Automatons

> *"Note 33 - In case of lack of responses from the catalyst, exchange quartz adapters for orichalcum. In case of contiued lack of responses, disconnect and reconnect the entire system and attempt use of adaptors on the opposite axis, turning the core by 180°."*
>
>

Many call automatons the youngest type of humanoids, the first ones being constructed in the latter half of the 54th century after the revitalization of the realm. This is refuted by the fact, that the automatons are not truly a species of their own, but rather a hollow form of revival, using the soul of the deceased to light a spark in a shell of arcane machinery, precision crafted to grant the soul a new existance, mirroring their past bodies in a technological hull. While the soul keeps its past instincts, its grasp on language and other systems of logic and common sense, the majority of the soul's memories is lost with the destruction of the former body, a major hurdle considering this soul transferrence makes the revival of the prior body impossible. Nevertheless, automatons are created from time to time, whether to bring new life to an heir or to perserve the personality of a lost friend.

## Traits

When you choose for your character to be an automaton, you gain the following benefits and traits.

### Ability Score Increase

One ability score of your choice is increased by 1.

### Age

Automatons are more machine than creature, granting them immunity to the effects of time. However, depression, nihilism and a general hopelessness has been observed in automatons who's soul has far exceeded the original bodies lifespan. The date of production of an automaton cannot be any lower than 5356 a.R.

### Size

Your size is medium. An automaton can range in sIze from 1,40 to 2,20 metres, due to its system being incapable of supporting a larger build, and too large to be contained within a smaller body. Automatons weigh around 80 lbs. without plating.

### Languages

You can speak, read and write Common and one language you knew in your previous life.

### Mechanical Talent

Your machinelike wiring gives you a grasp on the causality and logic of certain processes. You gain proficiency with one set of tools of your choice.

### Anorganic

You are immune to nonmagical disease and mutation. You require neither food nor water, but can still taste anb are still affected by potions and poisons and the effects of magical food. Anything you consume is incinerated and expelled as smoke over the course of 12 hours. You require air the same way any regular organism would require it, breathing through openings typically found on arms, legs and chest. You must sleep as any other organism, although you can do so while standing without falling over.

## Hull Plating

You can improve your abilities through the use of plating, magical shells that merge with you and move as if they were skin, and can be exchanged at any time, granting you both strengths and weaknesses dependent on the plating used. These effects are temporary and thus do not count towards ability score requirements. The weight of plating is added to your own weight. It takes 2 hours to remove or install platings. When creating an automaton character, you may start with any plating worth less than 500gp.

#### Ability Score Increase

Your Dexterity and Wisdom scores increase by 1.

#### Padded Frame

You don't suffer disadvantage on stealth checks due to wearing Armor.

#### Scorched

If you have taken fire damage since the end of your last turn, you take one point of fire damage at the start of your next turn.

#### Ability Score Increase

Your Constitution and Wisdom scores increase by 1.

#### Natural Connection

You gain proficiency in the perception and animal handling skills.

#### Bloated

If you have taken water damage or have been submerged in water during the last hour, you have disadvantage on stealth checks.

#### Ability Score Increase

Your Charisma and Wisdom scores increase by 1.

#### Face of Death

You have advantage on checks and saving throws against being poisoned, and gain proficiency in the intimidation skill.

#### Turned

If you take radiant damage, you have disadvantage on Wisdom saving throws until the end of your next turn.

#### Trackless Mind

Your mind cannot be read, and you cannot be detected by spells that uncover a creature's location.

#### Clouded

You have disadvantage on Intelligence checks while your current hit points are below your hit point maximum.

#### Heavy Metal

All bludgeoning, piercing and slashing damage you take is reduced by 1.

#### Rusted

After spending an hour in a very humid environment, your speed is decreased by 5 feet until your finish a long rest in a less humid environment.

#### Ability Score Increase

Your Constitution and Intelligence scores increase by 1.

#### Resilient Form

You have advantage on saving throws against being poisoned or paralyzed.

#### Shaken

You have disadvantage on checks made to resist being knocked prone while your current hit points are lower than of your maximum hit points.

#### Ability Score Increase

Your Strength and Wisdom scores increase by 1.

#### Hard Headed

You have advantage on saves against being stunned. You are immune to petrification.

#### Eroded

When you take acid damage, your AC is reduced by 2 until the end of your turn.

#### Ability Score Increase

Your Strength and Intelligence scores increase by 1.

#### Monster Repellant

You have a +2 bonus to all saving throws made against effects caused by creatures susceptible to silver in any way.

#### Photographic Sight

You can recall any imagery seen in the past 7 days perfectly.

#### Dulled

If you take acid damage, you are blinded until the end of your next turn. If you are blinded this way, you cannot be blinded this way again for 1 minute.

#### Ability Score Increase

Your Dexterity and Charisma scores increase by 1.

#### Manmade Purity

You have advantage on constitution saving throws made to resist nonmagical effects.

#### Shattered

If you have take thunder damage you are stunned until the end of your next turn. If you are stunned this way, you gain immunity to the stunned condition for 1 minute.

#### Ability Score Increase

Your Dexterity and Intelligence scores increase by 1.

#### Darkvision

You gain darkvision with a range of 60 ft. In this area, you perceive dim light as bright light and darkness as dim light, but cannot discern color you couldn't normally discern.

#### Rotted

Any magical healing you receive is reduced by 1, to a minimum of 1.

#### Ability Score Increase

Your Charisma and Intelligence scores increase by 1.

#### Imposing Presence

You gaing a bonus to all charisma checks you aren't proficient in, made when interacting with humanoids equal to half your proficiency bonus plus one.

#### Sighted

You have disadvantage on stealth checks while in bright or dim light.

#### Ability Score Increase

Your Dexterity and Constitution scores increase by 1.

#### Unbridled Essence

You have advantage on saving throws and checks made to resist being pushed or knocked prone.

#### Burnt

If you take fire damage during another creature's turn, you lose your reaction.

#### Ability Score Increase

Your Strength and Dexterity scores increase by 1.

#### Slamproof

You have resistance to damage dealt by opportunity attacks.

#### Restricted

You have disadvantage on saving throws made to resist being paralyzed.

#### Ability Score Increase

Your Strength and Constitution scores increase by 1.

#### Unbreakable Body

Attacks against you have a 5% reduced critical strike chance. You gain a +1 bonus to your AC.

#### Stifled

Your critical strike chance is reduced by 5%.

#### Ability Score Increase

Your Wisdom and Intelligence scores increase by 1.

#### Arcane Affinity

You have advantage on saving throws against enchantment, necromancy, illusion and transmutation spells, and gain proficiency in the arcana skill.

#### Weighted

You have disadvantage on checks and saving throws made to move or resist movement in liquids.

#### Ability Score Increase

Your Constitution and Charisma scores increase by 1.

#### Magic Conduit

You gain a +1 bonus to you spell save DC and spell attack bonus. You have advantage on saving throws made to keep concentrating on a spell.

#### Tainted

If you have taken necrotic damage since the end of your last turn, you take one point of necrotic damage at the start of your next turn.

#### Ability Score Increase

Your Strength and Charisma scores increase by 1.

#### Enduring Shape

Your hit point maximum is increased by an amount equal to your level.

#### Shocked

If you take Lightning damage, you are paralyzed until the end of your next turn. If you are paralyzed this way, you cannot be paralyzed this way again for 1 hour.