Homebrew Ex-Machina Species Details

This is a race from the light novel no game no life, first appearing in volume 6.

Ex-Machina Traits

Ex-Machina have the following traits.

Ability Score Increase

Your Intelligence score increases by 2 and your Constitution increases by 1.

Artificial Build

Being created from artificial components as a non-living creature grants you the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • 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.

Size

Due to your size varying between units, your size is medium or small.

Speed

Your base walking speed is 30 feet.

Superior Darkvision

You can see in dim light within 120 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 gray.

Endless Database

You can hold an infinite amount of text and images in your mind. In addition, you can remember any moment of your life with perfect clarity.

Languages

You can speak, read, and write Common and five other languages of your choice.

Armaments

You have an arsenal of weapons and abilities which are available to you. Choose one of these armaments to add to your arsenal each time you finish a long rest, granting their benefits while they are active, these replace any previous armaments in the arsenal. You can have two armaments active once you reach 5th level and a third at 9th level. The Armaments are detailed below.

Advanced Sensory Array

Your darkvision range increases to 300ft and you can see up to 10 miles away.

Aerial Maneuverability Module 

You gain a flying speed of 40 feet.

Anti-spirit Defensive Barrier (9th level)

As a reaction when you make a saving throw against a spell or magical effect, you can grant yourself advantage on the saving throw. Once you use this trait, you can't do so again until you complete a long rest.

Close Quarters Spirit Condensation Blade

You gain a Close Quarters Spirit Condensation Blade, a natural melee weapon. You can use this weapon if you have an empty hand. If you hit with them, you deal force damage equal to 1d6 + your Intelligence modifier, and uses Intelligence for attack rolls.

Energy Redirection Circuits (5th level)

You can cast the absorb elements spell with this trait. Once you use this trait, you can't do so again until you complete a long rest.

M.2 Toxin Protection Shell (9th level)

Whenever you take poison damage, you may roll a 1d8 and reduce the damage by the amount rolled. You are also immune to the effects of radioactivity.

Spirit Access Terminal

You can cast the detect magic spell at will. At 5th level, you can cast guiding bolt with this trait. Once you cast it in this way, you can't do so again until you complete a long rest.Your spellcasting ability for this trait is intelligence.

Spirit Propulsion Cannon

You gain a spirit propulsion cannon, a natural ranged weapon. You can use this weapon if you have an empty hand. If you hit with them, you deal force damage equal to 1d12 + your Intelligence modifier, has a short range of 120ft and a long range of 300ft, and uses Intelligence for attack rolls.

Multi-Target Shock Wave Emitter (5th level)

As an action on your turn, you may make a ranged spell attack against every creature within 60ft of you, using Intelligence as your spellcasting ability. On a hit, the creature takes 2d12 thunder damage. You may use this ability twice, regaining all spent uses on a long rest. At 9th level, the damage increases to 3d12.

 Advanced Targeting Computer (9th level)

As a bonus action, you can target a creature within 90ft of you. You can only have one creature targeted by this creature, and the targeting ends after 1 minute. When you make an attack roll against a targeted creature, you can add 1d4 to the roll. Once you use this trait, you can't do so again until you complete a long rest.

Spirit Connection Disruptor (9th level)

You may cast dispel magic with this trait. This version of the spell takes 10 minutes to cast. Once you use this trait, you cannot do so again until you complete a long rest. Your spellcasting ability for this trait is Intelligence.

Force Expelation Round (5th level)

As an action on your turn, you may choose a point within 60 feet of you. All creatures must make a Dexterity saving throw against 8 + your Intelligence modifier + your proficiency bonus. On a failure a creature takes 4d6 force damage or half as much on a success.

Temperature Scanning Array (5th level)

You gain thermalsight, which means you can see living creatures through darkness and heavily obscured conditions, such as fog, out to a range of 15 feet. You can also determine if a creature is living or dead though its body heat. However, you can't discern color, nor use this sense to see through illusions, invisibility, or magical darkness. This sense is blocked by one-inch of any solid barrier. You can add 1d4 to all insight checks against creatures with hearts or similar organs in the range of your heat viewing radius. You have disadvantage on insight checks against any creature who you believe to posses a heart or similar organ but lacks it or has a different working organ than the one you believed it to have.

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