effects to apply to those that succeed a DC (8 + your Proficiency Bonus + your Intelligence Modifier) Dexterity Saving Throw.

Auto-Quiver. You have two internal interdimensional storage containment units mounted within your arms, each of which functioning like an Efficient Quiver linked directly to the palm of your hand, the top of your forearm, and to any other arm attachment you possess. You ignore the reloading property of any weapon you wield and can immediately call or store one piece of ammunition or weapon to each of your hands from these containment units as a free action any time you would need to.

Blaster Arm. You have Energy Blasters installed in either arm that count as weapons that are always equipped. These blasters may have their firing point anywhere on your forearms or hands, chosen at character creation. As an action, you may may a ranged weapon attack with one of these blasters that deals 2d6 Damage on a hit of a damage type you choose from the following: Cold, Fire, Force, Lightning, or Radiant, making this selection each time you fire your blaster. These blasters have a range of 60/180, and may be used any time you could make a 1 handed ranged weapon attack. These blasters' damage increases by 1d6 and range increases by 20/60 at 5th (3d6; 80/240), 11th (4d6; 100/300), and 17th (5d6; 120/360) level.

Grappling Hook Launcher. You have an installed grappling hook launcher in one of your arms with an automated retracting reel. It has a range of 60 feet, and can haul up to 1,200 lbs beyond your own weight. If well braced, you can use it to pull a creature or object lighter than you and your total carry weight to you instead of pulling yourself to it, the Strength Saving Throw DC being equal to 8 + your Proficiency Bonus + your Strength Modifier. Each time you reel with this ability, you pull the creature or object up to 30 feet closer to you.

Integrated Multitool System. You have an internal multitool in each of your arms which can function as any tool set with which you are proficient other than alchemist's supplies or a poisoner's kit. You may assign what variety of tool it is, extend it, or retract it as a bonus action. Only you can use this tool and it cannot be removed from your arm without being completely destroyed. This multitool can extend through an integrated weapon system, but cannot be accessed while wearing handwear that completely covers the hand, though finer aspects of its function may be employed with fingerless handwear.

Integrated Weapon Systems. You gain proficiency in two weapons of your choosing. Your arms were made specially to house weapons for your use. You may integrate up to two one handed or light weapons into your arms and make them into a part of your design. Each weapon takes 1 hour, 50 gold pieces worth of materials of the same type as your body type, and a DC 15 Tinker Tool check to integrate, or the same amount of time and the same check DC but no gold to remove and return to their original state. One integrated weapon may be equipped in each hand from its internal storage as a free action on each of your turns. Integrated weapons cannot be thrown, even if they have the throwing property, and collapse into an internal storage space within your arm when not in use. Integrated weapons are impossible to detect by conventional means when not in use.

Personal Defense Matrix. You can cast theResistance cantrip on yourself at will as a bonus action, and you can cast Shield a number of times equal to your Proficiency Bonus + your Intelligence Modifier. Intelligence is your casting ability for these spells, and you regain all uses of Shield upon completing a long rest.

Pulverizer Fist. You have an unarmed pulverizer fist attack that you can use as an unarmed attack. It deals 1d10 + your Strength Modifier in damage and deals double damage vs constructs, objects, and structures. This fist's damage is affected by martial arts.

Wrist Launcher. Your arms are equipped with collapsible launchers that extend from your wrists while in use. These launchers are ranged weapons with the reloading property which allow you to launch bombs, flasks, grenades, and vials or stones as ranged weapon attacks with a range of 60/180. When launching projectiles from this launcher, they deal 1d6 + your dexterity modifier as bludgeoning damage before causing any effects that hitting a creature with the projectile would normally cause. The damage dealt increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level, while its range increases to 80/240 at 5th level, to 100/300 at 11th level, and to 120/360 at 17th level. Each wrist launcher may be collapsed while loaded with a projectile of your choosing. If you are also equipped with an auto-quiver, the launchers may be automatically loaded after each shot with any projectile stored inside the auto-quiver, allowing you to ignore the reloading property.

Leg/Foot Designs

Being designed for a key purpose, you were built with modifications to your base body's design, granting you special qualities for each major section of your body which contains these features. Your legs and feet are your primary means of moving through the world, and have been modified to make it easier to do so in one way or another. Choose one of the following design functions to be applied to your legs and/or feet:

All-Terrain Shoeing. Your feet have retractable cleats and foot accessories of varying shapes, styles, and designated functions that you may deploy at will as the situation calls for it, as well as the ability to slightly reshape your feet to improve hydrodynamic or aerodynamic properties. You are immune to difficult terrain that is caused by ice, snow, mud, surface water, oil, quicksand, caltrops, ball bearings, or similar functions and can move at full speed over them with ease. In addition, you suffer no damage from walking on Caltrops or similar damaging terrain due to the protection of these added features.

Grounding Braces. You have deployable bracing spikes installed on your calves and around your feet. While deployed, you are effectively immovable, automatically taking 20 on any Strength Check or Save made to prevent knockback, being knocked prone, or being pulled. In addition, these braces come with copper wiring meant to divert electrical currents that strike you into the bottoms of your feet and harmlessly out into the ground. You have Resistance to shock damage.

Hyperthermal Countermeasures. You were designed to be able to traverse volcanic vents, places where most mortals could not tread. You have resistance to fire damage, a climb speed of 20 feet, and immunity to movement speed reductions caused by walking through liquids, including lava, though you still cannot swim. In addition to this, you gain the abilities: Extinguisher System and Lava Wader System.

Magic Mobility Systems. You were created with magical systems installed in your legs to enhance your mobility. You gain the ability to cast two of the Feather Fall, Levitate, Longstrider, Spider Climb, and Water Walk spells on yourself a number of times equal to your Proficiency Modifier, each, regaining all uses of each of these spells upon completing a long rest.

Spring-Loaded Legs. Your legs are loaded with powerful hydraulics, springs, and other such mechanical devices. You gain +10 walking speed, increase your encumbrance limit by 50%, and gain the Spring-Loaded Leap ability which grants you a Standing High Jump equal to 1/2 your walking speed, Long jump equal to your total walking speed, and a running jump bonus of 1/2 your walking speed to either of these. In addition, you can safely fall up to 40 feet without suffering fall damage, and treat any distance you fall as 40 feet less for the sake of calculating fall damage so long as you aren't paralyzed, restrained, or otherwise immobilized.

Utility Storage Units. You have utility storage units installed in your upper legs, and enhanced leg joints capable of hauling more weight. You treat your size as Large for the sake of calculating your maximum encumbrance, and begin game with two Utility Storage Units which each function as a bag of holding with a carry weight of 100 lbs.

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