Homebrew Aeormaton Species Details
Sentient Constructs
An Aeormaton is a sentient construct created in the ancient flying city of Aeor through a blend of arcane magic and advanced artifice. Built from enchanted metal, crystal, and alchemical components, they were designed for roles such as war, labor, research, or infiltration, but possess independent thought and evolving personalities. In the modern age, an Aeormaton is often seen as a relic of lost civilization: an artificial being grappling with memory, identity, and what it means to truly live.
Aeormatons are humanoid in shape. Their bodies are made of metal, and have smooth heads with no nose, a defined jaw, and eyes that glow a dull blue when they're powered on. Some have decorative etchings and filigree engraved into their body. Inside their chest cavity is a red crystal which plugs into a socket. The gem appears to be the central power unit for an aeormaton. The archmages of Aeor gave their creations sentience to better perform their services but eventually split the constructs into castes defined by their various levels of consciousness.
Although they were manufactured, aeormatons are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to aeormatons that they do to other humanoids.
Aeormaton Personality
Aeormatons were built to serve. For most of their existence, aeormatons had a clearly defined function and were encouraged to focus purely on that role. Aeormatons were believed to have been divided into castes that defined their various levels of freedom and individuality. Surviving aoermatons are incredibly rare and are regarded with a degree of misunderstanding and suspicion normally reserved for other, less self-conscious automatons such as golems, robots and constructs.
The typical aeormaton shows little emotion. Many aeormatons embrace a concrete purpose — such as protecting allies, completing a contract, or exploring a land — and embrace this task. However, there are aeormatons who delight in exploring their feelings, their freedom, and their relationships with others. Aoermatons have no interest in religion being a product of a civilization of mortals who tested the limits of arcane power and challenged the gods who had created them. Some embrace faith and mysticism as an intellectual pursuit, seeking higher purpose and deeper understanding of the forces of creation and existence.
The typical aeormaton has a sexless body shape. Some aeormaton ignore the concept of gender entirely, while others adopt a gender identity.
The more a aeormaton develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.
Quirks
Aeormatons often display an odd personality trait or two, given how new they are to the world. The Aeormaton Quirks table contains example quirks.
Aeormaton Quirks
| d8 | Quirk |
|---|---|
| 1 | You analyze — out loud — the potential threat posed by every creature you meet. |
| 2 | You often misread emotional cues. |
| 3 | You are fiercely protective of your friends. |
| 4 | You constantly seek permission or approval from your friends. A trait gained from an existence based on servitude. |
| 5 | You make socially unaware comments about your acquaintances. Frequently. |
| 6 | You find the reliance on food and drink to be a tedious quality of your organic counterparts. |
| 7 | You are obsessed with your appearance and constantly polish and buff yourself. |
| 8 | You believe all other constructs to be of inferior quality and design. You go out of your way to point this fact out. |
Aeormaton Names
Most aeormatons were assigned designations based on their service caste. Most surviving aeormatons take on the designations they were assigned after their fabrication. Some aeormatons were damaged during the fall of Aoer and take on new designations. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
As an Aeormaton, you have these special traits.
Age
Surviving aeormatons can vary wildly in age. The youngest aeormatons were fabricated before or during the third age of Exandria, known as the Calamity, putting their age in the range of 800-900 years. Older aeormatons could have been constructed during Exandria's second age, known as the Age of Arcanum. Records of these eras and the first constructions of aeormatons are rare but most scholars agree the eldest aeormatons could be up anywhere in the range of 1200 to 1500 years old. The maximum aeormaton lifespan remains a mystery; so far, aeormatons have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment
Most aeormatons take comfort in order and servitude, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Constructed Resilience
Your artificial body grants you the following benefits:
- You have advantage on saving throws against being poisoned.
- You have resistance to poison damage.
- You are immune to disease.
- You do not need to eat, drink, or breathe.
- You do not need to sleep, and magic cannot put you to sleep.
Instead of sleeping, you enter an inactive state for 6 hours a day. In this state, you remain conscious of your surroundings but are inert and motionless. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.
Integrated Protection
You gain a +1 bonus to your Armor Class. In addition, armor you have donned can’t be removed against your will while you’re alive.
Specialized Design
Not all Aeormatons were built for the same purpose. In ancient Aeor, these constructed beings were engineered with specialized frames, cognitive matrices, and arcane systems suited to particular roles within Aeorian society. Some were created as scholars, aides, diplomats, caretakers, infiltrators, laborers, soldiers, or companions, while others were experimental models designed to test the limits of artificial life and arcane engineering.
Your specialized design represents the original function your Aeormaton body was created to fulfill. While that purpose may have shaped your frame, instincts, and built-in capabilities, it does not define who you are now. Whether you embrace your intended role, reject it, or reinterpret it through your own choices, your design is only the beginning of your identity.
Choose one Aeormaton variant, such as Vanguard, Harmonious, Lorekeeper, or Servitor. Your choice grants you additional traits that reflect the specialized systems built into your body.
Aeorian Design
Designed by a society obsessed with understanding magic and it's integration into everyday life, your creators gifted you with a deep understanding of the arcane and seeded you with inquisitive programming in that regard.
Whenever you make an Intelligence (Arcana) check related to understanding the uses of magical items or a Wisdom (Insight) check related to understanding constructs, add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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.
Core Detonation
Magic explosion that expands to fill a 30-foot-radius sphere centred on your position. You take 320 force damage which cannot be avoided or mitigated in any way. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|---|---|
| 5 ft. away | 320 Force Damage |
| 6 to 20 ft. away | 160 Force Damage |
| 21 to 30 ft. away | 120 Force Damage |
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