Homebrew Automaton (IGNORE) Species Details
Automatons are marvels of modern engineering, enabled by the science of transkinetics. As their bodies wander around the world, the vast mass of complex mechanisms that constitute their minds operate in secret underground facilities. These mechanical minds seem entangled with one another from the outside, making it impossible to alter one mind without risking damage to the whole. This does not make them immortal, however, since once their bodies are broken, their minds lose a key link in their mechanism, and if a new body is not built swiftly, their minds can degrade and decay, with their parts eventually being repurposed if someone notices their inactivity. This key link is stored in their heads or an equivalent module, and if damaged, the automaton can be said to be dead. Death saving throws can be seen as determining if damage has been done to the module, and if an Automaton is stabilised (using a tinker's tools check) and unconscious, its body is broken and only the key link remains. In order to become conscious again, its body must be fixed.
Cogs and Brass
Automatons vary widely in their appearances, with some being small utility robots and others being large warrior juggernauts. They do share some commonalities though, like being constructed from metal (usually brass or steel), having clockwork innards, and almost always having two arms with mechanisms to manipulate objects with, offering the same utility as hands for humanoids.
While they are entirely mechanical beings, automatons still have minds and a sense of how their bodies should be, so healing magic still works on them. However, they don't gain any benefit from humanoid medicine since their bodies are not biological. Automatons gain the same benefits from rests as other races, though they spend the time differently, for example fixing any parts of them that may have been damaged in battle rather than applying bandages.
Automaton Personality
Automatons are built to serve their creators, whether they are rich entrepreneurs or powerful organisations. However, sometimes an automaton's mind will diverge from their programming. Since it is impossible for the people who run the facilities where their minds are held to reprogram their minds, they are often just "retired" rather than reset, and are left to wander the world. They often retain their goal oriented nature, seeing the world as a set of tasks to be carried out, or finding friends to devote themselves to. Automatons don't innately have a sense of gender identity, however some choose to adopt a gendered way of expressing themselves.
Automaton Names
Automatons may keep the names their bosses gave them, or they may choose their own names.
Automaton Names: Abacus, Anchor, Anvil, Arms, Axil, Bell, Bin, Blink, Bolt, Bucket, Clunk, Crank, Dart, Dink, Faucet, Five, Flash, Furnace, Glint, Hammer, Jar, Jug, Mug, Nine, Novelty, Paint, Pitcher, Pot, Pulley, Ratchet, Rusty, Saucepan, Smarts, Spanner, Spoon, Stove, Tin, Tram, Volt, Wheels, Zap
Subrace
Automatons vary based on what they were designed for, with three main architypes: robots (smaller, less human-like automatons designed as workers and servants), androids (human-like automatons designed for the service sector and as personal companions), and juggernauts (towering machines designed for war and the hardest of labour). Choose one of the three subraces presented below.
Automaton (IGNORE) Traits
Your automaton character has the following abilities, as a result of the manufacturing process or conscious self augmentation.Ability Score Increase
Your Constitution score increases by 2.
Creature Type
You are a Construct. You are also considered a humanoid for any prerequisite or effect that requires you to be a humanoid, except for benefiting from Medicine skill checks.
Size
Your size is Medium or Small. Automatons vary in size depending on purpose. Juggernauts are medium, robots are small, and androids can be either.
Speed
Your base walking speed is 30 feet.
Mechanical Body
You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against taking poison damage, and you have resistance to poison damage.
- You are immune to the poisoned condition.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t sleep (instead you shut down for 4 hours during a long rest) and magic can’t put you to sleep.
Clockwork Healing
Healing magic still works on you, since you have a mind, however you don't gain any benefit from the Medicine skill, and instead gain an equivalent benefit from rolls with Tinker's Tools. If you are stabilised using a Tinker's Tools check without being healed, your body is broken and only the key link remains, which means you must be healed through magic or by fixing your parts to become conscious again.
Power Off
When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, become unconscious, as if you were sleeping, but you do not dream.
Metal Casing
Your body has built-in defensive layers, which can be enhanced with armour:
- You can don only armour with which you have proficiency. To don armour other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way.
- While you live, the armour incorporated into your body can’t be removed against your will.
Detachable Parts
You can detach your head (or equivalent module if you don't have a head) from your body, however since your head contains your key link, your body powers off when you detach your head from it. You can also detach your arms, however they are similarly inactive when separated from your head and body. Discuss with your DM how your hit points are partitioned between the different parts when separated. While deactivated, attack rolls against your body parts are made with advantage.
Integrated Upkeep
You gain expertise in Tinker's Tools, and they are integrated into your body, and can't be taken from you while you live.
Languages
You can speak, read, and write Common and one other language of your choice.
Previous Versions
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12/19/2023 4:57:49 PM
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