Expanded Construct Races

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Expanded Playable Constructs

Warforged

Age The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Speed Your base walking speed is 30ft.

Size Your size counts as Small or Medium.

Ability Score Your score Constitution score increases by 2. Another ability score of your choice increases by 1.

Languages You can speak, read, and write Common and one language of your choice

Self Repair Due to your constructed nature, you are able to be repaired with magic that mends broken objects. You are able to be targeted with the Mending spell. When this spell is used on you, you can expend one Hit Die to regain a number of hitpoints equal your Hit Die + your Constitution modifier.

Constructed Resilient You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest When you take a long rest, you enter inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Defense Modes Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

Depending on the defensive mode, it counts as either unarmored, light armor, medium, or heavy armor for the purposes of your Integrated Armor feature.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

Defensive Mode Armor Type Effect
Light Plating Unarmored or light armor Your Armor class is equal to 13 + your Dexterity modifier.
Composite Plating Medium armor Your Armor class is equal to 12 + your proficiency bonus
Heavy Plating Heavy Armor Your Armor class is equal to 14 + your Constitution bonus. You have disadvantage on Dexterity(Stealth) checks

Armor Integration Due to the adaptable nature of your armor, you are able to integrate the benefits of the magical armor into your form whenever you attune to that armor. You can only integrate magical armor according to the armor type of your your plating.

For example, in order to gain the benefits of a +1 Plate Armor, you must attune it to your Heavy Plating feature. Your Light or Composite Plating cannot benefit from these features. Whenever you switch to these platings, you lose the benefits of the +1 plate armor until you switch back to that plating.

Your defensive modes can only have one magical armor integrated into a particular mode at a time.

Warforged Construction

Depending on their creator, warforged can be crafted from several different materials, each with their own benefits. You can choose one of the following options for your Construction type gaining the appropriate benefits.

Adamantine

Your body is made of composite alloys that consist of adamantine, which allows you to easily shrug of the deadliest of blows.

Impervious When you're hit with a critical hit, you can choose to treat the damage roll as a normal hit instead. Once you use this feature, you cannot do so again until you finish a short or long rest.

Common Warforged

Common warforged are made of common metals such as steel or iron which gives them incredible endurance in comparison to their organic counterparts.

Constructed Endurance When you are forced to make a Constitution saving throw against an effect that deals damage, you can do so with advantage. On a failed saving throw, you take half damage and none on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.

Ironwood

Ironwood warforged are made of special wood that rivals steel in it durability. Unlike its inflexible counterpart, this wood has the unique ability to harness sunlight to repear any damage it sustains.

Photosynthesis When you short or long rest while in daylight, it can use one additional hit die to recover hitpoints without expense. It can use this feature even if it has no remaining hit die.

Rune Forged

Runeforged warforged are largely inspired after golems in their construction. Their body are typically imbued with dozens of runes that act as wards against spell effects.

Spell Dampening When you are forced to make a saving throw against a spell effect, you can do so with advantage. If the spell effect deals damage, you take half damage on a failed saving throw, and none on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.

Stoneforged

Stoneforged are an ancient varient of warforged made of stone rather than metal. Thanks to their unique construction, these warforged are incredibly durable and can easily shrug off blows from mundane weapons.

Stone Body Whenever you take damage, you can use your reaction to gain reduce the damage taken by 1d12 + your Constitution modifier. Upon using this feature, you cannot do so again until you finish a short or long rest.

Necroforged

The necroforged are the result of advances in necromantic warfare. These warforged typically are crafted from bones and are powered the souls of the fallen.

Undying Resilience You gain resistance to necrotic damage.

Warforged Specializations

All warforged are designed with a particular specialization. Upon creating your warforged, you can choose one of the following design specializations

Paragons

Warforged paragons are an advanced warforged design that incorporates an additional pair of limbs to aid with minor tasks

Auxiliary Limbs You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:

  • You can use a secondary arm to wield a weapon, grapple a creature, or use a shields.
  • It can perform simple actions such as holding a torch or interacting with an object
  • You can use your bonus action to Interact with an Object

Envoy

Warforged envoys are extremely versatile warforged that were designed to serves as emissaries, engineers, researchers, or other skilled tasks.

Specialized Versatility You can learn your choice of any combination of two of the following from skill proficiencies, tool proficiencies, or additional languages

Juggernaut

Juggernauts were designed to be powerful shock troops capable of bringing down the strongest of fortifications. They can easily be identified by their hulking builds and incredible strength.

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Siege Troop You can double the damage die of your unarmed and weapon attacks made against buildings and objects.

Nautilus

Nautilus warforged were designed to operate in the murky depths of the sea. Thanks to their nature of constructs, they have little to fear from many underwater hazards.

Darkvision You gain gain darkvision up to 60ft.

Amphibious You gain a swimming speed of 30ft.

Skirmisher

Skirmisher warforged were designed primarily for intelligence gathering. Their forms tend to be built much lighter than other warforged allowing them to quickly navigate behind enemy lines.

Alert You have advantage on initiative checks.

Advanced Mobility Your movement speed increases by 5ft.

Triage

Warforged triaged are designed to be the perfect battlefield medic. They have special sensors that allow them to identify wounded allies to administer aid.

Heal Bot You gain proficiency in Medicine

Triage As an action, you can inject a healing salve into a creature to stimulate its recover. Upon using this feature, a target creature can expend 1 hit die to regain a number of hitpoints equal to its Hit Die + its Constitution modifier

Emergency Healing You were designed with a innate ability to prevent a creature from dying. You learn the Spare the Dying cantrip.

Vanguard

Warforged vanguards are some of the most common types of warforged as they were designed to be the perfect footsoldier. Each vanguard has learned to be skilled with a weapon and have the unique ability to integrate weapons into their body deploy at will.

Battle Training Your gain proficiency in one weapon of your choice.

Integrated Weapon Upon finishing a short or long rest, you can integrate a one-handed weapon in which you are proficient into your form.

You can use your bonus action to deploy or dismiss the integrated weapon as if you were holding it, and you can't use that hand for other purposes while deployed. While deployed in this manner, you cannot be separated from this weapon while you are alive.

Warcaster

Warforged warcasters are powered by a spellcore that allows them to replicate spell effects. As a result, warcasters can prove to be quite versatile as they are capable to accessing a wide variety of arcane abilities granted to them by their creatures.

Arcane Knowledge You gain proficiency in Arcana.

Spell Core You were designed with a innate ability to cast spells. You can learn one cantrip of your choice. You can use your choice of Intellgience or Charisma as your spellcasting modifier.

Golem

Golems are the ultimate arcane construct. There are a myriad of variations of golems, as they have been known to be crafted from nearly material. Although most golem are unthinking minions, whether by intentional design or an arcane fluke, some golems have acquired a sentience and will of their own.

Age The maximum lifespan of the golem remains a mystery; so far, golem have shown no signs of deterioration due to age. You are immune to magical aging effects.

Speed Your base walking speed is 30ft.

Size Your size counts as Small or Medium

Ability Score Your score Constitution and Charisma score increases by 1.

Languages You can speak, read, and write Common and one language of your choice

Antimagic Susceptibility While in an anti-magic field, you suffer disadvantage on attack rolls, ability checks, and saving throws.

Constructed Resilience You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Spark of Sentience You are considered to be a Construct. In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.

Limited Magical Resistance When you are forced to make a saving throw against a spell effect, you can do so with advantage. If the spell effect deals damage, you take half damage on a failed saving throw, and none on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.

Natural Armor Your heavily armored body is made of solid wood, stone, or metal. Your armor class is equal to 12 + your Constitution modifier as long as you are not wearing armor. You can use a shield and benefit from this feature.

Golem's Rest When you take a long rest, you enter inactive, motionless state, rather than sleeping.

Adamantine Golem

The adamantine golem is an extremely rare and expensive golem to come across. Because of this, many golems are not made of pure adamantine but instead with alloys infused with bits of adamantine. However, the presence of adamantine still causes these golems are nearly indestructible and can shrug off the deadliest of attacks from all forms of weapons. Ability Score Increase Your Constitution score increases by 1.

Adamantine Blows Your unarmed strikes count as adamantine for the purposes of overcoming resistance.

Impervious When you're hit with a critical hit, you can choose to treat the damage roll as a normal hit instead. Once you use this feature, you cannot do so again until you finish a short or long rest.

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Clay Golem

Clay golems are a unique variant of stone golems that are made of clay instead of stone. Their composition gives them considerable advantages over their stone counterparts, as they are able to convert caustic acid into salve that repair any damage.

Ability Score Increase Your Dexterity score increases by 1.

Acid Resistance You gain resistance to acid damage

Acid Absorption Upon taking acid damage, you can use your reaction to expend a hit die to regain hitpoints. You can regain a number of hitpoints equal to your hit die + your Constitution modifier.

Hasty Stride You have the ability to move with a sudden burst of speed, quite unnatural for a creature of your build. When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Fire Golem

Fire golems are metal-clad juggernauts that seem to burn with an ever burning inner flame. This is because such golems harness the raw power of a fire elemental life essence.

Ability Score Increase Your Charisma score increases by 1.

Flaming Body Your unarmed strikes can deal fire damage instead of bludgeoning, piercing, or slashing damage.

Fiery Core You gain resistance to fire damage

Fire Absorption Upon taking fire damage, you can use your reaction to expend a hit die to regain hitpoints. You can regain a number of hitpoints equal to your hit die + your Constitution modifier.

Flesh Golem

Flesh golems are abominable creations crafted from the flesh of once-living creatures. These golems have the disturbing ability to warp and morph its flesh to appear as any creautre of its master's choice.

Ability Score Increase Your Constitution score increases by 1.

Sculpt Flesh As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Heightened Regeneration Whenever you regain hitpoints from a spell effect or similar effect, you can choose to expend a hit die to regain additional hitpoints equal to your hit die + your Constitution modifier.

Ice Golem

Ice golems are a common arcane creation in regions where ice is an abundant natural resource.

Ability Score Increase Your Constitution score increases by 1.

Ice Body Your unarmed strikes can deal cold damage instead of bludgeoning, piercing, or slashing damage.

Frozen Core You gain resistance to core damage

Frost Armor After taking cold damage, you can gain temporary hitpoints equal to your level + your Constitution modifier (no action required). These temporary hitpoints are acquired after taking the damage.

You can use this feature once per short or long rest.

Iron Golems

Iron golems are unstoppable metallic juggernauts. They possess the unique ability to repair themselves in the presence of extreme heat and exhale corrosive vapors that are poisonous to living creatures.

Ability Score Increase Your Constitution score increases by 1.

Fire Absorption Upon taking fire damage, you can use your reaction to expend a hit die to regain hitpoints. You can regain a number of hitpoints equal to your hit die + your Constitution modifier.

Poison Breath As an action, you can cause creature in a 20ft. cone to make a Constitution saving throw equal to 8 + your Constitution modifier + your profiency bonus. On a failed saving throw, creatures are poisoned until the end of your next turn.

You can use this feature once per short or long rest.

Lightning Golem

Lightning golems are constructed similarly to the fire golem, as it is powered by an elemental essence that is bound by lightning

Ability Score Increase Your Charisma score increases by 1.

Charged Body Your unarmed strikes can deal lightning damage instead of bludgeoning, piercing, or slashing damage.

Storm Core You gain resistance to lightning damage

Volt Absorption Upon taking lightning damage, you can use your reaction to expend a hit die to regain hitpoints. You can regain a number of hitpoints equal to your hit die + your Constitution modifier.

Nature Golem

Whereas most golems are made from inanimate objects such as stone, glass or metal, nature golems are crafted from living materials such as wood, vines, and other plants.

Ability Score Increase Your Wisdom score increases by 1.

Plant Camouflage You have advantage on Dexterity (Stealth) checks while lightly obscured by ample plant cover

Photosynthesis When you short or long rest while in daylight, it can use one additional hit die to recover hitpoints without expense. It can use this feature even if it has no remaining hit die.

Robotic Golem

Robotic golems are one of the most advanced and rarest type of golem. These golems are typically the results of advances in magitech as they are made of special metals that channel magical and electrical energy.

Ability Score Increase Your Intelligence score increases by 1.

Synthetic Correction When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Lightning Resistance You gain resistance to lightning damage

Spellwright Golem

Spellwright golems are a unique type of golem imbued with the magic of their creators. Oftentimes, arcanists imbue their golems with dormant spells that are casted when triggered. If used enough, the golem is able to learn to cast this spell at will due to the familiar arcane ley lines now etched into its form.

Ability Score Increase Your Intelligence score increases by 1.

Arcane Sight You have a natural sensitivity to magic. You can cast Detect Magic without expending a spell slot. Upon using this feature, you cannot do so again until you finish a long rest.

Imbued Spell Your creators have granted you the natural ability to cast spells. You can learn one cantrip of your choice. You can use Charisma as your spellcasting modifier.

Stone Golem

Stone golems are some of the most common golem variants. As their name suggests, they often resemble colossal constructs made of hardened rock that allows them to shrug of blows from conventional weapons

Ability Score Increase Your Constitution score increases by 1.

Aura of Slowing As an action, you can cause one creature within 20ft. to make a Constitution saving throw equal to 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw, that creature's movement speed is reduced to 0 until the end of its next turn.

You can use this feature once per short or long rest.

Stone Body Whenever you take damage, you can use your reaction to gain reduce the damage taken by 1d12 + your Constitution modifier. Upon using this feature, you cannot do so again until you finish a short or long rest.

War Golem

War golems are built to be the ideal weapons of war. They are programmed to obey their master with perfect efficiency, rivaling that of the highly trained soldiers

Battle Born You can add your proficiency bonus to your initiative checks.

Living Weapon You gain proficiency in one weapon of your choice.

Modron

Modrons are a race of constructs that originated from the Plane of Mechanus as embodiment of order. Under normal circumstances, they are a part of a hive-like hierarchy under the full command of an entity called Primus. Their society is completely built on order, where each individual serves as a role in an infinitely complex machine

However, every so often, some modrons are known to go rogue from the heirs hybrid of Mechanus to find a new purpose. Despite being separated from the hive mind, the morons still possess residual power of Primus.

Despite their newfound freedom, these modrons are often hunted down and destroyed by other modrons.

Age The full lifespan of a modron seems to be unknown. Although many modrons typically die in their Great March every 289 years, it is unclear the limits for age for a rogue modron. You are also immune to magical aging effects.

Speed Your base walking speed is 30ft.

Size Your size counts as Medium

Ability Score Your score Wisdom score increases by 2.

Axiomatic Mind Although you are no longer part of the hive mind of Mechanus, your mind has been tempered against effects that would force you to deviate from your goal. You have advantage on saving throws against being charmed.

Vestiges of Order Your connection to the plane of Mechanus grants you the ability force equilibrium from disorder. Whenever you make an attack roll, ability check, or saving throw of 9 or lower, you can treat the roll as a 10.

You must use this feature before knowing the outcome of your roll.

You can use this feature a number of times equal to your proficiency bonus before requiring a long rest.

Darkvision You gain darkvision up to 60ft.

Disintegration If you fail three death saving throw or are killed, your body disintegrates and turns to ash.

Languages You can speak, read, and write Common and Modron

Monodrone

Monodrones are the most numerous kind of modron. They are easily recognized by their spherical shape and singular eye. They were designed for one task, in which they perform with an extremely focused resolve.

Ability Score One ability score of your choice increases by 1.

Designated Purpose While on the Plane of Mechanus, you only had one purpose, one in which you were really skilled at. You gain proficiency in one skill or tool proficiency of your choice.

Flight You gain a flying speed of 30ft.

Duodrone

Duodrones are higher ranking modrons known for their ability to do two things at once. They possess a rectangular body and multiple sets of limbs, which allows them to perform two tasks simultaneously with ease.

Ability Score Your Dexterity score increases by 1.

Multi-tasker You excel at working on two tasks simulataneously. You can use your bonus action to Interact with an object

Multi-limbed You have two smaller secondary arms below your primary pair of arms. The secondary arms can function like your primary arms, but cannot effectively wield weapons or wear a shield.

Tridrone

Tridones are higher ranking individuals in modron society, which resemble an inverted tetrahedron. They possess three faces and three pairs of limbs that enable them to perform several tasks simultaneously.

Ability Score Your Strength score increases by 1.

Alert You can use your bonus action to take the Search action.

Multi-limbed You have four secondary arms below your primary pair of arms. The secondary arms can function like your primary arms, but cannot effectively wield weapons or wear a shield.

Rule of Three Whenever you have advantage on an attack roll, ability check, and saving throw, you can choose to roll three times instead of twice taking the highest result.

You can use this feature a number of times equal to your proficiency bonus before requiring a long rest.

Quadrone

Quadrones are one of the second-highest tier of modron society and resemble winged cubes. While in Mechanus, they served as generals or overseers of other modrons and have the ability to imbue the actions of their allies with the power of the plane of Mechanus itself.

Ability Score Your Charisma score increases by 1.

Flight You gain a flying speed of 30ft.

Order's Command When a creature of your choice within 10ft of your makes an ability check, saving throw, or attack roll, you can use your reaction to use your Vestiges of Order feature on that creature's roll.

Cyborg

Cyborgs are a biological combination of a humanoid and a machine. Some cyborgs were created to supplement a physical ailment while others were made as an attempt to transcend their mortal limitations.

Cyborgs come in many shapes and sizes as there a numerous of ways in which one can be created. Some cyborgs are created through runic implants similar to that of a golem while others literally replace entire organs or even limbs with clockwork machinery.

Cyborg Template

These templates are an optional lineage that you can add to any player race. Below are options for an cyborg lineages to add an interesting twist to existing player races. Please note, these are not player races but are lineage templates (similar to that of the official reborn)

Cyborg Traits

Ability Score Increase You retain any ability score increases according to your base race

Languages You retain any languages you had from your previous race and gain no new languages.

Speed Your walking speed is equal to the walking speed of your race.

Dual Nature You gain the creature type of Construct. Because of your technological implants, you have advantage on saving throws on effects that specifically only target humanoids or constructs.

Biological Legacy You can choose keep the following elements of your previous race: any skill proficiencies you gained from it, special senses such as darkvision or sunlight sensitivity, and any climbing, flying, or swimming speed you gained from it.

If your race doesn't grant these special traits, you gain proficiency your choice of any combination of two skill or tool proficiencies of your choice

General Upgrades

As part of your artificial creation, you can choose one of the following abilities, if you do not already possess it.

Artificial Senses

You gain darkvision up to 120ft.

Artificial Body

Your body is made of metal, stone, or similar materials. You gain an armor class of 13 + your Constitution modifier as long as you are not wearing armor. You can use shields and benefit from this feature.

Aquatic Apparatus

You gain a swimming speed equal to your walking speed. You can also breathe in air and in water.

Auxiliary Limbs

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:

  • You can use a secondary arm to wield a weapon, grapple a creature, or use a shields.

  • It can perform simple actions such as holding a torch or interacting with an object

  • You can use your bonus action to Interact with an Object

Constructed Resilience

You gain resistance to poison damage and have advantage on saving throws against being poisoned.

Cybernetic Mind

You gain resistance to psychic damage and have advantage on saving throws against being charmed.

Cybernetic Endurance

Your inorganic form allows you to shrug of debilitating effects. You have advantage on saving throws against one of the following conditions: blinded, deafened, stunned, or paralyzed.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Specialized Plating

You gain resistance to one of the following damage types of your choice: acid, cold, force, fire, lighting, radiant, thunder, or necrotic.

Weapon Integration

You gain proficiency in a one-handed weapon of your choice.

Upon finishing a short or long rest, you can integrate this one-handed weapon that you are proficient with into your form.

You can use your bonus action to deploy or dismiss the integrated weapon as if you were holding it, and you can't use that hand for other purposes while deployed. While deployed in this manner, you cannot be separated from this weapon while you are alive.

Artificial Implants

Upon designing your construct, you can select an artificial implant of your choice. These implants signify the type of material or technology used for your modifications.

Clockwork Implants

Your body is powered by a surprising complex mechanism of gears, whose movement gives you life.

Clockwork Heart When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Runic Implants

You have been infused with magical infused stone or metal, akin to that used in golems. These runes have granted you special defenses against magical effects.

Limited Magic Resistance When you are forced to make a saving throw against a spell effect, you can do so with advantage. If the spell effect deals damage, you take half damage on a failed saving throw, and none on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.

Robotic Implants

Thanks to the advances in magitech, you are able to use your synthetic implants to perfect your physical form, beyond its natural limits.

Robotic Correction When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Clockwork Hill Dwarf Example

Ability Score Increase Your Constitution score increases by 2 and your Wisdom score increases by 1.

Size Your size counts as Medium

Speed Your base walking speed is 30 feet.

Languages You speak Common, Elvish, Undercommon, and Druidic.

Artificial Body Your body is made of metal, stone, or similar materials. You gain an armor class of 13 + your Constitution modifier as long as you are not wearing armor. You can use shields and benefit from this feature.

Clockwork Heart When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Dual Nature You gain the creature type of Construct. Because of your technological implants, you have advantage on saving throws on effects that specifically only target humanoids or constructs.

Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.

Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Robotic Protector Aasimar Example

Ability Score Increase Your Charisma score increases by 2 and your Wisdom score increases by 1.

Size Your size counts as Medium

Speed Your base walking speed is 30 feet.

Languages You speak Common and Celestial.

Specialized Plating You gain resistance to radiant damage

Dual Nature You gain the creature type of Construct. Because of your technological implants, you have advantage on saving throws on effects that specifically only target humanoids or constructs.

Darkvision Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 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.

Robotic Correction Robotic Correction When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Runic Variant Human Example

Ability Score Increase Two different ability scores of your choice increase by 1.

Size Your size counts as Medium

Speed Your base walking speed is 30 feet.

Languages You speak Common and one language of your choice

Auxiliary Limbs You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:

  • You can use a secondary arm to wield a weapon, grapple a creature, or use a shields.

  • It can perform simple actions such as holding a torch or interacting with an object

  • You can use your bonus action to Interact with an Object

Biological Legacy You gain proficiency in any combination of two skill or tool proficiencies of your choice

Limited Magical Resistance When you are forced to make a saving throw against a spell effect, you can do so with advantage. If the spell effect deals damage, you take half damage on a failed saving throw, and none on a success. Once you use this feature, you cannot do so again until you finish a short or long rest.

Dual Nature You gain the creature type of Construct. Because of your technological implants, you have advantage on saving throws on effects that specifically only target humanoids or constructs.

Automatons

Automatons are constructs designed in the likeness of their creator. Some races who have unlocked the secrets of magitech created these constructs to operate as servants, soldiers, or even companions.

Despite having creators, automatons are completely self-aware and are not bound to the command of another. Some automatons seek to aid their organic creators while others seek to choose their own fate.

In some instances, some automatons believe that they are the superior form of life and ultimately share their gift of evolution to others.

Automaton Template

These templates are an optional lineage that you can add to any player race. Below are options for an automaton lineages to add an interesting twist to existing player races. Please note, these are not player races but are lineage templates (similar to that of the official reborn)

Automaton Traits

Ability Score Increase You retain any ability score increases according to your base race

Languages You retain any languages you had from your previous race and gain no new languages.

Speed Your walking speed is equal to the walking speed of your race.

Armor 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. You can still benefit from this feature while wielding a shield.

Inorganic Form 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.

Spark of Sentience You are considered to be a Construct. 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 creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.

Biological Legacy You can choose keep the following elements of your previous race: any skill proficiencies you gained from it, special senses such as darkvision or sunlight sensitivity, and any climbing, flying, or swimming speed you gained from it.

If your race doesn't grant these special traits, you gain proficiency your choice of any combination of two skill or tool proficiencies of your choice

Automaton Matrix

The primary feature that sets automatons apart from other advanced constructs, even awakened golems or warforged is the magitech matrix that gives them life and autonomy.

Depending on their creator, this special matrix can have a variety of uses. Upon designing your automaton, you can choose one of the following matrix options.

Adaptability Matrix When you make an attack roll, ability check, or saving throw that you are not proficient in, you can treat the roll as if you were proficient. 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.

Correction Matrix When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Excellence Matrix 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.

Perfection Matrix Whenever you have advantage on an attack roll, ability check, or saving throw you make, you can roll three times instead of twice taking the highest result. 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.

Autogoblin Example

Ability Score Increase Your Dexterity score increases by 2 and your Constitution score increases by 1.

Size Your size counts as Small

Speed Your base walking speed is 30 feet.

Languages You speak Common and Goblin.

Darkvision You can see in dim light within 60 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.

Adaptability Matrix When you make an attack roll, ability check, or saving throw that you are not proficient in, you can treat the roll as if you were proficient. 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.

Armor 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. You can still benefit from this feature while wielding a shield.

Inorganic Form 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.

Spark of Sentience You are considered to be a Construct. In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.

Lizardfolk Automaton

Ability Score Increase Your Constitution score increases by 2 and your Wisdom score increases by 1.

Size Your size counts as Medium

Speed Your base walking and swimming speed is 30 feet.

Languages You speak Common and Lizardfolk.

Hunter's Lore You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Armor 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. You can still benefit from this feature while wielding a shield.

Correction Matrix When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Inorganic Form 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.

Spark of Sentience You are considered to be a Construct. 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 creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.

A special Thanks to my Patrons

Mythic Patrons

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Legendary Patrons

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Epic Patrons

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Art Credits

Cover Art: Victor Adame Minguez

Stone Golem: Grzegorz Rutkowski

Cyborg: Matt Stewart

Watercolor Stains: Jared Ondricek

Back Cover Art: Chris Rahn

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