Homebrew Assembly Species Details
Long ago, mortals rebelled against the gods that created them, a group of mages and their armies made vessels that could sail through the astral sea. With these ship which were call Spelljammers
Assembly Traits
Modifications are a mustAge
Assembly can live for as long as they can find usable parts whether mechanical or biological.
Eletrical Resistance
Due to your electronic parts you have a resistance to lightning.
Alignment
Due to their will to survive and no empathy they are lawful evil.
Size
Assembly vary depending on what their heads are attached to, but most are attached humanoid bodies. Your size is Medium.
Speed
Even with cybernetics more than half of you is heavy metal. You're speed is 30 feet.
Languages
You know common and deep speech.
Ability Score Increase
Intelligence gain by 2, Strength or Dexterity by 1, Charisma decreases by 2.
Cybernetic Augment
You are a cyborg you have an augment built into you. Choose one from the list below.
Eye Implant - You have enhanced eyes, you gain advantage on Perception rolls that rely on sight.
Fleshtearer Implants - You gain metal claws that protrude out of your fingertips, you gain a natural melee weapon that deal 1d6 slashing damage + strength modifier and has the finesse trait.
Arc Retaliation Defence Implant - You have an electrical defence system that shocks any melee attack. Using your reaction you can shock a creature which makes a melee attack against you, within 5 feet, taking lightning damage equal to your constitution modifier.
Mimetic Skin Implants - You have skin that you can activate momentarily to mimic the space around you. Once per turn you can use a reaction to give disadvantage to one attack of opportunity. You have charges of this equal to your constitution modifier that recharge over a long rest.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Efficient Scavenging
You have learned how to rip your fallen enemies apart and take useful bits to replace your own damaged parts. In combat as an action you can tear into a dead creature that is not a plant or elemental and roll a hit die. Also while taking a short/long rest while there is bodies of not plant or elemental creatures within 60 feet you can roll 1d6 × 3 temporary hitpoints until the next short/long rest or until they are depleted.
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