Automaton
Robots
Ability Score Increases. Choose either 3 Ability Scores to increases by 1, or one to increase by 2 and one to increase by 1.
Speed. You have a Walking Speed of 30ft.
Languages. You can speak, read, and write up to two Languages.
Creature Type. You are a Construct.
Adjustable Size. Your size is Tiny, Small, Medium, or Large. Given significant time and effort, your chassis could be retrofitted to change this.
Mechanical Nature. You do not need to eat, sleep, breathe, or drink water. 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 remain conscious.
Modifications. You have 5 Modification Points to spend on the following Features.
Quadrupedal (1 Point). You have four limbs that you utilize for ambulation. You ignore the Slowed Condition from Difficult Terrain or moving through Creatures.
Hidden Compartment (1 Point). You have a compartment you can store items in. It is 6 inches cubed of total space, and you can use 1 Action to store or retrieve items place in your compartment. You can choose this Modification multiple times.
Language Module (1 Point). You learn one additional Language. You can talk this Modification multiple times.
Weapon Module (1 Point). You gain Proficiency with 2 Simple or Martial Weapons of your choice. You can choose this Modification multiple times.
Combat Module (2 Points). You learn one maneuver of your choice from among those available to the Battle Master archetype in the Fighter Class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain 2 Superiority Dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. which you regain after you take a Long Rest. You can choose this Modification multiple times.
Integrated Defense (1 Point). Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have Proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. *You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can’t be removed against your will.
Mendable Nature (1 Point). 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).
Musical Module (1 Point). Choose one Instrument, you gain Proficiency with the chosen Instrument, and you have the instrument naturally built into your body, and can play it with ease, so long as you have a free hand. You can choose this Modification multiple times.
Culinary Module (1 Point.) You gain a sense of Smell and Taste. Additionally, you have Advantage on Wisdom (Perception) Checks using your sense of taste, smell, or hearing.
Minor Magic Module (1 Point). Choose one Cantrip, you learn this Spell. You use Constitution as your Spellcasting Ability for this Spell. You can choose this Modification multiple times.
Major Magic Module (2 Points). Choose one Level 1 Spell, you learn this Spell and can cast it without expending a Spell Slot or requiring Material Components. You use Constitution as your Spellcasting Ability for this Spell. After doing so, you must finish a Long Rest before being able to do so again. You can choose this Modification multiple times.
Minor Diplomacy Module (1 Point). You gain Proficiency with Insight and Persuasion.
Major Diplomacy Module (2 Points). You gain Expertise with Insight and Persuasion.