Prerequisites: Autognome
You have taken your creation into your own hands. You recieve the following benefits.
-
Master Tinkerer. When you take this trait, you recieve proficiency with Tinker’s tools. You may then select one of the upgrades from the Autognome Upgrade table.
-
Upgrade Module. You recieve this upgrade module, and by using your Tinker’s tools you may spend 8 hours to install it and recieve it’s benefits.
-
Modular Build. You may take this feat any number of times, selecting an upgrade each time. Upgrades can be repeated up to 4 times.
Autognome Upgrade Modules
| Module | Level | Effect |
|---|---|---|
| Improved Dynamos | Any | +1 Strength. You gain proficiency in Athelics. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. This applies successively. |
| Punch-Gnome | Any | +1 Strength. Your unnarmed strikes now deal 2d4 + your Strength + your proficiency bonus damage. Taking this feat additional times increases the damage to 3d4, 4d4, and 5d4 succesively. |
| Handy | Any | +1 Strength. You gain an additional arm. This arm can be used to perform all actions your normal arm can, but it can only wield light weapons and does so at disadvantage. You may only take this module twice. |
| Attack Protocols | Any | +1 Strength. You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. |
| Beserk | Any | + 1 Strength. Once per day, you gain the ability to enter a programmed rage. You gain advantage on Strength and Strength saving throws. In addition, when you make a melee attack using strength, you gain a bonus to the damage roll equal to + 1. You also have resistance to bludgeoning, piercing, and slashing damage. You cannot cast spells or concentrate on them while going Beserk. Beserk lasts for one minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature or taken damage since then. You can also end Beserk on your turn as a bonus action. When you take this feat additional times, you gain the bonus to the damage roll increases by + 1, and you get an additional uses of Beserk. |
| Finely Tuned Gears | Any | + 1 Dexterity. You gain proficiency in Acrobatics. Your movespeed increases by 10 feet. |
| Little Chest | Any | + 1 Dexterity. You gain proficiency in Sleight of Hand. In addition, you now have access to a small pocket dimension located within your chest. The interior space of this pocket dimension is cubical, with a volume of 64 cubit feet. The mouth to the dimension is roughly the width of your chest. If you take this feat multiple times, the volume doubles each time. |
| Stealth Drive | Any | + 1 Dexterity. You gain proficiency in Stealth As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest. If you take this module multiple times, you can use it once per module. |
| Spring-Loaded Gnome | Any | + 1 Dexterity. Your standing jump is now equal to 15 feet, and your long jump is equal to 25 feet, with or without a running start. Taking this feat additional times increases the distance to 20/30, 25/35, and 30/40 succesively. |
| All-Terrain Gnome | Any | + 1 Dexterity. Your movespeed increases by 10 feet, and you gain a climb speed and swim speed equal to your walking speed. |
| Arcane Drive | Any | + 1 Intelligence. You gain proficiency in Arcana. You learn a cantrip of your choice from the Wizard or Artificer spell list. In addition, choose a 1st-level spell from the Wizard or Artificer spell list. You learn that spell and can cast it through your Arcane Drive. When you do, you can regain a spent hit die. Once you cast this spell through your Arcane Drive, you cannot do so again until you complete a short or long rest. Intelligence is your spellcasting modifier for these spells. |
| Recorded Mastery | Any | + 1 Intelligence. You gain proficiency in History. You gain two tool proficiencies of your choice and one simple or martial weapon proficiency. |
| Adaptive Processor | Any | + 1 Intelligence. You gain proficiency in Investigation. You gain an additional set of uses for your Built for Success trait. |
| Druidcore | Any | + 1 Intelligence. You gain proficiency in Nature. You learn a cantrip of your choice from the Druid spell list. In addition, choose a 1st-level spell from the druid spell list. You learn that spell and can cast it through your Druidcore. When you do, you can regain a spent hit die. Once you cast this spell through your Druidcore, you cannot do so again until you complete a short or long rest. Intelligence is your spellcasting modifier for these spells. |
| Religious Programming | Any | + 1 Intelligence. You gain proficiency in Religion. You learn a cantrip of your choice from the Cleric, Paladin, or Warlock spell lists. In addition, choose a 1st-level spell from the Cleric, Paladin, or Warlock spell lists. You learn that spell and can cast it through your Religious Programming. When you do, you can regain a spent hit die. Once you cast this spell through your Religious Programming, you cannot do so again until you complete a short or long rest. Intelligence is your spellcasting modifier for these spells. |
| Beastmastery | Any | + 1 Wisdom. You gain proficiency in Animal Handling. Once per day, you automatically charm a beast within 25 feet of yourself that has a challenge rating of 1/4 or less for 1 hour. Taking this feat additional times increases the maximum challenge rating creature you can apply this to 1/2, 1, and 2. |
| Loss Prevention | Any | + 1 Wisdom. You gain proficiency in Insight. Once per long rest, you may add your proficiency bonus to one of your failed attack rolls, skill checks, or saving throws, potentially turning it into a success. This effect does not apply to critical failures. Taking this trait multiple times allows for 1 additional use of this ability. |
| Rapid Apothecary | Any | + 1 Wisdom. You gain proficiency in Medicine. Once per long rest, you may spend an action to inject a creature you are touching with a Potion of Healing, restoring 2d4 + 2 hit points. If you take this feat additional times, the injection will increase to Greater Healing (4d4 +4), Superior Healing (8d4 + 8), and Supreme Healing (10d4 + 20) succesively. |
| Hunter Killer | Any | + 1 Wisdom. You gain proficiency in Perception. Once per long rest, you can choose a target you see within 90 feet. For 1 hour, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Taking this module additional times wiill increase the duration to 4 hours, 8 hours, and 24 hours succesively. |
| Contingency Plan | Any | + 1 Wisdom. You gain proficiency in Survival. 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. Taking this feat additional times grants 1 additonal use of this feature. |
| Infiltration | Any | + 1 Charisma. You gain proficiency in Deception. Once per day, you can transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; you are a bipedal gnomoid. You can appear to not be a construct during this time, allowing you to mimic the appearance of flesh for 1 hour. If you take this feat additional times, the duration increases to 4 hours, 8 hours, and 24 hours succesively. |
| The Blades | Any | + 1 Charisma. You gain proficiency in Intimidation. You gain the usage of built-in blades, which may be retractible at your discretion. You may use these blades to make a melee weapon attack at an enemy within 5 feet. If they hit, they deal piercing damage equal to 1d8 + your Charisma modifier + your proficiency bonus. If you take this feat additonal times, the damage increases to 1d10, 1d12, and 1d20 succesively. These blades do not require your hands to use. |
| Lecture Box | Any | + 1 Charisma. You gain proficiency in Performance. You learn a cantrip of your choice from the Bard, Sorceror, or Warlock spell lists. In addition, choose a 1st-level spell from the Bard, Sorceror, or Warlock spell lists. You learn that spell and can cast it through your Lecture Box. When you do, you can regain a spent hit die. Once you cast this spell through your Lexture Box, you cannot do so again until you complete a short or long rest. Charisma is your spellcasting modifier for these spells. |
| The Gnomezone | Any | + 1 Charisma. You gain proficiency in Persuassion. Once per day, you may create a portal to a pocket dimension. The portal to this dimension appears as a door that is 2 feet wide and 6 feet tall. It is wooden, and looks rather ornate. After 1 minute, the door dissapears. The pocket dimension still exists, but your link to it is lost. Future uses of The Gnomezone will be linked to a new pocket dimension. The exact mechanisms are unlclear, but each pocket dimension takes the shape of a 10 foot by 10 foot room. The contents vary between dimensions, but there are never any creatures or otherwise obviously animate objects. If you take this feat an additional time, you gain an additional usage of The Gnomezone each time. Additionally, when you take this feat multiple times you may choose, when you activate The Gnomezone, to extend the duration of the door to up to 10 minutes, 1 hour, and 1 day, succesively. |
| Gnomish Reasoning | Any | + 1 Charisma. Once per day, you may use your Gnomish Reasoning to attempt to Gnome (charm) a humanoid you can see within 25 feet. It must make a saving throw equal to your Charisma + your proficiency bonus. If it fails the saving throw, it is Gnomed (charmed) by you for 10 minutes or until you or your companions do anything harmful to it. The charmed creature regard you as a friendly acquaintance. When this effect ends, this creature knows it got Gnomed by you. Taking this feat additional times increases the number of times you can use Gnomish Reasoning by 1, and additionally increases the number of targets that you can attempt to Gnome by 1. |
| Advanced Plating | Any | + 1 Constitution. The base armor class granted by your Armored Casing trait is increaded to 14 + your Dexterity modifier. If you take this trait additional times, it increases to 15, 16, and 17 successively. |
| Robust Construction | Any | + 1 Constitution. When you install this module, your maximum hit points increases by a number equal your level, and you will gain 1 additional hit point every time you advance in level. |
| Advanced Healing | Any | + 1 Constitution. When you expend a hit die to use your Healing Machine trait, you may now add one additional hit dice to your roll, as well as your proficiency bonus. Whenever you recieve a healing effect, you regain additional hit points equal to your proficiency bonus. Both effects apply all times when you take this trait multiple times (+ HD, + PB). In addition to the healing spells present on your Healing Machine trait, you are also affected by the following spells: Heal, Mass Heal, Power Word Heal, Prayer of Healing. |
| Elemental Converter Engine | Any | + 1 Constitution. When you finish a long rest, you may choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type until you next finish a long rest. Additionally, when you take damage of one of those damage types, you may use your reaction and expend a hit dice to absorb that element and regain a number of hit points equal to the damage you would have recieved. Taking this feat allows to to select one addition type per long rest. |
| Supersize | Any | + 1 Constitution. Your size increases by one. The first time you take this feet, you will become Medium sized, and will stand approximately 5 1/2 feet tall. The second time, you will become Large sized, and will stand approximately 11 feet tall. The third time, you become Huge sized, and stand approximately 22 feet tall. You retain the same proportions in all phases: you are still gnome shaped. Your weight increases proportional to your height growth. You may only take this trait 3 times. |