Homebrew Automaton Prototype Species Details

During the infancy of technological race advancement, the machines were unable to communicate using any sort of auditorial methods (examples include speech, beeping, booping, or other mechanical noises). Because of this, prototype automatons had to write or sign what they wished to communicate. Various organic races believed there was "no need to communicate with machines" however, an opinion viewed unfavorably by the artificers who tried to upgrade the prototypes. While physically sturdy and resistant to damage, they were not known to to be adept at fluid motion beyond prehensile the use of their crude facsimile of hands and fingers.

Automaton Prototype Traits

Mechanical Trade-offs

Language Comprehension

Despite not being able to vocally communicate, you learn languages faster than organic races due to being able to process and store information far better organics.

You can learn 1 new language every 2 levels so long as you have encountered that language in the past.

Living Furnace

Though you have no need to eat, you must keep your furnace lit in order to move as effectively. Without a flame, you move at a snail's pace and are unable to hold anything that weighs more than 10lbs. Additionally, you will have Disadvantage on any movement based roles until your furnace is burning again.

The furnace can be anywhere in your body, but it must be able to reasonably easy to access in order to "feed."

Body of Iron

You gain +2 to Con.

While you are resistant to Cold damage, you are not immune. After recently taking Cold Damage, you become "Brittle" for half of the turns equal to the damage delt. While "Brittle," you take 1d6 extra physical damage.

If you are damaged by any form of Heat during the duration of "Brittle," you are returned to normal. If your fire is well lit, you take less damage (scales off of damage dealt).

While you are resistant to Heat Damage, you are not immune. After recently taking Heat Damage, you gain 10 extra feet of movement speed and gain Advantage on movement based rolls for half of the turns equal to damage.

If you are damaged by any form of Cold during this duration, you are returned to normal.

You are electro-conductive, you take extra damage from Electricity and will act as a lightning rod during storms. Additionally, high enough damage from Electricity may cause you to short out, effectively making you Prone.

Due to having electrical components as well as having a furnace, water deals 1d4 extra damage to you and has a risk of extinguishing your furnace's flame.

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