Homebrew Drone Species Details
DRONE
Robots made to server or be served, not from any particular plane or region and are often found integrated into different societies, however in a good or bad way really depends on time and place.
Iron Fear
Their appearance causes fear including their fire “cannon” tails and weapons for arms, and in most cases their lack of proper “skin” or “eyes” are offsetting, some people discriminate against them out of fear or treat them the same as Teiflings.
Not Discreet
They are unable to sneak due to their appearance in crowds (unless in human skin) and how sorely they stick out.
Separation
Most drones lack responsibility for their actions and separate themselves from what happens, however that separation and steel resolve on their actions crumbles and creaks when low on oil/blood.
Internal Unit
Magic can be used by the drones, however they often are more using their own core as a means to cast magic, which limits their abilities and some strength unless they sacrifice other slots.
Choosing Names
Named after their owner or after things they like, typically with a serial number or name on the back of their neck that they can also identify with.
Drone Traits
Drone TraitsAge
Drones are typically designed at an age but do not have their own, they don’t rust or become old, so their age is typically chosen by themselves or their maker.
Weight
Drones typically are 60-80kg, lightweight and mobile, however chunkier models can be made that weight more.
Language Intake
Drones can learn languages faster than people, however they have to have someone TEACH them, they cannot learn on their own. They also can only have a select few languages in their system, or they must delete the languages to clear space for new ones.
They have a max of 4-5 languages.
Size
Drones are typically built at 6-7 ft tall, however some can be smaller, in the 4ft range of height.
Flame Tail
You can use it as action but has a 10 turn cooldown. This does 2d6 fire damage afflicts burn and does damage equal to you proficiency modifier times 2 every turn. Make an attack to hit and then a grapple check.
Arm shot
this attack has a +5 to hit and deals 3d12 force damage. You lose your next turn's bonus and regular actions. This has a 10 turn cooldown.
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