Homebrew Dreadnought Species Details
A construct from times of grand battles used to gain an advantage over the battlefield with disregards to those in its wake, friend or foe this beast has crushed towns and strongholds alike. Piloted by those who committed treason during wartime, they are stripped of personality and sense of self only knowing their purpose as the hammer of war. Decorated in thick plates of armor the normal armors of the world are unable to fit it.
Dreadnought Traits
A walking fortressHeart of the fortress
A magical or otherwise constructed reactor that are made to power dreadnoughts the only place within these automotons that can put it out of commission for good.
For spellcasting dreadnoughts, your reactor grants double a spells casting range.
If a your health is below half your reactor becomes exposed, When exposed movement speed is reduced to 0. (Unless stated otherwise)
ranged attacks against the reactor are at disadvantage due to the sheilding of the reactor.
If the reactor is struck you take double the damage and are then considered grappled and blinded (follow legacy 5e ruling for grapple and blinded).
Earthmover
When standing still you gain tremorsense up to 30f.
Filtered system
Similar to their warforge cousins, dreadnoughts are resistant to poisons unless directly applied to "the tomb", which they're considered vulnerable.
Manipulator
a long retractable whip-like appendage with three small manipulators on the end that could extend forward from the underside of the body to a distance of over 20 feet, allowing you to perform a wide range of tasks on the battlefield.
Prying hands.
The prying hands are the hands of your dreadnought, meant for breaking into castles and fortification. Theyre quite the devastating weapons.
Ability score increase
allows a the dreadnought to increase one ability score by 2 and another ability scores by 1
Horrors within
At level 3 The Dreadnought is able to open its outter shell, aka "the tomb", in an attempt to paralysis creatures within eye sight with fear. targets must make a wisdom saving throw against thr dreadnought (10 + con + proficiency bonus), if failed the target is petrified.
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Cool down
At level 4 dreadnoughts gain cool down
This ability allows you to spend a bonus action to cool down, this allows for class abilities and/or spell slots to be regained without a long rest but at the cost of reducing one's movement speed to 0, and not being able to take an action until it's following turn when the cool down Is finished.
Any creature within 10ft of the dreadnought, must make a CON Save or take 1d6 necrotic along with being poisoned until the reactors cool down Is finished.