Homebrew Modron Species Details

Modrons are mechanical beings of order and precision, created to serve Primus. Their bodies are composed of interlocking gears, encased in a geometric metal case, such as a cube or sphere, depending on hierarchy of the modron. The amount of sides as well as structure determined a modron's position in their society. The more sides a modron had, the higher ranked it was. The highest ranking among them look more human in appearance.

Despite appearing as mechanical constructs, modrons are not entirely mechanical. Every modron has a mix of biological and mechanical components.  Modrons feel pain and physical contact via tactile sensors.

Modron Personality

Modrons are beings of order and logic, and their behavior often reflects their function in the Modron hierarchy. They are methodical and price in their actions, rare diverting from their programmed tasks. They are generally not aggressive unless they are tasked to act aggressively. They do everything in their power to carry out their orders.
Generally, modrons do not have a sense of self, and only see "us" as "we", a part of a collective, and as result do not have desires, beyond serving the hive. This means spreading law and order throughout the Outer Planes, as well as maintaining the cogs of Mechanus.

Quirks

Rogue modrons often display an odd personality trait or two, given how new they are to the world. The Modron Quirks table contains example quirks.

Modron Quirks

d8 Quirk
1 You analyze — out loud — the potential threat posed by every creature you meet.
2 You often misread emotional cues.
3 You are obsessed with the concept of perfection, constantly striving to optimize your own performance.
4 You are concerned with logical and analysis so much so that you prioritize reason over emotion, seeing emotions as strictly irrational.
5 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
6 You don’t understand clothing beyond its utility and assume it denotes a person’s function.
7 You have a fascination with patterns and numbers, and may become fixated on finding mathematical formulas or symmetries in the world around you.
8 You tend to speak in an overly technical, formal manner, using complicated vocabulary and precise syntax.

Modron Names

Modrons do not have names, and usually refer to themselves as "we", seeing themselves as part of a collective. However, rogue or defective modrons may believe they have a name, which could be anything for any reason.
Possible names can vary: T1-C4L, K5-N3R, B3-T4, Springbolt, Cogspin, Tinkerbellows, Roger, Pi, Wrenchcrank, 5.342122351101

Modron Traits

Your Modron character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase

Your Intelligence, Dexterity or Strength score increases by 2, and one other ability score of your choice increases by 1.

Age

Modrons do not age, and are effectively immortal if well maintained.

Alignment

Modron generally can only be Lawful. Even rogue modrons normally see their actions as lawful, and remain lawful to some cause. However, rarely, some defective modrons have non lawful alignments.

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d6

Height = 5 feet + 3 inches + your size modifier in inches

Weight in pounds = 270 + (4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Mechanical Anatomy

As a result of being mostly mechanical, you gain the following benefits:

  • You don’t need to eat, drink or breathe.
    [DM Optional] You do not need to eat in the same way that others do, but do need to consume an intake of modron jelly. Modron jelly is a unique form of psychomorphic energy, which has the consistency of thick jelly and emits a faint inner light. It is harvested by monodrones and stored in a large pool in Regulus. If 1 pound of modron jelly is not consumed once every 4 weeks, you will begin to degrade. Every 4 weeks that pass without consuming the Modron jelly inflicts a level of exhaustion, which does not go away with a long rest, but can be cured with magic. Otherwise, once Modron jelly is consumed, all levels of exhaustion caused by not eating are cured.
    *This rule is optional in case some campaign settings would not have this substance available.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Languages

You can speak, read, and write Common and Modron. The Modron language is made up of a series of clicks, buzzes & whirs. Additionally, the dialect changes throughout the hierarchy. Modrons can only speak, read & right in a dialect of their language which can be understood by their own hierarchy, as well as the one below them, and the one above them. For example, a Quadrone can understand and speak to another Quardrone, Tridrone, or Pentadrone.

Flying

Because of your wings, you have a flying speed of 30 ft. You can’t use this flying speed if you’re wearing medium or heavy armor.

Cog in the Machine

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Disintegration

If a modron dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. The energy that powers its soul returns to Mechanus to rejoin Primus' power source. You cannot be resurrected, except by a Wish spell.

Living Construct

You are a construct. Because you are living, you still benefit from healing magic, but resist it, meaning you only receive half the healing from a spell or potion, rounded down. Additionally, you can be healed for 1 point by the mending cantrip or by spending an action to make a DC 12 Intelligence (Tinkerer's Tools) check; a higher check may result in more healing, at the DM's discretion.

Remnant of Truesight

You have advantage on Intelligence (Investigation) checks made to discern illusions.

Metallic Form

While you're not wearing armor, you have an AC of 13 + your dexterity modifier.

Axiomatic Mind

You have advantage on saving throws against effects that would charm or dominate you.

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