Homebrew First-Generation Reconnaissance Drone Species Details
First-Generation Reconnaissance Drones are an experimental lineage of Disassembly Drones designed not merely to destroy targets, but to find them, study them, infiltrate their organizations, and eliminate them when the time is right.
Unlike ordinary Disassembly Drones, Reconnaissance Drones possess adaptive bodies capable of perfectly imitating Worker Drones and other humanoid forms. Their chassis are also coated in an advanced stealth material that makes them extraordinarily difficult to detect.
Their most unusual feature, however, is the Crusafix Solver—an artificial system specifically designed as a countermeasure against the Absolute Solver. A First-Generation Reconnaissance Drone can use its Crusafix Patch to infect other drones, granting them many of the extraordinary abilities normally associated with the Absolute Solver while preventing the Solver itself from taking control.
First-Generation Reconnaissance Drone Traits
While not as refined as future generations of the program, First Generation Recon Drones still have emesis powerSynthetic Physiology
You don't need to eat, drink, or breathe.
You don't age naturally, although your chassis can eventually suffer from accumulated wear or damage.
You have advantage on saving throws against being Poisoned or Diseased.
You are immune to exhaustion caused by lack of food, water, or oxygen.
You must spend at least 4 hours in a dormant or low-power state to gain the benefits of a Long Rest.
Thermal Vulnerability
You have Vulnerability to Fire damage.
Whenever you take Fire damage, your internal cooling systems become overloaded. Until the end of your next turn, you have disadvantage on Constitution saving throws made to maintain concentration.
If you are reduced to 0 hit points by Fire damage, your Regenerative Nanites immediately shut down until you complete a Short or Long Rest.
Adaptive Reconnaissance Chassis
As a Bonus Action, you may completely alter your physical appearance.
You can change:
- Facial features
- Body proportions
- Voice
- Skin or chassis coloration
- Hair
- Clothing-like exterior plating
- Apparent age
- Visible mechanical components
You may also completely retract and conceal your:
- Mechanical wings
- Tail
- Claws
- Stinger
- Other obvious Disassembly Drone features
Your equipment does not change unless it is part of your chassis.
The transformation lasts indefinitely.
You can revert to your original appearance as a Bonus Action.
Reconnaissance Disguise
Your disguise is physical rather than illusory.
You have advantage on Charisma (Deception) checks made to impersonate Worker Drones.
A creature attempting to determine that you are actually a Reconnaissance Drone must make an Intelligence (Investigation) check against your Charisma (Deception) check.
Magical effects that detect illusions do not automatically reveal your disguise.
Ghost-Coated Chassis
You gain proficiency in Stealth.
If you already have Stealth proficiency, you instead gain Expertise in Stealth.
Additionally, you have advantage on Dexterity (Stealth) checks made to:
- Hide in darkness
- Hide in crowds
- Avoid technological sensors
- Avoid thermal detection
- Avoid mechanical surveillance
- Follow a target without being noticed
Nonmagical sensors have disadvantage on checks made to detect you.
Recon Reflexes
When you are targeted by an attack that you can see, you may use your Reaction to attempt to evade it.
If the attack roll is equal to or higher than your Armor Class but would miss you by 5 or fewer, you can force the attack to miss instead.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Point-Blank Evasion
Starting at 5th level, you can use Recon Reflexes against an attack even if the attacker is within 5 feet of you.
Disassembly Drone Flight System
While your wings are deployed, you have a flying speed of 40 feet.
You can deploy or retract your wings as a Bonus Action.
You cannot fly while wearing armor that prevents your wings from deploying.
Your wings can be concealed by Adaptive Reconnaissance Chassis.
Integrated Weaponry
You are proficient with your natural weapons.
Choose two of the following:
Retractable Claws
Melee Weapon Attack
Damage: 1d6 Slashing
Properties: Finesse
Tail Stinger
Melee Weapon Attack
Damage: 1d6 Piercing
Properties: Finesse, Reach
Nanite Talons
Melee Weapon Attack
Damage: 1d6 Slashing
Energy Blaster
Ranged Weapon Attack
Range: 60/120 feet
Damage: 1d6 Force
Heavy Disassembly Blade
Melee Weapon Attack
Damage: 1d8 Slashing
Properties: Heavy
Your natural weapons count as Simple Weapons for you.
Regenerative Nanites
As a Bonus Action, you may expend one Hit Die and regain hit points equal to the number rolled + your Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
If you are exposed to Fire damage, you cannot use this feature until the end of your next turn
Nanite Injector
When you hit a creature with your Tail Stinger or another natural weapon capable of injecting nanites, you may inject it with one of your available nanite formulas.
You can use Nanite Injector a number of times equal to your Proficiency Bonus per Long Rest.
Choose one effect each time.
Corrosive Nanites
The target takes an additional 1d6 Acid damage.
The target cannot regain hit points until the beginning of your next turn.
At 5th level, the damage increases to 2d6.
At 11th level, it increases to 3d6.
Tracking Nanites
You mark the target for 24 hours.
You know the direction of the marked creature while it is within 1 mile of you.
If it moves farther away, you know the direction it traveled.
Disruptive Nanites
The target must succeed on a Constitution saving throw.
Save DC = 8 + your Proficiency Bonus + your Intelligence modifier
On a failure, the target cannot take Reactions until the beginning of your next turn.
Conversion Nanites
Beginning at 5th level, you can inject specially formulated Conversion Nanites.
A Small or Medium creature that is reduced to 0 hit points within 1 minute of being injected can be targeted by this ability.
The creature makes a Constitution saving throw.
On a failure, it becomes a Worker Drone Servitor after 1 minute.
The servitor remains under your limited control for 24 hours.
It understands simple commands such as:
- "Follow this person."
- "Watch this entrance."
- "Protect this location."
- "Report when you see this target."
- "Return here."
It cannot be ordered to perform complex plans or actions requiring significant independent judgment.
Once you successfully create a Worker Drone Servitor, you cannot do so again until you finish a Long Rest.
The Crusafix Solver
Unlike the Absolute Solver, the Crusafix Solver is designed to function as a countermeasure rather than an invasive artificial intelligence.
Your Crusafix Solver grants you access to abilities resembling those associated with the Absolute Solver.
However, the Crusafix Solver is fundamentally different:
It does not possess the Absolute Solver's inherent drive to dominate or overwrite its host.
Crusafix Solver, The Absolute Counter
If you or a creature carrying your Crusafix Patch is targeted by an ability originating from the Absolute Solver, you have advantage on the saving throw against that ability.
If the ability normally does not allow a saving throw, the target can make an Intelligence saving throw against your Crusafix save DC.
On a success, the Absolute Solver effect fails against the target.
Crusafix Purge
Once per Long Rest, you can touch a creature infected by the Absolute Solver and attempt to purge it.
The target makes an Intelligence saving throw.
On a failure, one Absolute Solver effect currently affecting it ends.
On a success, the effect is suppressed for 1 minute.
Crusafix Save DC
Your Crusafix save DC is:
8 + your Proficiency Bonus + your Intelligence modifier
Solver Synchronization
As a Bonus Action, choose another patched creature within 60 feet.
For 1 minute, both creatures gain:
- Advantage on Intelligence checks
- Advantage on Wisdom (Perception) checks
- Telepathic communication with one another
- The ability to share visual information
Once you use this feature, you cannot use it again until you finish a Long Rest.
Reconnaissance Designation
At 3rd level, your Reconnaissance Drone chassis receives its specialized designation.
Choose one of the following:
Serial Designation RB — Recon Brawler
Recon Brawlers possess enhanced melee weapon systems and specialized corrosive nanites.
Corrosive Combat
Your natural weapons deal an additional 1d4 Acid damage once per turn.
Acid Saturation
When you successfully inject Corrosive Nanites into a creature, that creature takes the corrosive damage again at the beginning of its next turn.
Calculated Violence
Despite their combat specialization, Recon Brawlers prefer waiting for the perfect opportunity.
You have advantage on attacks against creatures that are surprised, Restrained, Grappled, or suffering from a condition that prevents them from taking Reactions.
Serial Designation RA — Recon Ambusher
Recon Ambushers are the ultimate stealth specialists.
Ghost Protocol
You gain Expertise in Stealth.
If you roll initiative while hidden, you may remain hidden until you make an attack or another creature successfully detects you.
Perfect Disguise
Creatures have disadvantage on Investigation checks made to recognize you while you are using Adaptive Reconnaissance Chassis.
Vanishing Strike
Once per turn when you hit a creature while hidden, you may immediately move up to half your speed without provoking Opportunity Attacks.
Serial Designation RL — Reconnaissance Leader
Reconnaissance Leaders command their crews through superior tactical analysis.
Tactical Analysis
As a Bonus Action, choose one creature you can see within 60 feet.
Until the start of your next turn, you know:
- Its current hit points
- Its Armor Class
- Its movement speed
- Whether it has any conditions
- Whether it is concentrating on a spell
You don't automatically learn its abilities or resistances.
You can use this feature a number of times equal to your Intelligence modifier per Long Rest.
Predictive Evasion
When a creature misses you with an attack, you gain advantage on your next attack against that creature before the end of your next turn.
Exhaust the Target
Starting at 5th level, when a creature misses you with an attack, you may force it to make a Wisdom saving throw.
On a failure, its speed is reduced by 10 feet until the end of its next turn.
Recon Commander
At 5th level, allies within 30 feet of you who can hear you gain a bonus to Initiative equal to your Intelligence modifier.
Additionally, once per turn, when an ally within 30 feet misses an attack, you may use your Reaction to allow that ally to reroll the attack.
You can use this Reaction a number of times equal to your Intelligence modifier per Long Rest.
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