Automaton

General Lore

Automatons originate from the Steel Shroud. They are metallic constructs, given sentience, sapience, and a soul through some form of heightened Geneolurgy and gift from the Three. They were created by the Zhenem Gnomes to act as a form of muscle to move heavy objects and machinery. Since then, Automatons have spread throughout the Steel Shroud, and are present in all Civilizations there. Unfortunately, due to the stigma of technology generally present throughout Drakomere, Automatons are disliked by most of the Drakomere populace. Many scholars are unsure whether Automatons are actually sapient and whether or not they have a soul, but through some form of gift from the Three and a heightened form of Geneolurgy, they do.
Automatons are the only immortal Lineage in Drakomere, as they are made from inorganic materials, and do not fade or decay with time. An Automaton can weary, however, choosing to fade away once it feels its life is complete. The mass production of Automatons stopped after the Corruption of the Steel Shroud during the Incursion of the 14th Age, but new Automatons kept showing up occasionally with no discernible cause. Automatons also don’t have ethnicities or Kindreds as other Lineages do. Because they are created, they can take essentially any form, even though most of them do have a form reminiscent to that of Orcs as that was their inspiration. Their Kindreds are based on the functionalities of the form they have, rather than being related to any form of genetics, as Automatons can not reproduce.
Whether or not Automatons have a Blessing is under much debate, some say their Blessing is sapience and a soul, but others argue that those are foundational elements to being, and are not a Blessing because all other Lineages have them. Others state their Blessing is their immortality, but others debate that point by saying it’s merely part of their form, a Faerie’s Blessing isn’t their flight, nor a Saurian his claws, so why would immortality be the Automatons’?
Automatons have a Crux, a glowing core filled with Resonance, which contains their mind, memory, identity, personality, and is essentially what they are. If the chassis of an Automaton is completely destroyed, their Crux can be placed into a different chassis, bringing them back in full.

Appearance & Ethnicity

Automatons are generally made out of metals, though some of them are made of crystal. They come in all shapes and sizes, about half of them are reminiscent of Orks, another twenty percent are reminiscent of other Lineages in Drakomere, and the remaining thirty percent are not based off of anything, having strange numbers of limbs and body shapes.

Locations and Perceptions

Most Automatons remain in the Steel Shroud, but they do filter throughout the entirety of Drakomere. They are most accepted in the three Nations of Stellarsiege, Anoorsin, Kraetaal, and Noovaen for their practicality, and the three Nations of the Plateau, Kitech, Zgentrick, and Shkitn, because the Stoneblooms are also non-traditional and shunned because of it. They would also be accepted in the Academy and Chaloola, because of the concentration of Adventurers who are often very eccentric, strange, and accepting types, especially the ones who group up in the Academy.
Automatons are least accepted in Gaabieng and Aahwa in the Chaos, the Codists in the Archipelago, and the Ebony Swamp and Stlaakh in Drakion.
To those extremely opposed to Automatons, there are a variety of slurs often used for them, primarily Herald, as in Herald of destruction/ruin/aberrant incursions, calling out the primary reason for their ostracization and calling them to face the unfair judgement. There are a variety of more "tame" slurs, such as clanker, tinhead, screwface, wireback, scrap, or some other vaguely machine sounding words.

Automaton

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.