Homebrew Feral Autognome Species Details

Feral Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.

An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.

Feral Autognome Traits

As a feral autognome, you have these following racial traits.

Armored Casing

You are encased in a thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Built for Savageness

You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Primal Gears

You are able to burst your machinery with the power of Hellfire, making your next attack roll with advantage 

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.

Specialized Design

You gain two tool proficiencies of your choice, selected from the Player's Handbook.

Languages

You can speak, read, and write Common and one other language that you and your DM agree is appropriate.

Ability Score Increase

Increase one ability score by 2, and increase a different one by 1.

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