Homebrew Fantasmachina Species Details

History
The Fantasmachina are artificial in nature, they do not have any specific origin but instead are a magical phenomenon. Beings brought to life through the sheer will of magic, being so unique that they can range from being created by gods to powerful magi. All is the same for the fate of the Fantasmachina, their lives are tied to their creation. Sever that and they are left with nothing more.


Fantasmachina Traits

Instead of choosing one of the game’s races for your character at 1st level, you can use the following traits to represent your character’s lineage, giving you full control over how your character’s origin shaped them:

Creature Type

You are an eidolon. You determine your appearance and whether you resemble any of your kin.

Size

You are Tiny, Small, Medium or Large (your choice).

Speed

Your base walking speed is 30 feet.

Ability Score Increase

One Ability Score of your choice increases by 2 and a different Ability Score increases by 1.

Living Weapons

As a fantasmachina, you gain a living weapon part. Living weapons are ranged or melee weapons chosen at character creation or interchanged by Mastercraft Artisans in the realms of Tentramir. These weapons can used bludgeoning, piercing, or slashing damage or at DM discretion any other available damage type. In addition fantasmachina can charge their weapons, as a bonus action when you make an attack but before you know the roll. You can sacrifice any number of hit points equal to your proficiency bonus to gain that many extra dice on the attack damage roll.

Magical Engine

As a fantasmachina, you can not benefit from spells that heal you. Instead you must consume a spell slot to receive healing equal to the spell level times 10. In return the fantasmachina have a pure control over the magic that is their very life. You may sacrifice hit points to substitute for a spell slot, converting 10 hit points for each level of spell you wish to cast. Casting a spell in this way requires you to be able to cast the spell at the appropriate level and have the spell prepared.

Languages

You can speak, read, and write Common, Celestial, and Eidol.

Vision

Fantasmachina have a base sight of 90 ft. and gain truesight 10 ft.

Stable Constitution

Fantasmachina can not benefit from any bonuses to their Constitution Ability Score including Racial bonuses and Feats. Instead any bonuses they may gain that normally would raise their Constitution can instead be applied to any other Ability Score.

Fantasmachina Traits Table

At your choice you may pick or roll on the Fantasmachina Traits table to create a quirk for your character.

Fantasmachina Traits

1d8 Fantasmachina Traits
1 You have a colored ethereal strand that extends from the nape of the neck that flows outward and tapers off until it disappears into thin air seamlessly.
2 One or more of your eyes flicker a different color based on your origin of creation.
3 Your speech is distorted or interrupted by sounds or phrases that are common to you or your creator.
4 You have symbols or energy that follows you that resembles your origin of creation.
5 You do not speak, instead sheer magic communicates your thoughts or what you intend to say through visible text in the air or abstract symbols.
6 When your emotions are high your body takes on aspects of your origin of creation.
7 You are followed by spectral imagery based on your alignment.
8 You have a visible aura that grows or shrinks in intensity based on your emotions or actions.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2024 4:40:54 PM
3
1
1.0
Coming Soon

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