Homebrew Arc Automaton Species Details
Automatons are mechanical beings built by ancient Dwarven technomancers.
An automatons appearnce is a direct reflection on the purpose of their creation. Most automatons start off with basic promamming. They start with the ablility to speak and understand Dwarvish. They gain sentience after several centuries of service learning as the go.
Automatons do not need to eat, breath, or sleep. However they do require routine maintenance to maintain functionality. They must spend at least 4 hours in a 24 hour period on preventative maintenance on themselves. Without this their components begin to break down and will cease to function if no maintenance is performed over the course of one year.
As a construct, automatons can be repaired with the mending spell. If the mending spell is cast you, roll one hit die per spell level used and add the results to your hit points. This does not draw from your hit dice pool. Healing spells also work on you as well, following the spell deception for their effects on you.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common, Dwarvish, and one other language that you and your DM agree is appropriate for the character. The Players 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. As such you have no hit dice pool. The only way of repairing damage is by the use of either a mending, or healing spell.
Life Span
Automatons have a natural lifespan of at least 1000 years. After which they begin to loose functionality in their parts and maintenance becomes more demanding until they completely cease to operate.
Height and Weight
Automatons are a medium size construct. Their height ranges from between 3' to 10' tall and can weigh anywhere between 100 and 400 pounds.
Arc Automaton Traits
As a automaton player character, you have the following traits.Creature Type
You are a Construct.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Armored Casing
You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Constitution modifier.
Built for Success
You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Machine
If <em>mending</em> is cast on you, roll one Hit Die per spell level cast and regain HP equal to the roll (minimum of 1 HP). You also benefit from being healed by spells that don’t normally affect Constructs.
Mechanical Nature
You are immune to the poison, disease, sleep, and charmed conditions. Poison has no effect on you as you are a construct. You are also immune to poison damage as well. You don’t need to eat, drink, or breathe.
Sentry’s Rest
When you take a long rest, you spend at least 4 hours performing preventative maintenance on yourself. While in this state, you appear to be focused on your task, but you remain vigilant. Rolls for surprise against you have disadvantage.
Specialized Design
You gain two tool proficiencies of your choice, selected from the Player’s Handbook.
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