Homebrew Micronaughts Species Details
The Micronaughts are so small, Tiny creatures look colossal to them. They look like they're constructs, but are a living race. They have skin colors ranging from bright blue to the darkest of purple, and their blood contains fluorite and calcite, which are only visible under a UV light. They have horns that look like sleek crescents, similar to sickles, that change size as they get older.
Age: They mature in a year, and can live for a few thousand years it not stepped on.
Size:
You are Sub-Tiny. Your true form is far smaller than even a Tiny creature—roughly 1/50th of an inch tall. You must always use a proxy vessel, containment golem, or other vehicle to interact with the larger world. See "Micronized Scale."
Languages:
You can read, speak, and write common and Nano-Speech (a language of tones, sparks, and harmonic pulses).
Micronaughts Traits
Tiny beyond comprehension, vast beyond reasonMicronaught Shell
Micronaught adventurers are never found outside of a containment shell or puppet automaton—called a Shell—sized for interaction with the normal world. A Shell has no mind of its own; it is an extension of you. While inside the Shell:
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You count as Small or Medium (your choice at creation).
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You can choose any racial "chassis" for the shell (aesthetic and mechanical theme).
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If the Shell is reduced to 0 HP, you must make a DC 10 Dexterity saving throw to escape before it collapses. On failure, you take 2d6 damage and are considered incapacitated (you’re essentially a speck hiding).
Alien Cognition
Your brain computes on quantum-alchemical levels. You have advantage on Intelligence checks made to understand, decipher, or repair any kind of magic or technology, no matter the origin.
Bio-Clockwork Memory
You have proficiency in two of the following: Arcana, Investigation, or Tinker's Tools. You cannot forget anything you have studied for more than 10 minutes.
Microscopic Tactician
You may take the Help action as a bonus action if you are inside another creature’s space (like hiding in a boot, armor, or on their weapon). You can climb surfaces and creatures without needing to make a check, unless the DM rules it too hostile (e.g. lava).
Micronized Scale
Because of your size, you experience the world differently:
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You cannot wield normal weapons unless specially made for you or the Shell.
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You can hide in almost anything: a pouch, a pocket, a sandwich.
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You take quadruple damage from area effects (like Fireball) unless you are fully shielded.
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Enemies must succeed on a Perception check contested by your Stealth to even notice you outside of your Shell.
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You are immune to fall damage from distances under 200 feet—air resistance saves you.
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