Homebrew Droid Species Details

Droids are built by artificers all around the multiverse. They are complex and often scrambled together from other droid parts. They are often created for a specific purpose, whether it be scouting, attacking or simply running errants all day. Some of these purposes require complex thinking algorithms emplanted into the droids main processor that could be said to be their soul. They are mostly mechanical, requiring none of the pesky things like food, water or air to survive.

Some droids manage to develop something more than what they were programmed as. They manage to evolve themselves into something akin to a humanoid in terms of autonomy and creative problem solving. These droids are often created by Artificers who want their droids to be fully self sufficient, enabling them to take this next step into the droid lifespan. These are the droid adventurers that you might encounter during your journeys. They are often no longer in their specialised role but have instead repurposed themselves and modified themselves to follow their own passion.

Droid History

d6 Story
1 Your creator gave you autonomy and urged you to follow your dreams.
2 Your creator died, leaving you to fend for yourself.
3 A glitch caused you to forget your original programming. You don’t remember who made you or where you came from.
4 You didn’t like how you were being treated by your creator, so you ran away from home.
5 You were built to complete a special mission.
6 You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The Droid is a noteworthy exception because of its Healing Machine trait.)

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Droid Traits

As a droid player character, you have the following traits.

Creature Type

You are a Construct.

Size

You are Small or Medium

Speed

Your walking speed is 30 feet.

Programmable Protocols

You can choose a program to run when you finish a long rest: Combat protocol, Analysis protocol, Diplomatic protocol, Tactical protocol, or the Utility protocol. This lasts until the end of your next long rest.

  • Combat protocol: Once per turn when you deal damage to another creature you can add your proficiency modifier to the damage.
  • Analysis protocol: When you roll an ability check involving intelligence or wisdom you can add 1d4 to the roll total.
  • Diplomatic protocol: You gain proficiency in persuasion. If you are already proficient in persuasion you can double your proficiency bonus for it instead.
  • Tactical protocol: You can use the Help action as a bonus action. Its range increases to 30 feet.
  • Utility protocol: You gain proficiency in any tool of you choice, you double your proficiency bonus when using that tool.

Droid Chassis

Your chassis was constructed for your intended function, and comes with integrated protection or flexibility. Choose one of the following chassis types:

  • Combat Chassis: You have an AC of 13 + your Dexterity modifier if you are not wearing armor.
  • Agile Chassis: You gain a +5 bonus to movement speed.
  • Scout Chassis: You have proficiency in Stealth and Perception.
  • Utility Chassis: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Diplomatic Chassis: You have proficiency in both Deception and Persuasion

Healing Machine

If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.

Mechanical Nature

You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.

Sentry’s Rest

When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.

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