Homebrew AutomaKin Species Details

They hail from a far off island nation Olutmur that grew bored with their surplus of animals and resources, so they decided to create a new source of entertainment. Automakin mostly live to serve with some learning to be free and think on their own. They are somtimes tasked to go out and protect or grab something of interest. 

These magical beasts are half creature half automata, standing between 5.5 ft and 6.7 feet the creatures have a metal visor and 1-2 sets ears, with some rarely having horns. They can consume food for energy but dont need to, and they dont need to breathe either. Their body and pelvis area are metallic and can attach limb in a ball and socket fashion, with each arm end covered in fur ending in claws. Same for the legs wich or digitigrade and furry. Most have soft manes and patterns on their fur, with the glow of the visor unique to most automakin

During the eberron era the nation felt unsafe and modeled the Automakin to better suit protection and safety, thus making meeting Olotmur inhabited nearly impossible.

They were born to live and serve, so naturally they have a racial bonus of a +1 to dex and -1 to wis.

AutomaKin Traits

Naturally born to survive

To survive where none can prosper.

You are made to live where none can prosper, so always add +1 to AC, unless underwater, where your circuitry is tampered with causing -2 to AC.

Prepared for war.

Due to your creators nature, peace didnt last. You are prepared to defend yourself so your claws have an added oomf to your battle technique. +1d4 unarmed damage.

Made to explore.

As the world isnt always awake with light your creators prepared you to see in the dark.

You have 60 ft of darkvision.

Created to change

You have been created to change, you are able to modify yourself to survive. You can have 2 arms and 2 legs, and 1 tail equipped plus 2 upgrades.

At level 2: you can sacrifice 10 gold for the ability to shoot paralysis darts, 1d4 + dex mod per day and the opponent must make a con save or be paralyzed for 1d4 turns. This counts as 1 arm.

At level 4: you can sacrifice 20 gold for some better legs that help you crawl through dirt and stone, you know have a burrowing speed of 20 ft. This counts as 2 legs.

At level 5: you can sacrifice 40 gold for a grappling hook arm with 25 ft range, you can choose to pull yourself towards an object or pull an object towards you. You cannot grapple creatures with this equipped. This counts as 1 arm.

At level 6: you can sacrifice 30 gold for a prehensile tail with 5 ft of movement, your tail cannot hold weapons. This counts as 1 tail.

At level 8: you can sacrifice 40 gold for a tail that can slap enemy ending in a barbed fashion, this tail counts as a mace and deals damage equal to a mace. You have 5 feet of range. This counts as 1 tail.

At level 10: you can sacrifice 50 gold for some jet boosts fueled by solar radiation, you now have 30 ft of flying speed. This counts as 1 upgrade.

At level 12: you can sacrifice 75 gold for infused legs that can be used as an arcane focus. This counts as 2 legs.

At level 15: you can sacrifice 100 gold for a ice cream machine, where you must roll a 1d20 and get 18 or higher to make ice cream that heals you by 1d4 health per scoop. Or if you choose to and you make a 8 or higher you can use it as a weapon that deals 2d10+dex mod. This counts as 1 upgrade.

At level 18: you can sacrifice 200 gold for the ability to call for aid, you can summon 1d20+dex mod drones that deal 1d4+str mod damage. This counts as 1 upgrade.

At level 20: you can sacrifice 300 gold for a plasma cannon, wich shoots energized balls that home in on enemys. The energy deals 2d20+10+dex mod. This counts as 1 arm.

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2020 4:23:45 PM
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10/20/2020 3:30:39 AM
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10/21/2020 2:23:17 AM
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