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# Gleaming Automaton
Based on the classic retro futuristic robots found in science fiction books, movies, and television shows, these shiny symbols of technological advancement efficiently destroy all enemies or commonly rescue their comrades. Possibly an artifact of a crashed ship, a lost traveler flung thru time and space, or a grumpy tin-can with a shiny metal ass. Each Automaton has a purpose built body, a logical sentient cyber-brain, and protocol driven morals.
##### Read before operation: - For the sake of maintaining a "Science Fiction" feel to your automaton, **ALL** magic effects used should be flavored as a technological effect instead of a magical ones. A player should be mindful of what classes use magic that would not be compatible in this way, and always discuss your ideas with your DM.
### Ability Scores Increase Constitution score by 1. ### Size Automatons can vary in size and shape, as the automatons height and design is based on the need it was produced to fill, or which form sub-race it is using. Regardless of this, your size is always Medium. ### Constructed Individual You are a machine made of a variety of durable materials and powered by unusual energies. Your creature type is construct instead of humanoid. As such, any spell that specifically targets humanoids does not affect you. You are immune to poison damage, being poisoned, and diseases. You do not eat or breathe, although you can take in food but it is just incinerated internally. Rather than sleeping, you enter an inactive state for 6 hours each day for self-repair. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. ### Mendable When a mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. The caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8 + the casters spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points. ### Languages You can speak, read and write Common, and always know a secondary language. Using your translator circuitry, you can switch your secondary language to any Standard PHB language. You can change your translator to a new language once a day and it resets after a long rest. \columnbreak
### Godless Automatons are incapable of engaging with dieties, patrons, or divine hosts in a way that grants them access to any magical effects. This will completely prevent you from using certain classes or spells. ### Electronic Susceptibility Your circuits and electrodes are especially susceptible to electric (lightning) based damage. If targeted by an spell or effect of this type, you must succeed on a Constitution saving throw or fall unconscious for 3 rounds while your system reboots. ### Not from around here If played in a traditional fantasy setting, an Automaton is an unusual sight, but it is typically assumed to be some form of golem, homunculi, or living armor. As such, most denizens of those worlds may not recognize your autonomy or intelligence, and may also be very suspect and afraid of you.
Img Source:
https://www.deviantart.com/ryanlovelock/art/Dieselpunk-Robot-172453284
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### Sink not Swim Your body is watertight, pressure regulated, and made of non-corroding material, but is very heavy. Your swim speed is 5ft and you sink when not moving. ### CyberBrain Transfer You can transfer your consciousness into another automaton over the course of a an hour during a short or long rest. During this process, you gain the status of paralyzed, and you must remain within 5 feet of the other automaton, or the transfer fails. This change may alter your subrace accordingly, based on the desired type. ## Forms of Automata Each Automaton uses a unique chassis that enables it to perform its functions at optimum efficiency. An automaton can be designed and adapted to the use needed. Each has sockets in appendages for weapons, utility tools, and object manipulators. Every Automaton is geared towards specific types of use, and yours should fall into one of three main categories. ### Reconic A well balanced and swift footed scout that can be used for infiltration and subversion
**Ability Score Increase**: +2 to Dexterity score .
**Zoom Lenses**: You gain proficiency in Perception.
**Speed**: Your base walking speed is 40 feet.
**Light Plating**: Your Armor Class 11 + DEX Modifier
**Fine-Tuned**: Your chassis is perfectly balanced. You have +2 to Stealth and disadvantage to be knocked prone. However, your carrying capacity is halved and you cannot use shields, heavy weapons, or medium to heavy armor.
**Turbo Servos**: As a bonus action, you ramp your servos and actuators into overdrive. You increase your base speed to 60 feet and take no opportunity attacks. This effect lasts for 15 secs (or 3 rounds). After that time, your speed is reduced to 25ft and you cannot make reactions for 30 seconds (5 Rounds). You can use this feature 1 + Your CON modifier per long rest. \columnbreak ### Utilitorian Unique component combinations allow for offensive and defensive capabilities, as well as some utilitarian functions.
**Ability Score Increase**: +1 to two ability scores, or +2 to one.
**Enhanced Processor**: You gain proficiency in Medicine or Investigation.
**Speed** : Your base walking speed is 30 feet.
**Medium Plating**: Your Armor Class 13 + your CON modifier
**Bolt-on Body**: You have the ability to bolt on med armor and carry shields.
**Accessory Appendage**: You have an additional manipulator installed. * The arm can lift a number of pounds equal to 10 times your STR or CON modifier, whichever is higher. * Any non-attack action now only takes a bonus action (opening a pack and pulling an item, administering a healers kit, using or throwing a potion, etc). * You can also use this appendage to make an additional melee attack with a weapon, or make an unarmed melee attack for 1d6 + your STR modifier bludgeoning damage. You can make an attack in this way only 3 + your CON modifier before the arm becomes non functional and needs self-repair during a long rest. ### Martialonic A unit focused on protection, battle, and martial superiority.
**Ability Score Increase**: Your Strength score increases by 2.
**Speed**: Your base walking speed is 25 feet.
**Heavy Plating**: Your Armor Class 15 + your CON modifier
**Large Chassis**: Because of the size and shape of your body you are unable to wear armor. You can carry a shield as normal, but you take -2 to your Stealth due to it often banging against your body.
**Heavy Hitter**: When you hit with an unarmed strike, you can deals 1d6 + your STR modifier damage (bludgeoning), instead of the normal damage for an unarmed strike.
**Composite Strength**: Your chassis has the ability to enhance certain parts of its system for a short time. You can apply one of the following enhancements 1 + your CON modifier per long rest. The effect lasts for 15 seconds (3 rounds) and after you lose your reactions for 15 seconds (3 rounds) once the effect has ended. * **Reinforce Casing**: Your outer shell material hardens, giving you +2 AC for the duration * **Lock-Out Actuators**: You lock out your powerful servo motors. A grappled target has disadvantage on all STR checks/saves. You also cannot be knocked prone or pushed for the duration. * **Piston Power**: You increase power to your appendage pistons, giving you an additional 1d6 to your "Heavy Hitter" ability per attack.