Homebrew Nimblewright Species Details
The long lost magic of Lantanese wizards and artificers lingers still in the old, and new, automatons known as Nimblewrights. But, not only are some Nimblewrights still in motion today, fulfilling their ages old mission to simply obey their masters, a special few have grown through centuries to become truly autonomous and intelligent beings. The original enchantments have become so intertwined with the mechanical bodies of these Nimblewrights that they are full of true and independent life. Instead of bones, there is metal; muscle and sinew, pistons and gears; blood and organs, oil and pumps. These living, no longer automaton, Nimblewrights have memories, personalities, histories, wants, and needs just as any other intelligent being. They can even pass on their living enchantment to new creations as their own begins to fade.
So few true Nimblewrights remain today, most having accepted the fate of their own unique mortality, and even fewer choosing to pass on their enchanted life. They are very secretive of the true nature of their life, often choosing to live simply as any typical automaton may, serving masters diligently and loyally. Most are true neutral in their outlook toward life, never bothering to become involved in the affairs and conflicts of other beings. Some reveal their living nature to masters, much to their surprise, if pushed to perform duties too terrible or dangerous to the Nimblewright. Rarely does a Nimblewirght reveal their nature and attempt to become accepted into the lives of other creatures and beings. Too often the selfish impulses of others to simply use such a being overcomes any respect one may have earned, leading to its destruction or escape and seclusion. But a rare few accept the challenges of struggling for independence within larger civilizations and an exceptional few even become adventurers!
Nimblewrights can live over a thousand years if able to adequately care for their body. Even such, the unique enchantments that give them life do fade over time. Near the end of their life, a Nimblewright can choose to pass on their enchantment to another automaton of their creation. Some choose to create an entirely new Nimblewright, who, when enchanted, will have its own free will and history. Some choose to create mechanical companions for the short rest of their lives, such as a dog or other creation. These creations have free life as well, though limited to its own nature. Still, these living mechanical companions can live to be hundreds of years old, seeking to serve new masters once the old have passed away.
Nimblewrights are Medium size mechanical humanoids and can weigh several hundred pounds with a movement speed of 30ft.
Nimblewright Traits
Nimblewrights are Medium size mechanical humanoids and can weigh several hundred pounds. They do not require air, water, food, or sleep. They do require regular "rest" for maintenance and repair and also for the replenishment of spells and/or magical abilities, following standard rules for short/long rests.Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age
Nimblewrights are created not born. The original Nimblewrights were created thousands of years ago, and a few still exist today. Once created, a Nimblewright can live over a thousand years and are a mature being at time of creation. Their history is purely circumstantial, given their neutral nature and long lives, though some memories still bear more importance than others, leading to what is often perceived as odd, cold, or unfriendly personalities.
Alignment
Nimblewrights are True Neutral at the time of their creation and most tend to remain so throughout their long lives, although histories and circumstances can sway the alignment of any.
Size
The vast majority of living Nimblewrights, few as they are, were created as replicas of typical humanoid-size servants between 5-6 feet tall and weighing several hundred pounds. As such your size is Medium. With the DM's permission, a rare Nimblewright character could be small or large.
Speed
Your base walking speed is 30 feet. You cannot swim unless with the aid of magic or other outside means (such as a mount or vehicle); follow the relevant speed for such means.
Mechanical Ancestry
Magic Resistance - You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Constitution of Steel - You are immune to poison and disease, and have advantage on all Constitution saving throws. It also takes you twice as long to reach a typical level of exhaustion, unless caused by magic.
Sure-Footed - You have advantage on all Strength and Dexterity saving throws against being knocked prone.
Repairable - When knocked to 0 hit points or less, other than an automatic kill, you are automatically considered to be in stable condition (no death saving throws necessary). A mending spell can be cast instead of healing to restore 1 hit point. If a mending spell or other repair (ie. smith's tools skill check) is not made within 3 hours, your life-energy dissipates and you die. You can be resurrected so long as your mechanical body is still intact and repaired. You, or any other person, can repair your body using smith's tools for 1 minute and requires concentration.The amount of HP repaired in 1 minute varies by the DC skill difficulty. A DC of 10 heals 2d4 + 2 hp; DC 15 heals 4d4 + 4 hp; DC 20 heals 8d8 + 8 hp; DC 25 heals 10d4 + 20 hp. A failed skill check repairs nothing and three failed skill checks results in the smith's tools being no longer usable. An uninterrupted short or long rest allows for the standard Hit Die repair of HP.
Iron Stomach - You cannot be healed by spells, potions, or by any ingestible means.
Darkvision
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.
Language
You are fluent in the language of your creator (any) and one other of your choice. You can learn any language granted by your background, class, or through in-game play.
Previous Versions
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Posted Apr 18, 2023Do you get all of the mechanical ancestries or just one?