Homebrew Aubade Species Details

An Aubade is know as a treasure of the Abyss that is too powerful or dangerous to be left in the hands or knowledge of the public. When found, they will not be published in any relic-related journals, and will be quickly taken away from the finder to be studied, and often disassembled in the process. All Aubade appear to suffer from a form of amnesia and are unable to recall any details of their lives before their ascension out of the abyss. Records show however that memories can resurface after an unknown amount of time. Though the resurfacing of memory fragments is rare and are often minute details. 

Aubade Traits

Inhuman features, incinerator, extendable arms, electrically powered

Inhuman features

Because of their mechanical bodies, Aubades do not need to eat or drink however they still can experience hunger and thirst. Aubades also have resistance to any forms of cold damage (take half damage), and are weak to all forms of acid damage (take double damage) Aubades are also completely immune to the effects of the curses and blessings of the abyss. 

Incinerator

You can use a powerful blast that does 2D10 Radiant damage at the expense of an action and a bonus action after using this ability your current turn ends. The enemy has the opportunity to make a dexterity saving throw,  and if they succeed, only take half damage. Every other time you level up, add an additional 1D10 to the damage. DC = 8+ proficiency + strength modifier. Range: 60-feet forward with a diameter of 6 feet. After using the incinerator you will fall unconscious for 1 hour after your fourth turn since using the incinerator. Upon regaining consciousness you gain 1 point of exhaustion. 

Extendable Arms

You can grapple towards secure objects and creatures with higher strength than you, or grapple creatures with lower strength than you, or light objects towards you. Allows grapple checks to be made on creatures within range. For non living targets, it is a sleight of hand check with DC dependent on the DM’s discretion. Both arms can be used simultaneously (doubling its maximum Range) to become like a tight rope which teammates can climb across or up.  It can also be used as a sensory perimeter by having his arms wrap around nearby objects and weave a web-like perimeter with the arms that when touched will immediately alert the player even when asleep. The perimeter has a radius of 10 feet, or 20 feet in only one direction. If the creature trying to get past the perimeter is intelligent, they can roll acrobatics to sneak through the arms with a DC equal to 8+dex modifier+proficiency. If the player is properly braced on a sturdy surface, they can use both arms to restrain a target up to two size categories larger. The creature must make a dexterity saving throw with a DC of 8+strength modifier+proficiency or be restrained. The creature can make a strength or dexterity check against the player’s strength check to break free. The player is unable to do anything else until the ability is undone. Range for linear usage: 1 arm range: 50ft, 2 arm range: 100ft. In combat grappling an enemy has a range of 20ft. Player can shift his aim mid-air by 45 degrees, or 90 degrees with disadvantage. DC is determined by the difficulty of the task as determined by the DM


 

Proficiencies (choose 1)

Athletics, Acrobatics

Electrically Powered

Upon creating an Aubade the DM rolls a d20+5 to determine the amount of shots they have left with the incinerator. Once all charges of the incinerator are expended the player must make a DC25 wisdom saving throw. On a successful save the player goes unconscious for 1 hour and regains 1 charge of the incinerator upon regaining consciousness. On a failed save the player goes unconscious and loses all of their memories. Charges can be gained/regained upon the absorption of electricity (magical or non-magical) ;) 

Stat Modifiers

+2 Strength
+1 Dexterity
-1 Wisdom
-1 Charisma 

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