Homebrew Supreme Machine Species Details
Race
Supreme Machines are highly efficient, sentient constructs that burn fresh blood as fuel. Their bodies are masterpieces of mechanical design, built for violence, adaptation, and survival through constant absorption.
Supreme Machine Traits
Creature Type
You are a Construct.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Blood Engine
As a Supreme Machine, you depend on blood consumption in an indispensable way. Your most prized equipment is your Porous Silicon Carbide coating, or PSIC coating, which allows your body to absorb recently spilled blood directly into your system.
You do not need to eat, drink, or sleep. To gain the benefits of a long rest, you must spend at least 6 hours in an inactive state, during which you remain conscious.
However, you must absorb at least 1/2 gallon, or approximately 2 liters, of fresh, compatible blood each day. Failing to do so causes your body to malfunction.
Blood counts as fresh only if it is absorbed within 2 rounds, or approximately 12 seconds, after leaving the body. Stale blood cannot pass through the pores of your coating under normal circumstances.
Only the blood of sentient Humanoids can be absorbed by this trait due to compatibility restrictions.
Blood is automatically absorbed when you come into direct contact with it. During combat, deliberately interacting with a source of blood in order to absorb it uses your free object interaction for that turn.
Blood Starvation
If you fail to absorb at least 1/2 gallon of fresh, compatible blood within a 24-hour period, you suffer the effects shown in the Blood Starvation table.
| Days Without Blood | Effect |
|---|---|
| 1 Day | You experience random hallucinations and mild paranoia. |
| 2 Days | You have disadvantage on ability checks and saving throws. |
| 3 Days | Your body ceases functioning, and you die. |
If you die from Blood Starvation, you can be restored to function by absorbing at least 8 gallons, or approximately 30 liters, of fresh, compatible blood. When this happens, you return to life with 1 hit point.
HBB Note: Although it is not advised, forcing stale blood into your system is possible in dire situations. The DM determines whether this works, what complications it causes, and whether your body can process the blood at all.
Blood Absorption
When you absorb a large amount of fresh, compatible blood within a very short period, your PSIC coating rapidly converts it into fuel and repairs your damaged body.
The blood must be absorbed within 1 turn.
For this trait, one Humanoid’s worth of blood is treated as approximately 1 1/2 gallons, or 5.5 liters.
| Blood Absorbed in 1 Turn | Hit Points Regained |
|---|---|
| 3 gallons, about 2 Humanoids’ worth | 2d4 |
| 4 1/2 gallons, about 3 Humanoids’ worth | 3d4 |
| 6 gallons, about 4 Humanoids’ worth | 4d4 |
| 7 1/2 gallons, about 5 Humanoids’ worth | 5d4 |
| 15 to 22 1/2 gallons, about 10 to 15 Humanoids’ worth | 8d4 |
| 22 1/2 gallons or more, about 15 or more Humanoids’ worth | 15d4, or hit points equal to half your hit point maximum, whichever is higher |
You cannot regain hit points from the same quantity of blood more than once.
Pinnacle of Engineering
Your mechanical body is a masterpiece of design, allowing you to add or remove mechanical components from yourself as long as your bodily integrity is not compromised.
In other words, it is technically possible to thicken your armor by sacrificing speed, or replace your arm with a huge metallic pickle just to prove a point.
Although your body can tolerate almost any modification, changing its composition can have significant consequences.
Your head, neck, and torso are essential body parts and cannot be removed or replaced through this trait.
You cannot integrate organic or symbiotic components into your body. This includes partially organic machinery, living armor, symbiotic organisms, and other components that are not entirely mechanical.
You can use this trait twice. You regain all expended uses when you finish a long rest.
The possibility, success, benefits, and consequences of a modification are determined by the DM. The following table serves as a guide for communicating possible modifications clearly.
| Modification | Possible Benefit | Possible Drawback |
|---|---|---|
| Increasing the weight of a body part | Possible increase to Armor Class | Possible reduction to one or more speeds |
| Adding a noncombat body part | Additional utility or a unique function | Possible disadvantage on certain attack rolls or saving throws |
| Equipping a pair of working wings | Possible flying speed | Possible removal of the legs due to weight limitations, causing an inability to walk |
| Removing all nonessential body parts | Extreme weight reduction | Probably not a good idea |
HBB Note: If an ability check is required to determine the success of a modification, Dexterity (Sleight of Hand) is advised for both adding and removing parts.
Dash
You can use this trait a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
As a bonus action, you rapidly propel yourself horizontally in a direction of your choice. You move up to 10 feet in that direction.
This movement ignores difficult terrain and does not expend your normal movement.
Parry
If you have regained hit points through Blood Absorption during the current combat, you can use your reaction when you take damage to reduce that damage by 1d6.
The damage reduction increases when you reach certain levels, as shown in the Parry table.
| Character Level | Damage Reduction |
|---|---|
| 1st | 1d6 |
| 7th | 2d6 |
| 13th | 3d6 |
| 18th | 4d6 |
Optional Trait: Untouchable
This optional trait replaces Parry or Blood-Fueled Plating.
A Supreme Machine in constant motion becomes extraordinarily difficult to strike. Every adjustment of your position feeds new information into your combat calculations, allowing your body to react before an incoming attack fully reaches you.
Momentum Evasion
If you moved at least 30 feet during your previous turn, whether through your own movement or another effect, you can use your reaction when an attack you can see hits you.
Roll a d100. If the result is equal to or lower than the number shown in the Momentum Evasion table, the attack misses you instead, regardless of its attack roll.
You must decide to use this reaction after the attack hits but before its damage or other effects are resolved.
| Character Level | Successful d100 Result |
|---|---|
| 1st | 20 or lower |
| 7th | 30 or lower |
| 13th | 40 or lower |
| 18th | 50 or lower |
Blood-Fueled Plating
This optional trait replaces Parry or Untouchable.
When you regain hit points through Blood Absorption during your turn, the freshly absorbed blood rapidly repairs and reinforces your mechanical frame.
The first time you take damage after the end of that turn and before the start of your next turn, reduce the triggering damage by half.
This benefit applies only once each time you regain hit points through Blood Absorption, regardless of how many separate sources of blood you absorb during the same turn.
Ground Slam
You can use this trait a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
As a bonus action while you are at least 10 feet above the ground, you drop your full weight downward and release a violent shock wave centered on yourself when you land.
Each other creature within 10 feet of you must make a Constitution saving throw.
The saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
On a failed save, a creature is knocked briefly into the air, falls prone, and cannot stand until the start of your next turn.
On a successful save, the creature remains standing.
Supreme Machine Traits
Supreme Machines are sentient constructs that burn fresh humanoid blood as fuel, converting violence into movement, repair, and relentless mechanical adaptation.Previous Versions
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6/5/2026 8:40:53 PM
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7/11/2026 7:58:58 PM
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Posted Sep 7, 2026This is sick