Construct race for 5e

by venomcloud

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Construct

All of the townspeople's eyes are drawn to the gate as a medium sized humanoid approaches. A quiet but noticeable creaking of metal can be heard as this figure gets closer. Instead of a regular humanoid, the townspeople see a mass of metal shaped so that it loosely resembles a humanoid figure. Its heavy brass plate armor seems is worn with multiple long scrapes across the torso. A shield made of a similar material is permanently attached to the left arm of this creature. Two guards approach cautiously, and a monotonous and mechanical voice can be heard from the creature. A few minutes of discussion later and the Construct is finally let into the town. It took a few months for the townspeople to get used to this strange individual, but eventually he is seen as just another member of the town trying to make his way in this harsh world.

Searching for Purpose

Most constructs have long outlived the task they were initially set out to complete. Now many constructs wander the world, \columnbreak

searching for a task to complete. Many Constructs choose to fulfill tasks similar to the initial role they served. A Construct initially tasked with fighting in a war may take up a

position in a city guard, while a construct who first worked constructing buildings for a city may start up a smithy in a small town. Others still choose to do something completely out of their nature.

Conscious Creations

Constructs are creations of an arcane nature. Although they were not naturally created, Constructs still are able to think for themselves and are able to adapt and learn. They have varied personalities, mannerisms, motivations, and ways of thinking about the world.

In Addition to thinking differently, Constructs also vary widely physically. Many Constructs were made were made in large batches by large cities or governments. Constructs from the same batch usually have the exact same body and physical capabilities. A select few Constructs were made as a one of a kind creation, but these are much rarer than those made in large quantities.

Construct Names

A Construct's name is usually given to them by their creator. When a Construct is a part of a larger group it is often assigned a string of numbers and letters which identify that Construct. When a unique Construct is created it will often be given a personal name, similar to that of a human or of another race. Some constructs choose to discard their given name when they complete their given task and move on to a new life. Often Construct's names are gender-neutral.

Construct Names: 185B, 14H, B72, Echo 7, Blue 9, Red 4, Crasher, Halt, Destroyer, Terr, Prime, Cybel

Construct traits

Your Construct character has certain characteristics in common with other Constructs.

Ability Score Increase. Your Constitution score increases by one.

Age. Constructs do not age, but they do decay over time. After multiple decades without maintenance a Construct may deteriorate to a point where they are no longer operational.

Alignment. Most Constructs were built to fulfill a specific purpose by large and powerful governments, and as such they are usually lawful. Some Constructs were built by individuals, so their alignments can vary widely.

Size. Construct's sizes vary widely, ranging from 2 feet tall to over 13 feet tall. Your size is determined by the specific contruct type chosen.

Speed. Your speed is determined by the "size" section in the variable. Small Constructs have a base speed of 25, while medium and large Constructs have a base speed of 30.

Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping you enter a dormant state to let the arcana energy which empowers you regenerate.

Arcane Overload. When you die your arcane core becomes unstable. After 1d4 rounds all creatures within 5 feet of where your body currently resides must make a Dexterity saving throw with a dc of 12. Each creature takes 2d6 force damage on a failed save, or half as much on a successful one. This increases by 1d6 when you reach 5th level (3d6), 9th level (4d6), 12th level (5d6), and 16th level (6d6).

Variable Build. Constructs vary widely throughout the world. You may choose one of the pre-built constructs listed below or make your own using the "Variable Build Options" section.

Languages. You can speak one language of your choice.

Scavenger

These small constructs stand just over 2 feet tall, and are made of brass. They were originally built to retrieve valuable items from lost battles but have proven to be adept at a variety of tasks.

Ability Score Increase. Your Dexterity score increases by 1.

Size. Your size is small.

Scavenger Weapon Training. You gain proficiency in 2 simple weapons of your choosing.

Nimble Escape. You can disengage as a bonus action.

Unnatural Agility. You can move through the space of large or larger creatures. You also gain proficiency in acrobatics.

Efficient Hydraulics. Your base walking speed is now 35 feet.

Clockwork Knight

These formidable creations were originally made in large numbers to serve as soldiers in a great conflict. Many of them were destroyed in the great battles which made up this war, but a few survived to this day. They are walking reminders of this great conflict which ravaged the world many years ago. Ability score increase Your Str modifier score increases by 2.

Size. Your size is medium.

Magically Imbued Core. You can pick a wizard cantrip to learn. Constitution is your spellcasting ability modifier for this spell.

Advanced Weapons Training You gain proficiency in three martial weapons of your choosing.

Titan

Titans are by far the largest of the common constructs. These massive creations took part in the same conflict as the clockwork knights. These were few in number due to the large costs in creating them, but they made up for it with their pure strength. After wreaking havoc upon the enemies in the final major battle the Titans had felt that they had fulfilled their purpose and scattered across the world. Many took up residence in forests, deciding to spend their remaining days in solitude. Others chose to take up residence in small towns and in exchange for residence they protected the towns. Others still chose to wander the world, picking up friends along the way.

Ability score increase Your Constitution score increases by 1.

Size. Your size is Large.

Hulking Monstrosity Your base walking speed is 25 feet and cannot be increased in any way.

Built in Weaponry. You gain a natural weapon which deals 1d6 + Strength bludgeoning damage.

Built in Heavy Armor. Heavy armor is integrated into your design. You have an ac of 16. You can upgrade this to 17 for 200 gold at a smithy. Once you have upgraded once you can do so again to gain an ac of 18 at the cost of 3000 gold. You have disadvantage on all stealth checks.

Variable Build Options

You have ten points to pick attributes which your construct has. Different attributes cost different amounts of points. You are required to choose a size. Each option can only be chosen once.

Size. Your size is by default small. If you wish to be a of a medium size it costs 1 point. To be of a large size it costs 6 points.

Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This costs 2 points.

Elemental Acclimation. You gain resistance to both fire and cold damage. This costs 4 points.

Diplomat. You gain proficiency in two languages of your choosing. This costs 1 point.

Nimble Escape. You can disengage as a bonus action. You may only take this if you are of a medium or smaller size. This costs 3 points.

Ability Score Improvement. You can improve any of your ability scores by 1. This costs 3 points.

Greater Ability Score Improvement. You can improve one of your ability scores other than constitution by 2. This costs 6 points. You cannot improve an ability score already improved by the Ability Score Improvement build option.

Efficient Hydraulics Your base walking speed is now 35. This costs 1 point. Alternatively, you can increase your base walking speed to 40. This costs 3 points.

Unnatural Agility. You can move through the space of large or larger creatures. You can only take this if you are of a small size. You also gain proficiency in acrobatics. This costs 2 points.

Weapons Training You gain proficiency in two simple weapons of your choice. This costs 1 point.

Advanced Weapons Training You gain proficiency in three martial weapons of your choosing. This costs 2 points.

Magically Imbued Core. You can pick a wizard cantrip to learn. Constitution is your spellcasting ability. This costs 1 point.

Built in Weaponry. You gain a natural weapon which deals 1d6 + Strength damage. The damage type is determined by your size. If you are of a small size you deal piercing, if you are medium sized you deal slashing, and if you are large you deal bludgeoning. This costs 1 point. For an extra point you can make this weapon finesse, and deal 1d6 + dex modifier damage (the type is determined by your size).

Built in Light Armor. Light armor is integrated into your design. You have an ac of 11 + dex modifier. You can upgrade this to 12 + dex mofifier at a smithy for 50 gold. This costs 1 point if you are proficient, or 2 points if you are not.

Built in Medium Armor. Medium armor is integrated into your design. You have an ac of 13 + dex modifier (max of 2). You can upgrade this to 14 + dex mofifier at a smithy for 300 gold. This costs 1 point, or 2 points if you are not.

Built in Heavy Armor. Heavy armor is integrated into your design. You have an ac of 16. You can upgrade this to 17 for 100 gold at a smithy. Once you have upgraded once you can do so again to gain an ac of 18 at the cost of 1500 gold. You have disadvantage on all stealth checks. These costs are doubled if you are of a large size. This costs 1 point, or 2 points if you are not.

Siege Construct. You deal double damage to objects and structures. You must be large to take this option. This costs 1 point.

Controlled Overload. Using an action, you can purposefully trigger your Arcane Overload feature. This also deals damage to you. If this damage knocks you unconscious your Arcana Overload feature does not trigger and you instantly die. This costs 2 points.

Wings. You have large mechanical wings protruding from your back. You gain a fly speed of 30 feet. You can carry creatures of a size two categories lower than yours, but only if they are willing. You must end your turn on a solid surface, otherwise you instantly fall. This costs 4 points.

Superior Arcane Core. You do not need to recharge each night, and do not suffer any exhaustion from deciding not to recharge. You do not, however, regain any abilities normally regained during a long rest. This costs 1 point.

Steely Gaze. You gain proficiency in Deception and you also have advantage on saving throws to resist being frightened. This costs 1 point.

Guardian of Nature. Due to the large amount of time you have spent in nature your metal chassis is covered in slick moss. You also gain the ability to speak with small beasts. This costs 1 point. For an extra point you learn the cantrip thorn whip. Constitution is your spellcasting ability for this spell.

Mechanic. You have improved and repaired your own mechanical body a number of times; you gain proficiency with Tinker's tools and Smith's tools. This costs 1 point.

Climbing Spikes. Your design incorporates metal climbing spikes. You gain a 30 foot climbing speed.

Fragile Consciousness. You arcane sentience is fragile, and can easily be affected by psychic attacks. You become vulnerable to psychic damage, and gain 3 points.

Hulking Monstrosity. Your base walking speed is 25 feet and cannot be increased in any way. You must be of a medium or large size to take this option. For taking this you gain 1 point.

Image Source

https://www.deviantart.com/blendenstine/art/Fantasy-Robot-431437007

 

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