Homebrew Essos Construct Species Details
Essos Construct
Ability Score Increase (general): Any ability score of your choice increases by 2, and any other score of your choice increases by 1.
Age/Type: Constructs don't age, or care about concepts like adulthood. The most important determining factor is whether you were crafted before (on an Essos Armada Ship, thousands of years ago) or after the Ancient Invasion (here on the Golden Planet, anywhere between a few decades ago to a few minutes ago). Regardless, you are a Construct (and not a Humanoid).
Alignment: As a construct, you are perhaps used to following orders from other, superior constructs, or humanoid Essos - but in the past few decades there has been a push for increased autonomy, which you may be taking advantage of. Therefore, your alignment (and loyalties) have no real influence, except maybe toward Lawful if you still are loyal to your Essos overlords.
Speed/Vision/Language: Your base walking or hovering speed is 30 feet. You have darkvision 60 feet. You know Essos, and possibly understand Common. When moving, you either walk with a number of legs determined by you at character creation like a spider, or you hover a few inches off the ground. Other methods of mobility possible - please seek DM approval.
“Natural” Weapons: You choose and are proficient in two of the following three natural attacks, upon making your character. You are incapable of wielding other weapons without divine intervention, or mechanical grafting. Don’t worry - you can and will receive magic items that will still feel just as good as magical weapons and armor.
- Slam: Reach 5 ft, one target. 1d10+STR on hit. Use your Strength modifier to calculate your attack modifier.
- Shock: Reach 10 ft, one target. 1d6+INT, CHA, or WIS on hit, and the target must succeed on a Constitution saving throw or have disadvantage on their next attack roll. Use your highest mental modifier to calculate your attack modifier and DC (8+PROF+INT/CHA/WIS).
- Particle Disruptor: Range 60 ft, one target. 1d8+DEX on hit. Use your Dexterity modifier to calculate your attack modifier.
“Natural” Armor: You cannot wear normal armor - your natural armor is 10 + your Dex modifier + your Int, Cha, or Wis modifier, whichever is highest. See Barding rules.
Shielded: You have an amount of Shield Points equal to your level plus your highest mental modifier (INT, CHA, or WIS). These points add onto your regular hit points, and act as an extra pool of hit points. Every turn, they regenerate an amount equal to the ability modifier used for this feature. While you have any Shield Points, you are immune to poison damage. Psychic damage ignores Shield Points. If your Hit Points are depleted while you still have Shield Points, you are still knocked unconscious.
Cryptic Software: You have advantage on saving throws against being charmed or frightened.
Analyze and Engage: You have access to a limitless virtual bestiary and library on the various creatures on this planet, and on others. You have advantage on all ability checks made to identify monsters, and once per long rest, you may expedite this process and simply spend an action on your turn to learn the resistances, immunities, vulnerabilities, and condition immunities of a creature you can see, as well as a generalized summary of their abilities (“spellcaster”, “martial fighter”, “hard to hit”, etc).
Durable Hardware: You have immunity to poison damage and immunity to disease, and cannot be poisoned. You also don’t need to eat, drink, sleep, or breathe. Additionally, upon dying, after a minute, the corpse of the Essos Construct will eject its Core, which can be manually placed into any machine designed to sustain Essos construction, and bring the Essos Construct back to life in its new (shiny?) body.
Essos Construct Traits
As an Essos Construct, you have the following traits.Age and Type
Age/Type: Constructs don't age, or care about concepts like adulthood. The most important determining factor is whether you were crafted before (on an Essos Armada Ship, thousands of years ago) or after the Ancient Invasion (here on the Golden Planet, anywhere between a few decades ago to a few minutes ago). Regardless, you are a Construct (and not a Humanoid).
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your base walking or hovering speed is 30 feet. When moving, you either walk with a number of legs determined by you at character creation like a spider, or you hover a few inches off the ground. Other methods of mobility possible - please seek DM approval.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Alignment
As a construct, you are perhaps used to following orders from other, superior constructs, or humanoid Essos - but in the past few decades there has been a push for increased autonomy, which you may be taking advantage of. Therefore, your alignment (and loyalties) have no real influence, except maybe toward Lawful if you still are loyal to your Essos overlords.
Durable Hardware
You have immunity to poison damage and immunity to disease, and cannot be poisoned. You also don’t need to eat, drink, sleep, or breathe. Additionally, upon dying, after a minute, the corpse of the Essos Construct will eject its Core, which can be manually placed into any machine designed to sustain Essos construction, and bring the Essos Construct back to life in its new (shiny?) body.
Cryptic Software
You have advantage on saving throws against being charmed or frightened.
Natural Weapon
You choose and are proficient in two of the following three natural attacks, upon making your character. You are incapable of wielding other weapons without divine intervention, or mechanical grafting. Don’t worry - you can and will receive magic items that will still feel just as good as magical weapons and armor.
- Slam: Reach 5 ft, one target. 1d10+STR on hit. Use your Strength modifier to calculate your attack modifier.
- Shock: Reach 10 ft, one target. 1d6+INT, CHA, or WIS on hit, and the target must succeed on a Constitution saving throw or have disadvantage on their next attack roll. Use your highest mental modifier to calculate your attack modifier and DC (8+PROF+INT/CHA/WIS).
- Particle Disruptor: Range 60 ft, one target. 1d8+DEX on hit. Use your Dexterity modifier to calculate your attack modifier.
“Natural” Armor
You cannot wear normal armor - your natural armor is 10 + your Dex modifier + your Int, Cha, or Wis modifier, whichever is highest. See Barding rules.
Shielded
You have an amount of Shield Points equal to your level plus your highest mental modifier (INT, CHA, or WIS). These points add onto your regular hit points, and act as an extra pool of hit points. Every turn, they regenerate an amount equal to the ability modifier used for this feature. While you have any Shield Points, you are immune to poison damage. Psychic damage ignores Shield Points. If your Hit Points are depleted while you still have Shield Points, you are still knocked unconscious.
Analyze and Engage
You have access to a limitless virtual bestiary and library on the various creatures on this planet, and on others. You have advantage on all ability checks made to identify monsters, and once per long rest, you may expedite this process and simply spend an action on your turn to learn the resistances, immunities, vulnerabilities, and condition immunities of a creature you can see, as well as a generalized summary of their abilities (“spellcaster”, “martial fighter”, “hard to hit”, etc).
Previous Versions
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3/27/2024 10:22:10 PM
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1.0
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Coming Soon
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