Autognome

Autognome

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Age. Autognomes are fully artificial sentient constructs. They do not age, they only die when their internal mechanisms or the magic sustaining them cease the function.

Alignment. They are often constructed to replicate skilled, but tedious, labor. They are usually programmed to fulfill a designated task, and will unwaveringly strive to complete it in it’s entirety. However, it is not uncommon for the initial programming to go awry and for Autognomes to being to strive towards different goals with the same intensity. They tend towards Lawful, unwaveringly following their own code.

Creature Type. You are a Construct.

Size. You have gnomish proportions. Your size is Small.

Speed. Your walking speed is 30 feet.

Armored Casing. You are encased in a thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You can use your armored casing to determine your AC if the armor you wear would leave you with lower AC. A shield’s benefits apply as normal while you are using your armored casing.

Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus. You regain one expended use on a short rest, and you regain all expended uses when you finish a long rest.

Intelligent Design. You know the Mending cantrip. Wisdom, Intelligence, or Charisma is your spellcasting ability for it (choose when you select this race).

Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.

Sentry’s Rest. When you take a short or long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.

Specialized Design. You gain two tool proficiencies of your choice.

Languages. You can speak, read, and write Gnomish and one other language that you and your DM agree is appropriate.

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