Homebrew Automaton Species Details

Created to surpass mortals by mortal hands, Automatons aren’t bound by the restrictions of flesh and blood. Forged in a union between technology and magic Automatons house an internal unit called a Soul Crystal which allow these constructs to move and operate.

Automaton Traits

Automaton Traits

Ability Score Increase

Your Constitution increases by 2 and Strength by 1.

Age

Automatons are created at any age type. With the number of Automatons being drastically few, little is known on how long they can live for. It has been speculated that With proper maintenance an Automaton can operate for decades without a need to change parts if taken care of properly.

Alignment

Upon creation Automatons that are given sentience are often created to serve a purpose, and as such they tend to be Lawful Neutral. As with all creatures Automaton's can be evil and even chaotic, this often doesn’t bode well for creatures made of flesh.

Size

Automaton's can vary in size and this is due to the creator. An Automaton's height can vary between 3 to 7 feet tall. Your size can vary between Small to Medium depending on your creator.

Speed

Your speed is 40 while not wearing heavy armor. While wearing heavy armor your speed is 30.

Dark Vision

Built in modification to allow a higher productivity, you have superior vision in dark and dim conditions. 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.

Sensors

Your enhanced vision gives proficiency in Insight and Perception.

Made to Serve

Any check made to persuade or charm you will be made with disadvantage if it goes against your core programming.

Living Construct

Even though you were constructed, you are a living creature. You are immune to disease and resistant to poison. You do not need to eat or breath, Instead of sleeping you must perform maintenance on yourself for 4 hours each day. You have disadvantage on perception checks whilst performing this maintenance.

Armor Plating

Your construction incorporates metals and other resistant materials, granting you a +1 bonus to Armor Class. Your armor is integrated into your form and can only be changed or removed by someone proficient with tinkering tools.

Rapid Reconstruction

You are built with internal repair mechanisms. On your turn as a bonus action, you may choose to spend one of your hit dice to recover hit points. Rapid Reconstruction is disabled after Overdrive Mode is activated until the next repair session. At levels 4, 8, 12, 16, and 19 an additional hit die may be used up to 6 per turn.

Pneumatic Legs

You are able to charge your legs with compressed air for controlled bursts of kinetic energy. You do not suffer the penalties imposed when making any jump without a running start and you are able to sue your kicks as improvised weapons. Additionally, you are are able to fall an additional 10ft before you take falling damage.

Overdrive Mode

At level 3 you gain the ability to temporarily remove your limiter; Thus, increasing your offensive capability significantly resulting in advantage on Strength and Dexterity checks, saving throws, and attack rolls. This goes with a bonus equal to your proficiency modifier plus 2 to damage dealt with a melee weapon. Move speed reverts to 40 feet regardless what type of armor is being worn; Also, When activated you are freed from any negative conditions you were under before it was activated. However, since your inhibition logic is disabled you suffer disadvantage on Intelligence and Wisdom saving throws, and are also more prone to making rash decisions and less likely to listen to reason. Overdrive mode lasts for 1 minute (6 rounds) and after it is over you are inflicted with Overheat for half of a minute (3 rounds).

Overheat

This condition is the result of the strain put on your body by Overdrive Mode and Improved Overdrive. You cannot move more than half of your speed, take an action, bonus action or reaction, and any Strength or Dexterity checks made during the duration automatically fail. You are also prone for the duration of Overheat if it was inflicted by Overdrive. If the status was inflicted by Improved Overdrive then you may still take actions at the cost of 1/10th of your HP. If the situation is dire enough for the cost of ½ of your max health you can reactivate Overdrive during the overheat period for 30 seconds, the bonuses are treated as they would be for regular Overdrive, but instead of overheating you are unconscious for 3 hours and have a penalty of ½ of your max health until repaired by a master Smith.

Integrated Tinkering Tools

You have tinker’s tools integrated into your wrists. If you are searched, it is a DC20 perception check to find these tools, but even if they are found, it is impossible to remove them as they are part of your body.

Language

You can speak Common and one language your creator could.

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2020 3:44:51 AM
4
0
1
Coming Soon
9/24/2020 6:20:44 AM
1
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes