Homebrew Arcane Construct Species Details
An automaton powered by arcane energy, capable of magical feats but limited by an HP-based casting system
Flying and Hovering (Class Feature):
- Hovering: Using two of your magic hands, you can lift yourself 5 feet off the ground, allowing you to hover. This provides immunity to ground-based effects (like difficult terrain) but does not increase your movement speed.
- Flying: When all four hands are engaged, you gain a flying speed of 30 feet per round.
- Limitations: Since flight relies on all four hands, it requires concentration. If any hands are enchanted or otherwise occupied, you lose the ability to fly until you free all four hands.
Arcane Construct Traits
An automaton powered by arcane energy, capable of magical feats but limited by an HP-based casting systemMystic Calibration
you gain proficiency in Arcana, and once per long rest, you can cast the Identify spell without spending HP
Enhanced Armor Plating
Increase your Armor Class by 1, and you gain proficiency with light armor
Refined Magic Sensors
You gain proficiency in Perception, and you can see in both magical and non-magical darkness up to 60 feet
Energy Amplification.
You gain a +1 bonus to spell attack rolls due to the amplified energy coursing through your body.
ability score increase
knowledge of time and space have given you 1+con and 2+int
Arcane Core
Instead of traditional spell slots, you can cast spells by expending HP equal to twice the spell level (e.g., 1st-level spell = 2 HP). You regain HP equal to twice your level after each long rest, representing your core’s self-repair.
Constructed Resilience
You have resistance to Poison and Psychic damage, and advantage on saving throws against being charmed or frightened. However, you have vulnerability to Lightning damage. If you take lightning damage, you must succeed on a Constitution saving throw (DC 10 + half the damage taken) or your magical hands lose functionality until the start of your next turn.
Self-Repair Protocol
As a bonus action, spend 5 HP to heal yourself for 1d10 HP. You can use this once per long rest at 1st level, twice per long rest at 5th level, and three times per long rest at 10th level
Arcane Overload
When you drop below half your HP, you gain +2 to all spell attack rolls and spell save DCs. However, you lose 2 HP at the end of each turn while in this state
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