race features:
Armored Casing. You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
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 but before the effects of the roll are resolved. 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.
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 long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.
Specialized Design. You gain two tool proficiencies of your choice.
Dynamic Rejuvenation. If the Mending spell is cast on you, you can expend 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). In addition, your arcane dynamo is designed to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.
Dynamic Automata are mechanical beings built by industrialists (usually Dwarves) in their image, typically with a particular purpose in mind. For example, one industrialist might build an automaton to be a steadfast colleague or a loyal companion. Sometimes, because of a malfunction or a unique circumstance, an automaton becomes separated from its creator and strikes out on its own.
An automaton bears a resemblance to its creator, and most automata are programmed to speak and understand Dwarvish. The internal components used in an automaton’s manufacture can vary wildly, but they all contain an arcane dynamo at its core, giving it its life power.
Roll on the Automaton History table or choose an entry to determine what event set your automaton on the path to adventure. If nothing on the table appeals to you, work with your DM.
d8 |
History |
1 |
Your creator gave you autonomy and urged you to follow your dreams. |
2 |
Your creator died, leaving you to fend for yourself. |
3 |
A temporary malfunction caused you to harm your creator, and you fled rather than face reprisal. |
4 |
A glitch caused you to forget your original programming. You don’t remember who made you or where you came from. |
5 |
You were stolen from your creator and long to return to them. |
6 |
You didn’t like how you were being treated by your creator, so you ran away from home. |
7 |
Your creator built you to complete a special mission. |
8 |
You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose. |