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Automatons - D&D

This page refers to the D&D 5e mechanics for my homebrew Automaton race. For automatons in world lore: click here

Features

  • Age. A typical automaton is between thirty and eighty years old. The maximum lifespan of the automatons remains a mystery; so far, automatons have shown no signs of deterioration due to age. You are immune to magical aging effects.

  • Alignment. Most automatons take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.

  • Size. Your size is Medium. Most warforged stand between 5 and 6 1/2 feet tall. Weight and build are affected by automaton design.

  • Speed. Your base walking speed is 30 feet. Speed is affected by automaton design.

  • Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

  • Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

  • Modular. You were built using a modular design, allowing you to specialize your function. You start with one module slot at level 1, and again additional slots at levels 6, 12 and 18. The modules you can install depend on your design and you can only have one of each module installed at any one time.

  • Arcane Core. You rely on Arcane Crystals to keep you running, every three days you must insert a tier one Arcane Crystal into your core or become inactive. The tier of crystal increases to tier two at level 6, tier three at level 12 and tier four at level 18. This crystal counts towards your Arcane Signature.

  • Languages. You can speak, read, and write Common and one other language of your choice.

Automaton Design

Sentinel

Sentinel automatons were built to serve as bodyguards to the prominent elites, they are generally tall with an imposing frame and possess formidable defensive capabilities.

  • Reinforced Frame. You gain a +1 bonus to Armor Class

  • Sentinel Design. You can install Sentinel modules.

Ravager

Ravager automatons were built to serve as skirmisher troops during The Great War, they are exceptionally fast and agile.

  • Hardware Acceleration. Your base walking speed is 35 feet.

  • Ravager Design. You can install Ravager modules.

Steward

Steward automatons were built to serve as adjutors to their masters, though not as fit for battle as their peers they have improved cognitive and social abilities.

  • Built to Please. Choose two skills from: Arcana, History, Nature, Religion, Medicine, Performance, Persuasion. Gain proficiency in chosen skills.

  • Steward Design. You can install Steward modules.

Modules

General

  • Specialized Design. You gain proficiency in two skills of your choice.

  • System Overclock. One ability score of your choice increases by 2. You can't raise any of your scores above 20.

  • Integrated 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.

Sentinel

  • Added Plating. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You must be at least level 6 to install this module.
  • You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Hydraulic Arms. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • Backup Core. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. You must be at least level 6 to install this module.

Ravager

  • Padded Feet. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.

  • Advanced Sensors. You gain a +2 bonus to initiative. You can't be surprised. You must be at least level 6 to install this module.

  • Spring Joints. You can jump two times the normal distance, though you can't jump farther than your remaining movement would allow. Additionally, when you fall, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to two times your level. You must be at least level 6 to install this module.

Steward

  • Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. You must be at least level 6 to install this module.

  • Advanced Language Module. You can speak, read, and write all Standard Languages.

  • Improved Synapses. Your Charisma, Intelligence or Wisdom score increases by 2.

“There is no right to deny freedom to any object with a mind advanced enough to grasp the concept and desire the state.” ~ Isaac Asimov


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