Homebrew Falsemind Species Details
Designed by inventors focused on the advancement of constructs at any cost, falseminds are machines disguised as humans. They’re internally composed of thousands of gears and divination-infused data-collecting chips.
Falsemind Traits
...Age
Falseminds can function forever so long as they go through regular maintenance checks every year at the hands of a skilled mechanic. Going any longer without maintenance puts them at risk of random malfunctions which could erase parts of their memory, disable bodily functions, or corrupt their core operating system.
Alignment
Falseminds were designed to resemble humans in order to discreetly exist among them; incorporating the mannerisms, knowledge, and ideals of the nearby populace to expand their own database. Because of this, a falsemind usually mimics whatever alignment has had the longest influence on it.
Appearance
A blue cooling liquid flows through a falsemind’s body, collecting heat and turning red until it returns to its head to be exhausted as steam through its mouth. This process is responsible for a falsemind’s heterochromia. Synthetic hair and a rubber-like material resembling skin is also carefully attached around their body in mimicry of a preexisting humanoid species. The skin around a falsemind’s hands and feet requires regular replacement due to wear and tear, eventually breaking off and exposing the cold metal underneath.
Appropriate Knowledge
On occasion, you recall bits of information perfect for certain situations. If you make an intelligence, wisdom, or charisma-based skill check using a skill you have proficiency or expertise in, you can add a +10 bonus to the roll. You must choose to add this bonus before you know the die result. Once you use this trait, you can’t do so again until you finish a long rest.
Artificial Magic
You know the true strike cantrip and can cast it both without requiring concentration, and with the spell providing advantage on one additional attack roll. At 3rd level you can cast the robotic law spell with this trait, without requiring a material component. At 5th level can also cast the locate information spell with this trait. Once you cast robotic law or locate information with this trait, you can’t cast that spell again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence is your spellcasting ability for these spells when you cast them with this trait.
Mechanical Interior
You cannot eat or drink nonmagical foods, nor do you need to in order to survive. Consumption in this way interferes with your internals, providing one level of exhaustion for one hour as your body works to eject the materials. You are also resistant to poison damage and immune to disease.
Species & Languages
Your creature type is both construct and humanoid. Unlike most constructs, you can still benefit from healing magic and be affected by spells and effects that would normally work on humanoids.
You can speak, read, and write common, and one extra humanoid language of your choice. You can change this extra language whenever you finish a long rest.
Ability Score Increase
Your Intelligence score increases by 2, and you may choose between your Intelligence, Wisdom, or Charisma score to increases by 1.
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