Homebrew Mechanatrix Species Details

"As we climbed the stairs of the wizard tower, my master and I thought ourselves to be alone. But as we reached the top, we caught sight of a stranger standing atop a nearby hill, its metallic form shimmering in the light of the setting sun. Its green lenses seemed to pierce through us, as if studying us with intense curiosity. And just as quickly as it appeared, it vanished into the surrounding forest, leaving us with a sense of wonder and unease. It was a reminder that in this world of magic and mystery, there are still beings and wonders beyond our understanding."

- Rautheene, apprentice of Mordenkainen

The Mechanatrixes are a race of people that combine magic and machinery within their very being. They possess remarkable intelligence and agility, and while they may have a human appearance, their partly mechanical nature is often revealed by stray wires, mechanical eyes, or robotic limbs. Their abilities in crafting and inventing are unmatched by most other races. With an exceptional understanding of machines and an insatiable passion for knowledge, they are one of the most skill-versatile races in all the realms.

A Fusion of Wires and Will

Mechanatrixes are fascinating and unique beings that are composed of a combination of machine components and organic tissue. These machine components can take the form of metallic or cybernetic limbs, glowing circuitry, or robotic eyes, all of which are seamlessly integrated into their physical structure. They can also have a network of cables, tubes, or wires that connect their bodies to interface with machines and harness magical energies. Despite their synthetic makeup, Mechanatrixes still retain organic tissue such as skin, hair, and organs. Their skin can come in a wide array of colors, ranging from metallic hues to natural flesh tones, giving them a striking appearance that is unlike any other.

Made in Mechanus

Long ago, Primus, the ruler of Mechanus (also known as the Clockwork Nirvhana), created his own race, in what he saw as agents of law and order, who would be able to help him and his modrons eliminate chaos from the realms and beyond. But, as the new race explored the multiverse, they became infatuated with the functioning disorder of the rest of the planes. Primus slowly lost control of his creations, who left to explore, and many embraced chaos in some form or another. Some Mechanatrix fell in love with the less orderly parts of society, and many Mechanatrix joined society as a new, unique race. When new Mechanatrixes are born, they can take on characteristics of both of their parents to different degrees. For example, if a Tiefling and a Mechanatrix have a child, the child might look very similar to the Tiefling parent, although its skin is shiny like metal, and the child has long copper wires for hair. 

Mind over Matter

Mechanatrixes tend to be logical, analytical, and detail-oriented, with a keen understanding of machines and how they work. Because of their natural intelligence, they often learn quickly and are skilled at tasks that involve critical thinking and problem-solving. However, they may struggle with using their imagination and may not be as creative or innovative as others.

Mechanatrixes may be mechanical in nature, but they still have their own unique personalities and free will. Some prefer to work independently or in small groups, while others enjoy collaborating in larger teams. These creatures typically live in communities that prioritize technological advancements and education, and they highly value research.

In society, Mechanatrixes are often viewed with a mix of awe and suspicion, as their abilities can be both impressive and intimidating. Some may view them as cold or unemotional, while others may see them as invaluable assets in the fields of science, engineering, and magic. Despite their reputation for being solitary, some Mechanatrixes are highly sociable and many have formed close bonds with other races.

Mechanatrix Names

Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

Mechanatrix Names: Nixorin, Cyren, Fluxia, Axion, Valtis, Dynara, Vectrix, Glidus, Turox, Reven, Kinetix, Megnus, Axioma, Circutrix, Omnir, Soltis, Gyron, Fusera, Turbion, Plasmir, Radixia, Accela, Hydrona, Tronova, Aetherve, Binar, Chromen, Dynaria, Enigma, Gholo, Jovyn, Krynn, Lunarick, Maetrin, Neteuro, Oronis, Quopheve, Streve, Duvantent, Valtor, Xenorin, Yasil, Zenillim, Fawx, Jinxen, Kestral

Mechanatrix Traits

As every Mechanatrix can trace itself back to Mechanus in some way, they all share some traits.

Ability Score Increase

Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age

Mechanatrixes mature at around the same rate as humans, although they live for roughly 200 years.

Size

Mechanatrixes are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Forged in Mechanus, Mechanatrixes have night vision innately installed into their retina, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of green and orange.

Exposed Wiring

You know the shocking grasp cantrip. Intelligence is your spellcasting ability for this spell.

Languages

You can speak, read, and write Common, Modron, and one other language of your choice.

Perfectly Balanced

When you hit with an attack, after you roll damage, you can choose to deal exactly average damage. This ability ignores resistances and immunities to damages, with the exception of Poison and Psychic. Additionally, after you use this ability, the next attack that hits against you (with the exception of critical hits) deals exactly average damage, ignoring resistances and immunities to damages, with the exception of Poison and Psychic.

Alternatively, when you are hit with an attack, you can use your reaction to force the attack to deal exactly average damage, ignoring resistances and immunities to damages, with the exception of Poison and Psychic. Additionally, all attack rolls you make on your next turn are equal to 10 plus the appropriate modifier.

You can use this ability a number of times equal to half of your level, rounding up (minimum 1) per long rest.

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