Homebrew Admyls Species Details
The Artificially Disciplined Mechanical Yearning Lightbringer (ADMYL) was created by a member of the Marked Ones, Barry Longfeet. Though his first creation of the species lacked sentience, it was the eventual fusing of all schools of magic into the host body that allowed the metallic construct to gain sentience. The first sentient Admyl, Tara, led an effort after her awakening to bring sentience to many other Admyls who were being used as servants and slaves. The original 73 Admyls that she introduced to sentience have now grown to a much larger number, while she remains the leader of the species that is primarily settled in Taran, the city that the original 73 built.
The deterioration of an Admyl body is the only thing that causes a member of the species to age, meaning that any Admyl who is not destroyed in battle or the like can live as long as they take care of their body. Qandezar, Goddess of Decay & Rot who causes all living things to age have no influence over the lifespan of Admyls due to the unique combination of the magical sentience and Brilja's protection, so any Admyl is truly in charge of their own life.
While all Admyls gain sentience through the fusing of all schools of magic into their form, they all develop a special connection with one primary school of magic throughout their lifetime. Therefore, there exists eight sub-species of Admyls, one for each school of magic. The differences between the sub-species are primarily shown in their affinity of magic and their appearance, though minor personality changes do tend to occur as well. For example, Abjuration Admyls are often passive, mellow and calm Admyls while Evocation Admyls are often more hot-tempered and spontaneous.
Admyl Traits
Creature Type: Humanoid
Size: Small or Medium (from 3-5 or 5-8 feet tall)
Speed: 30 feet
As an Admyl, you have these special straits.
Construct Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition.
Mechanical Nature
Your mechanical nature means that you have no need for nutrition or other basic humanoid requirements. You don't need to eat, drink or breathe and magic cannot put you to sleep. Furthermore, you do not need to sleep and you can complete a long rest as long as you spend at least 6 hours in a motionless but conscious state.
Magical Inclination
Every Admyl is particularly inclined towards one school of magic, allowing them to more easily channel effects from that school. Choose a magical inclination from the Magical Inclination table, which grants you benefits at level 1, 3 and 5.
You gain the level 1 benefit of that inclination, allowing you to cast a 1st-level spell of your choice. You always have that spell prepared, can cast it once without a expending a spell slot and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell you cast with this trait (choose the ability when you select the inclination).
| Inclination | Level 1 | Level 3 | Level 5 |
|---|---|---|---|
| Abjuration | Choose a 1st-level spell that is in the Abjuration school. | Choose one of the following skills; Medicine, Perception or Survival. You gain Proficiency in that skill. | Integrated Protection |
| Conjuration | Choose a 1st-level spell that is in the Conjuration school. | Choose one of the following skills; Animal Handling or Performance. You gain Proficiency in that skill. | Ethereal Tools |
| Divination | Choose a 1st-level spell that is in the Divination school. | Choose one of the following skills; Arcana, History or Religion. You gain Proficiency in that skill. | Lesser Foresight |
| Enchantment | Choose a 1st-level spell that is in the Enchantment school. | Choose one of the following skills; Deception or Persuasion. You gain Proficiency in that skill. | Steel Tongue |
| Evocation | Choose a 1st-level spell that is in the Evocation school. | Choose one of the following skills; Athletics or Intimidation. You gain Proficiency in that skill. | Forceful Impact |
| Illusion | Choose a 1st-level spell that is in the Illusion school. | Choose one of the following skills; Investigation or Sleight of Hand. You gain Proficiency in that skill. | Instinctual Invisibility |
| Necromancy | Choose a 1st-level spell that is in the Necromancy school. | Choose one of the following skills; Acrobatics or Stealth. You gain Proficiency in that skill. | False Vigor |
| Transmutation | Choose a 1st-level spell that is in the Transmutation school. | Choose one of the following skills; Insight or Nature. You gain Proficiency in that skill. | Form Reduction |
Magical Inclination Spell
When you choose a magical inclination, you are granted a choice of a 1st-level spell of that school. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the inclination).
Magical Inclination Proficiency
At 3rd level, your magical inclination comes through even in your everyday tasks. You are granted proficiency in a skill of your choice, depending on your chosen magical inclination.
Magical Inclination Trait
At 5th level, your magical inclination suffuses your entire body and manifests itself through your connection to that school of magic. You are granted an extra effect based on your magical inclination. View the Magical Inclination Trait table for details on the effect, which is granted immediately upon reaching level 5.
| Inclination | Trait |
|---|---|
| Abjuration | Integrated Protection - You are granted +1 to Armor Class. |
| Conjuration | Ethereal Tools - You gain proficiency in all tools whose checks take less than a minute to perform. |
| Divination | Lesser Foresight - You can add a d6 to any d20 test before the roll, a number of times equal to your proficiency bonus per long rest. |
| Enchantment | Steel Tongue - You can add a d4 to any Charisma (Deception) or Charisma (Persuasion) check that you make. |
| Evocation | Forceful Impact - You can push a creature 10 feet when you hit it with an attack roll, once per turn. |
| Illusion | Instinctual Invisibility - Twice per long rest you can turn invisible upon getting hit, remaining so until the start of your next turn. |
| Necromancy | False Vigor - You gain temporary hitpoints equal to your level after each long rest. |
| Transmutation | Form Reduction - You can gain the Reduce effect of the Enlarge/Reduce spell at will. |
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