Homebrew Necron Species Details

The Necrons are the remnants of consciousness transferred from mortal flesh into bodies of living metal.

Biotransference preserved their minds only in their most essential form, trapping them within extraordinarily resilient artificial bodies of necrodermis. A Necron can repair catastrophic physical damage, reconnect severed anatomy, reconstruct what has been completely lost, and, so long as its Tombstone remains operational, return even from death.

Every Necron also carries a Gauss weapon capable of stripping matter apart molecule by molecule.

Necron Traits

Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

Creature Type

You are a Construct.

Size

You are Medium.

Speed

Your walking speed is 30 feet.


Chromatic Darkvision

Your augmented visual systems perceive darkness with substantially greater clarity than conventional biological eyes.

You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light.

Unlike ordinary Darkvision, you can discern colors normally while using this vision.


Thermal Signatures

Your augmented optics can identify the thermal signatures produced by living organisms.

You know the location of any living creature within 30 feet of yourself that naturally emits body heat, provided the creature isn't behind Total Cover.

Darkness, nonmagical visual obscurement, and the creature being unseen don't by themselves prevent you from detecting its thermal signature.

A creature that produces no meaningful body heat can't be detected by this trait.

This sense doesn't reveal details beyond the creature's location and general physical presence.


Living Necrodermis

Your consciousness inhabits an extraordinarily resilient artificial exodermis known as necrodermis.

Although biotransference preserved your mind only in its most reductive state, the autonomous systems distributed throughout your body can recognize and repair physical deformation independently of your conscious thought.

Each portion of your body monitors its own structural integrity, allowing your necrodermis to continue repairing itself even during severe cognitive disruption.

Living-Metal

While you are alive and below your Hit Point maximum, you regain 1d6 Hit Points at the end of every 1 minute.

This restoration is automatic and requires no action from you.

Living-Metal functions even while you have 0 Hit Points, provided you haven't died.

If Living-Metal restores you to at least 1 Hit Point while you are Unconscious as a result of having 0 Hit Points, you regain consciousness normally.

Being Incapacitated, Unconscious, or otherwise unable to consciously control your body doesn't prevent Living-Metal from functioning.

Living-Metal can't restore you after you die.


Autonomous Reattachment

Your necrodermis can survive anatomical damage that would be catastrophic to an organic creature.

If one of your body parts or limbs, including your head, is severed but remains intact, you can reattach it provided both the severed part and its proper attachment point are within your reach.

As a Bonus Action, you place the severed part against its original attachment point, whereupon the necrodermis immediately reconnects and restores its function.

Reattaching a body part in this way doesn't restore any Hit Points.

You can reattach only your own original body parts.

You can't:

  • attach another creature's body part to yourself;

  • attach another Necron's body part to yourself; or

  • attach one of your body parts to an anatomically incorrect location.

If one of your body parts has been completely destroyed, erased, rendered irretrievable, or otherwise can't be recovered, as determined by the DM, it must instead be reconstructed by the Canoptek Scarabs housed within your Tombstone.

When you complete a Tomb Rest, the Canoptek Scarabs reconstruct any of your missing body parts, provided at least one of your Canoptek Scarabs remains functional.

Reconstructing a body part in this way doesn't independently restore Hit Points beyond those restored by the Tomb Rest itself.


Flayer Curse

Something survived biotransference that should have died with your flesh.

Buried deep within the architecture of your necrodermis lies the Flayer Curse, an ancient corruption that reacts violently to contact with the organic remains of the beings you once resembled.

Each time you newly come into direct physical contact with organic material belonging to a Humanoid, such as exposed skin, blood, flesh, organs, bone, hair, or similar biological material, you must make a DC 13 Wisdom saving throw.

A continuous instance of contact triggers only one saving throw.

Record each failed saving throw.

Successful saving throws don't remove previously accumulated failures.

When you accumulate three failed saving throws, the Flayer Curse awakens.


Awakened Curse

Once awakened, the curse clouds your judgment and erodes what remains of your restraint.

Your temper becomes noticeably shorter. Organic life begins to provoke anger, envy, hunger, and an obsessive fascination with flesh.

Most importantly, you develop an unquenchable desire to wear the skin of living Humanoids, driven by the impossible urge to feel, even for a moment, as though you possess living flesh again.

While the Flayer Curse is awakened:

  • you have Disadvantage on all Wisdom ability checks; and

  • you have Disadvantage on all Wisdom saving throws.

The curse doesn't directly control your character or dictate a specific action.

However, its compulsions are genuine and should meaningfully affect your behavior and decision-making. A cursed Necron is more aggressive, more volatile, and sincerely desires to acquire and wear the skin of the living, even when doing so may create conflict with companions.


Suppressing the Curse

The Flayer Curse can be forced back into dormancy, but doing so requires absolute separation from Humanoid organic material.

While the curse is awakened, track your consecutive Tomb Rests.

Each time you complete a Tomb Rest without having directly contacted any organic material belonging to a Humanoid since the previous qualifying Tomb Rest, your suppression count increases by 1.

If you directly contact such organic material before completing the third qualifying Tomb Rest, your suppression count immediately resets to 0.

After you complete three consecutive qualifying Tomb Rests, the Flayer Curse becomes dormant again.

When this happens:

  • the Disadvantage imposed by Awakened Curse ends;

  • your accumulated Flayer Curse failures reset to 0; and

  • future contact with Humanoid organic material can begin accumulating failures again normally.

The curse is suppressed, not destroyed.


Tombstone

Death is rarely permanent for a Necron.

Every Necron possesses a highly advanced portable sarcophagus known as a Tombstone, specifically assigned to that Necron during biotransference.

The Tombstone is large enough to contain you while deployed but can collapse into a compact metallic cube that you can carry on your person.

Within it reside autonomous maintenance constructs known as Canoptek Scarabs, which preserve and reconstruct your physical and cognitive integrity to the greatest extent possible.


Installing Your Tombstone

While your Tombstone is folded, you can carry it with you.

As an Action, you can unfold it in an unoccupied space on suitable terrain.

The Tombstone automatically buries itself beneath the surface, leaving its upper face approximately level with the surrounding ground.

The terrain must be physically capable of accepting the structure. Solid metal, exceptionally dense stone, magically reinforced terrain, or similar surfaces might prevent installation, at the DM's discretion.

You can likewise use an Action to fold an installed Tombstone back into its portable form.

Once you fold or unfold your Tombstone, you can't fold or unfold it again until you finish a Long Rest.

An installed Tombstone can be forcibly excavated, uncovered, or moved if the surrounding terrain and circumstances reasonably allow it, at the DM's discretion.

Moving an installed Tombstone doesn't by itself destroy it.


Tombstone Durability

Your Tombstone is an object with:

Armor Class: 20
Hit Points: Three times your Hit Point maximum

Its maximum Hit Points change whenever your own Hit Point maximum changes.

If the Tombstone is reduced to 0 Hit Points, it is destroyed and immediately ceases to count as installed.

Until it is repaired, it can't provide a Tomb Rest or activate Reanimation Protocol.


Canoptek Scarabs

Your Tombstone houses a number of Canoptek Scarabs equal to your Proficiency Bonus.

Each Canoptek Scarab has:

Armor Class: 13
Hit Points: 5

The Scarabs are normally housed within the Tombstone and aren't individually exposed unless circumstances make them accessible, such as the Tombstone being opened, breached, destroyed, or otherwise compromised, as determined by the DM.

Only one surviving Canoptek Scarab is required to perform any repair or reconstruction function described by this race.

If every Canoptek Scarab assigned to you is destroyed, any feature that specifically requires the Scarabs to repair or reconstruct something can no longer function.


Tombstone Reconstruction

If your Tombstone is destroyed while at least one assigned Canoptek Scarab survives, the surviving Scarabs begin reconstructing it.

The reconstruction requires 24 hours.

At the end of those 24 hours, the Tombstone is restored to its full Hit Points.

If its remains stayed in suitable terrain during that time, it can resume functioning as an installed Tombstone immediately.

Otherwise, it must be installed normally.

If all of your Canoptek Scarabs are destroyed, a destroyed Tombstone can't be reconstructed by this trait.


Tomb Rest

While your Tombstone is installed and functional, you can enter it whenever you begin a Short or Long Rest.

A Tomb Rest is a Short Rest or Long Rest that you complete inside your installed Tombstone.

Whenever you complete a Tomb Rest, you regain all of your lost Hit Points, regardless of whether the rest was a Short Rest or a Long Rest.

A Tomb Rest also allows the Canoptek Scarabs to reconstruct any of your missing body parts, provided at least one Scarab remains functional.


Reanimation Protocol

If you die while your Tombstone is installed and functional somewhere on the same plane of existence, your death immediately activates its reanimation protocols.

Your body phases out of existence at the location where you died and simultaneously begins rematerializing inside your Tombstone.

The Canoptek Scarabs reconstruct your necrodermis at extraordinary speed.

You immediately awaken inside the Tombstone with 1 Hit Point.

This occurs regardless of the distance between you and the Tombstone, provided both are on the same plane.

This trait can activate when you die from failed Death Saving Throws, massive damage, or another effect that would otherwise kill you.

There is no limit to the number of times Reanimation Protocol can activate while your Tombstone remains properly installed, functional, and on your plane.

A destroyed Tombstone doesn't count as installed or functional for this purpose.


Post-Reanimation Lockout

After Reanimation Protocol restores you to life, you can't regain Hit Points from the Tomb Rest trait until you complete your next Long Rest.

The same Long Rest that ends this restriction can also restore your Hit Points through Tomb Rest, provided you complete that Long Rest inside your installed, functional Tombstone.

This restriction doesn't prevent Living-Metal or another source of healing from restoring your Hit Points normally before that Long Rest.


Permanent Death

Your Tombstone is what separates Necron destruction from true death.

If you die while your Tombstone:

  • isn't installed;

  • has been destroyed;

  • isn't functional; or

  • isn't on the same plane of existence as you,

Reanimation Protocol can't activate.

Your necrodermis dematerializes completely and doesn't rematerialize.

You die permanently unless some other effect capable of restoring you despite this destruction says otherwise.


Gauss Technology

Every Necron receives a Gauss weapon as part of its biotransference.

These weapons project unnatural green energy capable of stripping physical matter apart molecule by molecule.

When you choose this race, choose one of the following Gauss weapons:

  • Gauss Flayer

  • Gauss Blaster

  • Gauss Cannon

  • Gauss Destructor

You are proficient with the Gauss weapon you choose.

A ranged Gauss weapon deals Necrotic damage rather than the damage normally associated with a conventional firearm or projectile weapon.

Unless a weapon states otherwise, you use Dexterity for its ranged attack and damage rolls.

Gauss weapons don't require conventional arrows, bolts, bullets, or similar ammunition.


Gauss Flayer

The Gauss Flayer is the standard weapon of Necron soldiery.

A long metallic rifle surrounds a transparent energy chamber through which unnatural green power courses before being discharged as a crackling beam.

An axe-like bayonet is mounted beneath the barrel.

Gauss Beam

Ranged Weapon Attack: range 80/240 ft., one target.

Hit: 1d8 + your Dexterity modifier Necrotic damage.

Flayer Bayonet

You can use the weapon's integrated bayonet as a melee weapon.

Melee Weapon Attack: reach 5 ft., one target.

Hit: 1d6 + your Strength modifier Slashing damage.

The Gauss Flayer has the Two-Handed property when used to make its ranged attack.


Gauss Blaster

The Gauss Blaster is a heavier, double-barreled evolution of the Gauss Flayer.

Its paired emitters release a substantially more concentrated disintegration beam, trading some handling and range for increased destructive output.

Ranged Weapon Attack: range 60/180 ft., one target.

Hit: 1d10 + your Dexterity modifier Necrotic damage.

The Gauss Blaster has the Heavy and Two-Handed properties.


Gauss Cannon

The four-barreled Gauss Cannon delivers concentrated bursts of destructive energy while remaining sufficiently responsive to be fired during rapid movement.

Its greater output comes at the cost of substantially increased power consumption.

Gauss Charges

The Gauss Cannon possesses a number of charges equal to your Constitution modifier, to a minimum of 1.

You regain all expended charges whenever you complete a Tomb Rest.

Each attack made with the Gauss Cannon expends one charge.

If you have no charges remaining, you can't fire the weapon until you complete another Tomb Rest.

Gauss Cannon Attack

Ranged Weapon Attack: range 80/240 ft., one target.

Hit: 2d10 + your Dexterity modifier Necrotic damage.

The Gauss Cannon has the Two-Handed property.


Gauss Destructor

Also known as a Heavy Gauss Cannon, the Gauss Destructor abandons sustained fire in favor of a single elongated emitter capable of producing a vastly more violent disintegration beam.

It is built for targets that lesser Gauss weaponry would struggle to meaningfully damage.

Destructor Charge

The Gauss Destructor can be fired once per Tomb Rest.

After you fire it, its internal systems require recalibration and recharging before it can fire again.

Heavy Gauss Beam

Ranged Weapon Attack: range 120/360 ft., one target.

Hit: 3d10 + your Dexterity modifier Necrotic damage.

The Gauss Destructor has the Heavy and Two-Handed properties.


Gauss Weapon Summary

Weapon Damage Range Limitation
Gauss Flayer 1d8 Necrotic 80/240 ft. Unlimited; 1d6 Slashing bayonet
Gauss Blaster 1d10 Necrotic 60/180 ft. Heavy, Two-Handed
Gauss Cannon 2d10 Necrotic 80/240 ft. CON modifier shots per Tomb Rest
Gauss Destructor 3d10 Necrotic 120/360 ft. 1 shot per Tomb Rest


Necron Traits

Necron Trait Info An undying Construct of self-repairing necrodermis that detects living heat signatures, reconstructs severed anatomy, resurrects through a portable Tombstone, and enters battle armed with destructive Gauss technology.

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