Homebrew Artificer’s Monster Species Details

“Invention, it must be humbly admitted, does not consist in creating out of void, but out of chaos; the materials must, in the first place, be afforded: it can give form to dark, shapeless substances, but cannot bring into being the substance itself.”

—Mary Shelley, Frankenstein

The Artificer’s Monster, a creation of life from the end. A homunculus, construct, undead, monstrosity. The result of science, religion, and magic. Pieced together from body parts, sewn together and reanimated through electricity. Some maybe mindless brutes, while others developing intelligence and a semblance of humanity.  Even still, the Monster is of dead flesh and against most opposed to Necromancy. They are built from the hubris of an Artificer, a walking defiance of the Gods. 

Living Dead

The Monster is formed from dead parts of bodies brought to life by science and magic. Electro-coils are place upon their body, powering their hulking appearance. Nevertheless, they are still flesh and bone, though blood has not run through their veins for years. 

Monster Personality

At the time of creation, Monsters are known to be aggressive and violent being thrown from the grasp of Death back in to the world. They may or may not remember their past life, but they do not remember being as horrific if they do. Monsters are likely to be aggressive and show hatred towards things that they did in the past, or may develop new targets for aggression. Though some do find peace and tranquility,  others may continue on their path with rage, cursing their creation and existence. 

While pieced together from other parts, the Monster may continue an identity and personality from it’s past or adopt a new. 

Quirks

Monsters often display an odd personality trait or two, given how new they are to the world. The Monster Quirks table contains example quirks.

Monster Quirks

d8 Quirk
1 Your speak is not developed and talk in third person.
2 You often grunt or growl in place of speak.
3 You are over protective towards things in your past.
4 You have a hatred from all things science.
5 You have no regard for the laws of the land, as you don’t have a scene of morality.
6 You don’t understand the principles of life and death.
7 You are obsessed with your scent to avoid the rotting smell.
8 Cleanliness is absent in your mind and tends to be avoided

Monster Names

Most Monsters were never named and are identified as the creations of their Creators. They either adopt nicknames or are given names from others. Some may choose names for themselves as communication becomes difficult without one. Names may range from common names to insulting names such as Monster or Hulk.

 

Artificer’s Monster Traits

Your Monster character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase

Increase one ability score by 2 and increase another by 1.

Alignment

Artificer’s Monster initially start with a chaotic nature but eventually determine their own alignment. They tend to fall along neutral morality, coming up with their own sense of ideals given their situation. However, some have been known to adopt Lawful or Evil mindsets. 

Size

Your size is Small or Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 1d6 or 2d6

Height = 3 feet + your size modifier in inches or 5 feet + 10 inches + your size modifier in inches

Weight in pounds = 40 +(2 × your size modifier) or 270 + (4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Reconstructed State

You were created to have remarkable fortitude, represented by the following benefits:

  • You have resistance to lightning damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can put you to sleep.

When you take a long rest, you must spend at least six hours in a motionless state to recharge your coils.. In this state, you are not unconscious and can still see or hear as normal. Any action or movement will stale the rest.

Live Wire

You gain the cantrip Shocking Grasp. When taking lightning damage, you gain temporary hit points equal to the amount of lightning damage not exceeding a total of 3 times your current level. These temporary hit points may not reduce the damage taken. Temporary hit points are calculated from the base damage of the lightning damage taken before resistance is applied. 

Patchwork

You are a collection of body parts stitched together. You are able to attach new body parts and attune to them over the period of a long rest. You may remove a body part, excluding your coils, without taking damage over a 10 minute period. Body parts that have not been badly damaged may be used to attach or re-attach. Once a body part is removed, it is no longer connected to you and becomes an object.

Cloistered Hobbies

You gain proficiency in either Arcana, History, Insight, Investigation, Medicine, or Religion and Weaver’s Kit. You gain one skill proficiency and one tool proficiency of your choice. 

Languages

You can speak, read, and write Common and one other language of your choice.

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