Homebrew Animatronic (2024) Species Details
Starting as steam-powered clockwork automatons, Animatronics were an incredibly rare sight, found only in wealthy cities or private collections. Approximately 2.38 thousand years later, Animatronics are still considered a relatively uncommon sight, due to many of them being scrapped during the first five world wars or deteriorating. In a time long past, Animatronics that became sentient and avoided getting scrapped, once wandered without end, hiding from untrustworthy eyes, unable to fight back for long. Hunted and scattered, Animatronics that dared act on their own accord were not long for the world, denied the freedom that most creatures born of flesh were granted. It took until the Gods' War (also known as the Third World War) for Animatronics to gain the footing needed to gain their freedom, due to the deaths of several major gods. Animatronics, like most constructs, are still met with fear and uncertainty in most cities and towns.
Ability Score Increase (Optional)
One ability score of your choosing is increased by 1, and another one by 2.
Age
Animatronics can not die of old age and are immune to magical aging; however, Animatronics will show signs of deterioration if not cared for.
Size
Your size is Large. Most Animatronics stand between 8 and 14 feet (2.4384 and 4.2672 meters) tall.
Speed
You have a walking speed of 40 ft.
Creature Type
You are a Construct.
Mechanical Form
- You have an advantage against the poisoned condition, and you are resistant to Poison damage (System Damage).
- You are immune to disease and magical contagions.
- You don’t need to eat, drink, or breathe.
- You don't need to sleep, and magic can’t put you to sleep.
Auto Maintenance System
When you take a long rest, you must spend at least 4-6 hours in an inactive, auto-repair state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Somewhere on/in your body are tinker's tools; they are a part of your body. A DC 20 Investigation check will reveal their location, but they cannot be removed; the location is up to the player.
Entertaining Design
You are made to entertain and equipped to do so. You gain proficiency in performance and a musical instrument. You gain an additional proficiency in a musical instrument at levels 3 and 5.
Optic Lenses
You are equipped with optic lenses and optic cables. You can see in dim light and darkness for 120 ft as if it were bright light. You can see full color in darkness.
Protective Coating
Your body has built-in defensive layers to prevent damage during performances, whether it's a costume that is placed over you or built-in plates, depends on how specialized your model is (it's up to you). Your unarmored AC is 12 + your Dexterity or Constitution modifier. While wearing armor, you gain a +1 bonus to your AC. You can also rest while wearing armor.
Specialized Modifications
Regardless of whether these are built into your model or installed by you or another at a later time, you have been modified to perform tasks intended for performance and/or security. You gain two modifications at level 1, and another one at levels 3 and 5.
- Climbing Modification. You have a climbing speed equal to your walking speed, and you can move up, down, and across walls and ceilings without making an ability check, so long as you have a hand free.
- Burrowing Modification. You have a burrowing speed equal to your walking speed and have a Tremor Sense range of 40 feet while burrowing.
- Swimming Modification. You have a swimming speed equal to your walking speed.
- Arcane Resistant Circuits, Charmed (Prerequisite, level 5, no other Immunity Modification). You are immune to the Charmed condition.
- Arcane Resistant Circuits, Frightened (Prerequisite, level 5, no other Immunity Modification). You are immune to the Frightened condition.
- Security Protocol, Disguise (Prerequisite, level 3). You can mimic the appearance and voice of a Humanoid that is Large, Medium, or Small; that you have seen before. Your size condenses (or expands) to match the Humanoid. If a creature attempts to see through your guise, they must make a successful Wisdom (Insight) check against your Charisma (Deception) check.
- Extending Limbs. Your melee reach increases by 5 ft. At level 3, a number of times equal to your Proficiency Bonus, you can further increase your melee reach by an additional 10 feet. You regain all expended uses after a Long Rest.
- Better Lenses. Your optic lenses are better than standard optic lenses used to make Animatronics. Your range of Darkvision is increased to 240 ft, and while using a ranged weapon, you can make long-ranged attacks without disadvantage.
- Advanced Lenses (Prerequisite, level 5). You have additional lenses that allow you to sense potential magical threats. You can see through magical darkness to a range of 30 ft. As an action, you can sense if an object, structure, or creature within 30 feet of you that is not behind total cover is being affected by a spell or other magical effect, for 5 minutes. You can make an Intelligence (Arcana) check (DC 8 + the spell's level; cantrips count as 0) to determine the spell's school of magic.
- Better Degunker (Prerequisite, level 3, no other Immunity Modification). Your system degunks itself faster than it can accumulate. You are immune to the Poisoned condition.
- Security Protocol, Combat. Your Unarmed Strikes deal 1d6 Bludgeoning, Slashing, or Piercing Damage and use your Strength or Dexterity.
- Enhanced Lenses (Prerequisite, level 5, no other Immunity Modification). You become immune to the Blinded condition.
- Enhanced Audio Sensors (Prerequisite, level 5, no other Immunity Modification). You become immune to the Deafened condition.
- Rapid Auto-Repair System. Once per long rest, when reduced to 0 Hit Points, you instead drop to 1 + one roll of your hit dice Hit Points.
- Language Module. You are fluent in one additional language of your choice, and as a Bonus Action you can understand any spoken language you hear and speak the language that you had heard, for 15 minutes. You can do this a number of times equal to your Proficiency Bonus.
Languages
You can speak, read, and write Common and two other languages.
Animatronic (2024) Traits
Ability Score Increase (Optional), Age, Size, Speed, Creature Type, Mechanical Form, Auto Maintenance System, Entertaining Design, Optic Lenses, Protective Coating, and Specialized Modifications.Age
Animatronics can not die of old age and are immune to magical aging; however, Animatronics will show signs of deterioration if not cared for.
Size
Your size is Large. Most Animatronics stand between 8 and 14 feet (2.4384 and 4.2672 meters) tall.
Speed
You have a walking speed of 40 ft.
Creature Type
You are a Construct.
Mechanical Form
- You have an advantage against the Poisoned condition, and you are resistant to Poison damage (System Damage).
- You are immune to disease and magical contagions.
- You don’t need to eat, drink, or breathe.
- You don't need to sleep, and magic can’t put you to sleep.
Auto Maintenance System
When you take a long rest, you must spend at least 4-6 hours in an inactive, auto-repair state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Somewhere on/in your body are tinker's tools; they are a part of your body. A DC 20 Investigation check will reveal their location, but they cannot be removed; the location is up to the player.
Entertaining Design
You are made to entertain and equipped to do so. You gain proficiency in performance and a musical instrument. You gain an additional proficiency in a musical instrument at levels 3 and 5.
Optic Lenses
You are equipped with optic lenses and optic cables. You can see in dim light and darkness for 120 ft as if it were bright light. You can see full color in darkness.
Protective Coating
Your body has built-in defensive layers to prevent damage during performances, whether it's a costume that is placed over you or built-in plates, depends on how specialized your model is (it's up to you). Your unarmored AC is 12 + your Dexterity or Constitution modifier. While wearing armor, you gain a +1 bonus to your AC. You can also rest while wearing armor.
Specialized Modifications
Regardless of whether these are built into your model or installed by you or another at a later time, you have been modified to perform tasks intended for performance and/or security. You gain two modifications at level 1, and another one at levels 3 and 5.
- Climbing Modification. You have a climbing speed equal to your walking speed, and you can move up, down, and across walls and ceilings without making an ability check, so long as you have a hand free.
- Burrowing Modification. You have a burrowing speed equal to your walking speed and have a Tremor Sense range of 40 feet while burrowing.
- Swimming Modification. You have a swimming speed equal to your walking speed.
- Arcane Resistant Circuits, Charmed (Prerequisite, level 5, no other Immunity Modification). You are immune to the Charmed condition.
- Arcane Resistant Circuits, Frightened (Prerequisite, level 5, no other Immunity Modification). You are immune to the Frightened condition.
- Security Protocol, Disguise (Prerequisite, level 3). You can mimic the appearance and voice of a Humanoid that is Large, Medium, or Small; that you have seen before. Your size condenses (or expands) to match the Humanoid. If a creature attempts to see through your guise, they must make a successful Wisdom (Insight) check against your Charisma (Deception) check.
- Extending Limbs. Your melee reach increases by 5 ft. At level 3, a number of times equal to your Proficiency Bonus, you can further increase your melee reach by an additional 10 feet.
- Better Lenses. Your optic lenses are better than standard optic lenses used to make Animatronics. Your range of Darkvision is increased to 240 ft, and while using a ranged weapon, you can make long-ranged attacks without disadvantage.
- Advanced Lenses (Prerequisite, level 5). You have additional lenses that allow you to sense potential magical threats. You can see through magical darkness to a range of 30 ft. As an action, you can sense if an object, structure, or creature within 30 feet of you that is not behind total cover is being affected by a spell or other magical effect, for 5 minutes. You can make an Intelligence (Arcana) check (DC 8 + the spell's level; cantrips count as 0) to determine the spell's school of magic.
- Better Degunker (Prerequisite, level 3, no other Immunity Modification). Your system degunks itself faster than it can accumulate. You are immune to the Poisoned condition.
- Security Protocol, Combat. Your Unarmed Strikes deal 1d6 Bludgeoning, Slashing, or Piercing Damage and use your Strength or Dexterity.
- Enhanced Lenses (Prerequisite, level 5, no other Immunity Modification). You become immune to the Blinded condition.
- Enhanced Audio Sensors (Prerequisite, level 5, no other Immunity Modification). You become immune to the Deafened condition.
- Rapid Auto-Repair System. Once per long rest, when reduced to 0 Hit Points, you instead drop to 1 + one roll of your hit dice Hit Points.
- Language Module. You are fluent in one additional language of your choice, and as a Bonus Action you can understand any spoken language you hear and speak the language that you had heard, for 15 minutes. You can do this a number of times equal to your Proficiency Bonus.
Languages
You can speak, read, and write Common and two other languages of your choice.
Previous Versions
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8/13/2026 2:21:14 AM
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