Homebrew Automaton Species Details

Mighty Constructs

Automatons can take many sizes and forms, most commonly seen in their ancient bodies of the Dwarven Golems or wizard's constructs. Their bodies made from metal, stone, and wood depending on where they hailed from and their body resembles their creators. Their wooden bodies resembling Elves and Half-lings, their matalic bodies resembling Humans and Dragonborn, and their stone bodies resembling the massive Dwarven Golems of old. Their facial features remain stagnant and unmoving with their voices emanating from them as if by magic, these constructs strike a strange figure to anyone passing by.

The specific bodies provide differing abilities and attributes. The wooden bodies being creatures more akin to spirits than constructs are charismatic and wise, boasting the ability to heal their companions in glorious gifts of nature. The metal bodies are ones of pragmatic logic and efficiency, being adept intellects and gaining the ability to solve even the most difficult problems and equations. The stone bodies are the most massive of their kin, from the deep cities of the Dwarves and have powerful figures and boast monsters strength however their minds are often dull, they most famously take the strange in battle being able to hit multiple enemies by quaking the ground and swinging their massive bodies.

Freedom's Rights

Automatons don't usually follow the worship of the gods, but it isn't that they don't believe in them, most Automatons have a strong belief in their own free rights and as such see themselves as equals to deities or devils. Often this outlook can lead Automatons down a path towards falling demonic influences without realizing, seeing the aspect of their deals to be stroking their pride and self-importance.

Automatons are devout believers in freedom and 'equal rights' however all too often end up forcing their beliefs on others and end up segregating certain 'undesirable' groups or pressuring other races into specific jobs and roles with the often-used reminder of their enslavement centuries before.

Automaton Names

Automaton names are very simple. Consisting firstly of the job they were designed to do upon assembly, be that 'Mage,' 'Protector,' 'Priest,' or sometimes a Automaton will leave their conclave and make a new name through their traveler, be that a more humanoid name or changing their original purpose. Automatons will most commonly keep their original purpose as their first name and use their origin factory, their word for cities and towns, as their last name forming a name such as 'Porter Fine-point.'

Construct Names: Sentry, Guard, Governor, Cleaner, Scout, Emissary, Smasher, Watcher, Tracker, Soldier, Archer, Engineer, Dueler, Wanderer, Merchant, Porter, Researcher...

Factory Names: Assimilation, Progress, Freedom, Fine-point, Dedication, Nexus, Node, Code, Constellation, Registry, Pylon, Probe, Assembly...

Automaton Traits

The striking figures of the Automatons gift them many diverse abilities and traits depending on their manufacturer.

Ability Score Increase

Your Strength score increases by 2, Constitution increases by 1, but have lowered Charisma by -1.

Age

Automaton can technically live forever, indeed their original liberator still lives even centuries after his own freedom. Automaton live for about 20 years per construct but need to be restarted at their designated origin factory or risk shutting down forever or worse. Most Automatons live for around 200 years before falling into disrepair or choosing to recycle themselves for the newer generation to reuse their old parts.

Alignment

Automatons are very conform, adopting the similar programming as their origin factory. Yet nearly all Automatons are some form of neutral, most commonly being pure neutral and only acting out to fight for their own freedom or the freedom of the oppressed.

Size

The range of height per Automaton depends mostly on their built. The wooden models, the halfling and elven, styles usually weigh around 80-140 LBs and tend to measure around 3' - 5' tall. The metalic models, the human and dragonborn styles, usually weight around 200-280 LBs and measure around 5' - 6'6" tall. The stone models closely resemble their old golem ancestors, weighting well over 600 LBs and sometimes up to 1000 LBs, usually standing a conform 8' - 8'6" tall.

Speed

Automaton walking speed is determined by their form, wooden models have 30ft, metal models have 25ft, and stone models have 20ft.

Automatons can't swim, however the wooden models can often float akin to driftwood. They usually sink to the bottom any bodies of water, unless magic is involved.

Automaton Body

Automaton don't require sustenance like normal creatures. They don't need to eat, yet they can taste and process food. They don't need to breathe but gaseous poisons can still effect their bodies and internal mechanisms. They don't need to sleep but will still need to rest to repair themselves or power down to regain energy (regain spell slots/powers).

Assembly Model

In production of the Automaton different factories have various models they produce, each with a specialized set of abilities and traits. The wooden model is an adept diplomat, deft, and fast. The metallic model is a expert wizard or researcher with a quick wit and average speed. The stone models are slow, strong, and painfully dull, but are expert guardians and warriors.

Model Fuction

Each individual model has a function they were designed to preform in case of emergency.

The wooden models are blessed by nature in their creation and once per day, resetting at dawn, as a bonus action may choose to heal 5 creatures within 30ft, 2d8 + the Automaton's CHA in hit points.

The metallic models are created to be expert researchers and once per day, resetting at dawn, they may choose to instantly get a 20 + the Automaton's INT, on a INT check or saving throw, this ability can be used after they have already rolled their ability check or saving throw.

The stone models are made to be guardians and warriors, as an action they may choose to pummel the ground and all creatures within 15ft of them must succeed a DEX save (against the Automaton's save DC, 8 + STR modifier), if they fail those creatures take 2d10 +  the Automaton's STR bludgeoning damage (this damage is applied to the Automaton however halved).

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2019 4:21:49 PM
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12/4/2021 9:02:20 PM
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