Homebrew Dwarven sphere Species Details
Spheres (also known as Centurion Spheres ) are a rare form of Dwemer animunculus that have proven to be agile fighters, Dwarven Spheres patrol ruins in a spherical form until they encounter an opponent. At this point, they will emerge from their "shells" to attack.
Dwarven Spheres can be armed with different tools. They have two large slots on both of their arms one to be fitted with a sword and another with a crossbow or shield. Most dwarven spheres also have hand attachments on standby
The sphere's head features a pointed helmet-like design with a prominent emerald green eye that appears to be a gem or lens at the right. The shoulders are covered by large, sturdy pauldrons, adding to its armored appearance. The arms are jointed and appear to be capable of a range of movement, suggesting they are well-suited for both melee and ranged combat. One arm is equipped with a circular mechanism, potentially to fit a ranged weapon or shield, the other arm is much the same you can fit a sword or other weapon at the forearm. The inner mechanics, such as wires, are visible in some parts, indicating the intricate construction of this automaton. An elytra on the back, which refering to the protective wing casings or a structural component. The lower half of the sphere is depicted as a large, rounded mechanism, likely for movement. It has visible grooves and a spherical shape that allows it to roll, fitting the name "sphere". The Dwarven spheres are heavily armored and versatile, likely serving both defensive and offensive roles in its design.
- Creature Type. You are a Construct.
- Size. You are a little larger than an average human
- Speed. Your walking speed is 40 feet. Your ball speed is 50 feet
- Climbing and Swimming. You are extremely heavy so swimming and climbing are impossible however you can be taken apart and put back together if you need to be carried by your party
Dwarven sphere Traits
BuhAbility Score Increase
. Increase one ability score by 2, and increase a different one by 1,
Built for Success.
- Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Machine.
- 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.
Mechanical Nature
- Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
Sentry's Rest.
- 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.
Specialized Design. You gain two tool proficiencies of your choice, selected from the Player's Handbook
Languages.
- Languages. You can speak, read, and write Common and dwarvish
High Roller
- High Roller. When moving you can going to a ball to move 10 feet faster at a cost of an bonus action point to unball
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