Homebrew Blockin-Too Species Details

Blockin-Too are a species of metallic beings that were created as a sort of protector to an ancient, and now dead species of Astral-Born beings. After their creators died, the Blockin-Too never truly knew what to do after their creators died, living on their lone Alderson Disk, unable to leave it unless to travel to and from the Material Plane and Astral Plane. Because of this, They decided to use all the resources withon the disk, creating their own, isolated and advanced society to live within.

Blockin-Too Traits

As a Blockin-Too, you gain these racial traits.

Ability Score Increase.

Your Strength increases by 1. Your Constitution also increases by 2.

Age.

Most Blockin -Too are at the age of around 200 years of age, but can be thousands of years older, or even so much as 1 years old. So far, no Blockin-Too has died due to age alone, therefore making their lifespan a mystery.

Alignment.

Although most Blockin-Too are considered "Chaotic Evil", some are different from them, depending on their personality subroutine. Very few even believe they're above "mortal personality categorisation".

Size.

 Your size is Large. To set your height and weight randomly, start with rolling a size modifier.

  • Size modifier = 3d6
  • Height = 8 feet + 11 inches + your size modifier in inches
  • Weight in pounds = 330 + (4 x your size modifier)

Speed.

Your base walking speed is 15 feet.

Constructional Resistance.

The Blockin-Too were created to have incredible fortitude, represented by the following benefits

  • You gain immunity to poison damage, and automatically succeed saving throws against being poisoned.
  • You don't need to eat, drink or breathe.
  • You're immune to disease.
  • You don't need to sleep, and are unable to be magically put to sleep in any way. 

Blocky Rest.

When you take a long rest, instead of being fully unconscious for 8 hours, you fold yourself into a somewhat block shape to remain semi-conscious for only 4 hours. While in this form, you're unable to move or speak, or see, but are able to hear things going on around you. If you need to re-awake from this semi-conscious inactivity,  you must spend an action to reform yourself and reactivate all your systems.

Unusual Body.

Your unusually shaped body cannot be physically compatible with normal armour. The skin from this body changes your AC to 14 + your DEX modifier. If you wish to wear a set of magical armour, you must spend 1 hour to combine it with your skin. While wearing magical armour, although able to use whatever ability they possess, you're unable to gain anything from it's AC bonuses.

Astral Displacement.

As an action, you may force yourself to be transported to an Alderson Disk within the Astral plane. Roll a d20, and on anything below a 10, instead, you wont teleport on it, but rather inside of it, causing you to be dealt 2d10 x your class level in true damage before being sent back to the Material Plane. If you succeed the roll, you'll be allowed to stay on the Alderson Disk for 24 hours, or until you choose so, before being forcibly transported back to your original position within the Material Plane before using the feature. Once you use this feature, you wont be able to use it again until you finish a long rest. 

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