Homebrew Alataron Species Details

Alatarons usually are made to serve a master, but many have reportedly abandoned their masters to lead a life in adventuring. most follow their old masters in alignments, but some break off from them and live their own way.

Alataron Traits

Alatarons are made of pure metal, and don't technically have a brain, so they are immune to psychic, necrotic and poison damage, but weak to acid and lightning damage. they are immune to disease, and they don't have to breathe. they don't really have to sleep or eat, but they have to do one of the 2 to keep a magic reservoir full, which acts as their fuel source. they must either rest or drink gasoline/diesel fuel to restore some magic.

magic reservoir

you have a reservoir full of magical energy you use as a power source and for magical attacks. you must refill this at least once a week, either by resting or consuming coal or oil. when you drink enough oil, you will become drunk. when you sleep, you must be asleep for one hour to fill 25% of the gauge. coal and oil fill 5% per quart/pound.

modifications

you can add modifications to yourself to grant different abilities, like a propeller to fly or an arm canon to fire magic.

arm cannon:

pros: you can use magic, and can re-roll a magic attack with a one

cons: you only have one arm, and you can only re-roll after a long rest

propeller:

pros: you can fly at 30ft per action, and can use it as an offensive tool (4+d4)(plus one d4 at level 5, 7, 14, 19, and 20)

cons: you must take a long rest to use it once, and unless you have something launch you, it only lets you glide at 30 ft per minute, and whatever speed you ran off of the ledge.

hook:

pros: + 1d6 to unarmed attacks

cons: -3 dex

claw hand:

pros: gain an attack called "turbine slash", which does 2+1d6 slashing damage. you can also glide down at 70ft/turn

cons: -5 dex

scythe hand:

pros: you gain a new attack called "slash", which does 3+1d4 damage. it gains 1d4 every time you kill something with a soul, and is sentient.

cons: -7 dex

no mods: no pros, but no cons. great choice for people who just want to be a generalist.

resistances

immunities: psychic, necrotic and poison

weaknesses: acid and lightning

you also gain a +1 modifier in armor class, as if any peircing strike takes you below 5 hp(unless softened by a shield), you will be instantly knocked out, as the weapon hits an important chip. The party has 5 in-game hours to get you to a repair shop, or else you’ll be beyond repair(aka bled out). When the repairs are done, you rolls for a charisma save, 1: factory new 2-5: almost no memories are kept, but remembers vital things like your old name/personality 6-10: a decent amount of memories are kept, like your party member’s names 11-15: a majority of memories are kept, including some useless things, like that your friends pet loves apple pie 16-19: a vast majority of things are remembered, with one or 2 holes in memories, like the name of their old master’s sister’s son’s favorite food. 20: every memory is restored 21+:same as a 20, but you also gain other memories, like what it was like being in alataron limbo. If you do this on pen paper, and record yourself rolling and privately show it to the DM. If online, just dm them. It’s their choice if they act like you got a 1 when you got a 19, but remember: play along!

fire(and ice) kinda bad!

if in temperatures below -14 F, you run at twice your normal speed, have advantage against climbing and traversing tough terrain, but you have vulnerability to all melee attacks, and you deal double ice and melee damage, you cannot sleep, or you'll freeze(unless near fire(better pack your gasoline and diesel!)) 

when in temperatures above 104 F, you will start to overheat, and will faint if you are still above that temp for over 45 minutes, unless you have a nevermelt ice. if you faint,  and your party does not help you cool down/get outta there, your circuits, you will die.

metal

platinum:

pros:  +9 cha

cons: -3 on stealth rolls, +150 pounds; so disadvantage on swimming, climbing, and flying rolls.

gold:

pros: +7 cha

cons: -1 on stealth, +100 pounds; -1 on swimming, climbing, and flying rolls

silver:

pros: +2, -racial weakness to lightning damage

cons: vulnerability to bludgeoning damage

steel:

pros: +3 armor class

cons: vulnerability to acid damage

iron:

pros: +1 armor class

cons: none

titanium:

pros: +5 armor class

cons: vulnerability to every type of damage when in areas with no oxygen (ex: space, not saltwater)

condition

fgj

Previous Versions

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