Homebrew Aeormaton Species Details
The Aeormatons are built for purpose. While the first Aeormatons (called Niblewrights) were mindless automatons, Empire devoted vast resources to improving these steel servants. An unexpected breakthrough produced sapient beings, giving rise to what some have only grudgingly accepted as a new species. Aeormatons are made from metal, but they can feel pain and emotion. An Aeormaton can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.
Living Steel and Stone
Aeormatons are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Aeormatons share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements ofAeormatons design, the precise materials and build of aAeormatons vary based on the purpose for which it was designed.
Although they were manufactured, Aeormatons are living humanoids. Resting, healing magic, and the medicine skill all provide the same benefits to Aeormatons that they do to other humanoids.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Alignment
Most Aeormatons take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Aeormaton Traits
As an Aeormaton player character, you have the following traits.Creature Type
You are a Construct.
Size
You are Medium or Small.
Speed
Your walking speed is 30 feet.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor 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 armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can’t be removed against your will.
Constructed Resilience
You were created to have remarkable fortitude, represented by 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.
- You don’t need to sleep, and magic can’t put you to sleep.
Healing Machine
If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
Sentry’s Rest
When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Specialized Design
You gain one skill proficiency and one tool proficiency of your choice.
Core Detonation
Magic explosion that expands to fill a 30-foot-radius sphere centred on your position. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take 320 force damage. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|---|---|
| 5 ft. away | 320 Force Damage |
| 6 to 20 ft. away | 160 Force Damage |
| 21 to 30 ft. away | 120 Force Damage |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/11/2024 5:50:28 AM
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7
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2
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1.0
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Coming Soon
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