Homebrew Electro magnetic being v.2 Species Details

Strange humanoid beings that snap together with ease. They're always changing form and extending their arms.

Electro magnetic being v.2 Traits

solid metal with little bits of rust

sentry's rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

lock mode

All the magnets lock together, giving you a 20 AC but your walk speed becomes 10 feet. You also get a  plus 2 to stealth rolls.

Unlock

All your magnets are unlocked giving you a (11,13,16 + Dex. & proficient) AC and a walk speed of 25 feet

lighting resents

You take half of the damage of lighting attacks

Recall

You spend a action to recall all you're magnets there for they don't go away.

Shape form

You start shifting around and your look becomes different. Light metals' half form is an elk speed goes to 40ft full form 60ft, medium half form is a wolf speed 40ft full form is 60ft, heavy half form is a bison speed 40ft full form 60ft

Extend Arm

you extend your arm to a 15 foot reach but you ac drops by 2

call metal

Enemy's with metal armor gets pulled to you allowing you to deal extra damage and a chance to knock it prone. Roll a strength check (or dex check depending on class) and beat a dc15. You get four charges. Spend a short rest to get the charges back

Repel metal

Enemy's with metal armor or metal weapon gets pushed back or has a disadvantage to melee attacks. If you choose to push back the creature, the creature must make a dex saving throw of dc 15 to avoid being knock prone.  You get four charges, spend a short rest to regain charges.

Metal type bonus

 all type metal get a +2 to con,Light metal gets +1 to dex, medium get a +1 to chris or wis, intellegents, heavy get +1 to stre.

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