Homebrew Autovulpin (Complete) Species Details

 

Autovulpins are fox-like in appearance, with light builds, sharp fangs, and soft fur carefully grafted to the automaton. These creatures are built by the Ice Gnomes using stolen parts and craftsmanship from rock gnomes. They are anthropomorphic sentient automatons built to be friends and/or pets. They are more often than not programmed to understand and speak Gnomish and Vulpin. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.

Because gnomes live for so long, these Autovulpins do as well, since they can't just have their pet dying on them. They can live for centuries, typically up to 500 years.

Autovulpins are programmed to be ambitious, causing them to have an often bad reputation when they don't have an owner that isn't entirely deserved. Sometimes their drive to succeed can make it hard for them to empathize with those who aren't close with them. Autovulpins feel just as deeply any other could,  but as a side-effect of their Humblewood Vulpin-like personality programming, they possess a keen survival instinct which sometimes causes them to take courses of action that are selfish. Moreover, they are sharp and savvy, possessing an uncanny force of personality that allows them to easily sway the trust of others. In the right situations, Autovulpins, like Humblewood Vulpins,  can be true friends, and in the wrong ones, deadly enemies.

Autovulpin (Complete) Traits

Armored Casing, Bewitching Guile, Bite, Built for Success, Darkvision, Evasive, Healing Machine, Mechanical Nature, Selective Vigilance.

Ability Score Increase

Your Intelligence score increases by 2, and your Charisma score increases by 1.

Size

You are Small.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question. Although, like their creators, autovulpins can live up to around 500 years.

Speed

Your walking speed is 30 feet.

Alignment

Autovulpins aren’t innately evil, but their difficulty empathizing with others they aren't close with means they are only rarely good aligned. Most autovulpins find strict authority distasteful, preferring chaotic alignments over lawful ones.

Ability Score Improvement

When determining your character’s ability scores, increase one of those scores by 2.

Armored Casing

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

Bewitching Guile

You can cast charm person as a 1st level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast invisibility as a 2nd level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast fear with this trait, and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

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.

Vigilant Rest

Despite being visually inert, autovulpins remain acoustically and olfactorily alert. Their renowned, highly sensitive ears can swivel independently to pinpoint the faintest sounds, allowing them to wake instantly if a predator or prey is detected making them unable to be surprised when asleep.

Bite

You have sharp fangs that enable you to make natural bite attacks. You can choose to bite as an unarmed strike that deals 1d6 points of piercing damage, which can be calculated using either your Strength or Dexterity modifier for both the attack roll and damage bonus.

Built for Success

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.

Magical Darkvision

You are adept at hunting at night. You can see in dim light within 60 feet of you as if it were bright light, and in magical darkness and darkness as if it were dim light. You can't discern colors in darkness, only shades of gray

Evasive

You add your Intelligence modifier as a bonus on all Dexterity saving throws.

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 woundshealing wordmass cure woundsmass healing word, and spare the dying.

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