The Replicator Class : Replicants
As a replicator, you create replicants from your own body to assist you, either in battle or in everyday life. There are two main types of replicant -- Equipment and Mobile -- and these are broken into subclasses: Attackertype / Defendertype / Explodertyper / Supportertype. Equipment replicants can’t be attacked -- they degrade through your actions -- but Mobile types can be. All mobile types have an AC of 15, 20 ft. of movement, have a size of small, and must operate within your Replication Network (see the Replication Network section of the Replicate feature), unless otherwise specified. Mobile type replicants take their turn directly after yours.
When you create a replicant, you grant it your hit points, and thus lose hit points equal to the replicant's hit points. If you have fewer hit points than a replicant, you cannot Replicate it. Each replicant may be activated once at a time; if, for example, you already have teleporterbot active, if you Replicate teleporterbot again, the one that is already active is destroyed before the new teleporterbot activates. Replicants destroyed in this way cannot be Reabsorbed.
Many replicants can be used multiple times before their destruction. These ability uses are equal to the number found under the Replicants Activated on the Replicator table, unless otherwise stated.
Certain replicants may only be learned at certain replicator levels.
Variable: Replicants with the variable tag gain potence depending upon how many hit points you grant them.
Replicant List
Lvl 2
Splinterbot
Equipment/Attackertype
- Hit Points: 4
This replicant adheres to your weapon, expanding on attack. While active, it gives you advantage on attacks. You may use this a number of times equal to the Replicants Activated column on the Replicator table before the replicant is destroyed.
Sneakerbot
Mobile/Supportertype
- Hit Points: 4
- AC: 15
This replicant is essentially invisible. Any attack actions taken against Sneakerbot are made at disadvantage. Sneakerbot may do very simple tasks, such as pick up an object that is less than 10 lbs, or drop an object in a specified location. Once Sneakerbot has completed a number of tasks equal to the Replicants Activated column on the Replicator table, it is destroyed.
For information about Replicator, see the Replicator Class!
Displacerbot
Equipment/Defendertype
- Hit Points: 4
This replicant floats around you, moving to obstruct attacks against you. When a creature makes an attack targeting you and Displacerbot is active, the attacking creature has disadvantage on that attack. Once Displacerbot has caused disadvantage a number of times equal to the Replicants Activated column on the Replicator table, it is destroyed.
Repellerbot
Equipment/Defendertype
- Hit Points: 6
While this replicant is active, if another creature comes within 5 ft. of you, you may use your reaction to force that creature to make a Dexterity spell save. On a failure, they are pushed away from you up to 15 feet. Once you have used this a number of times equal to the Replicants Activated column on the Replicator table, Repellerbot is destroyed.
Leaperbot
Equipment/Supportertype
- Hit Points: 6
This replicant allows higher leaps and softer landings. While wearing Leaperbot, you may jump up to twice your jump distance, or may subtract up to two damage die if you fall. Leaperbot lasts for 1 minute before it is destroyed.
Scatherbot
Mobile/Attackertype
- Hit Points: 8 (variable)
- AC: 15
This replicant turns an area of the battlefield into an armed trap. Scatherbot moves to a destination within your Network and buries itself. When a creature moves within 5 ft. of Scatherbot's location, that creature must make a Dexterity Spell Save or take 2d6 damage of a type you choose when you replicate Scatherbot: fire, cold, lightning, or thunder. Once Scatherbot has been triggered a number of times equal to the Replicants Activated column on the Replicator table, it is destroyed.
With Higher Hit Points: For every 4 additional hit points granted to Scatherbot, it deals 1d6 additional damage
Lvl 5
Reacherbot
Equipment/Attackertype
- Hit Points: 4
This replicant adheres to your melee weapon, giving it futher reach. It gives you an extra 5 ft. of reach on your weapon. Once you have hit on attack aa number of times equal to the Replicants Activated column on the Replicator table, it is destroyed.
Defenderbot
Equipment/Defendertype
- Hit Points: 6 (variable)
This replicant expands to the form of a five ft. high wall. Defenderbot gives a creature who is behind it half-cover. Once Defenderbot has been “hit” (i.e. attacks done against the difference in AC) a number of times equal to the Replicants Activated column on the Replicator table, it is destroyed.
With Higher Hit Points: If Defenderbot is granted 10 hit points, it gives three-quarters cover.
Scryerbot
Mobile/Supportertype
- Hit Points: 8 (variable)
- AC: 15
- Speed: 60 ft.
This replicant can move up to 360 feet of you. When you use this replicant, you may spend a bonus action to see through its eyes. After 10 minutes active, Scryerbot is destroyed. If Scryerbot moves outside of range, it is destroyed.
With Higher Hit Points: For every two hit points given, Scryerbot gains 100 feet of range.
Enhancerbot
Mobile/Supportertype
- Hit Points: 8
- AC: 15
When you cast a spell targeted at a creature that Enhancerbot is within 10 ft. of, or an area that Enhancerbot is inside, you may reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. This counts for Explodertype damage and Scatherbot as well. Once Enhancerbot has been used this way a number of times equal to the Replicants Activated on the Replicator table, it is destroyed.
Redirectorbot
Mobile/Supportertype
- Hit Points: 8 (variable)
- AC: 15
When you cast a spell targeted at Redirectorbot, Redirectorbot may then redirect the spell to another creature within 30 feet. Redirectorbot can only redirect spells that are incapable of affecting more than one creature and don't have a range of self. Once Redirectorbot has been used this way a number of times equal to the Replicants Activated column on the Replicator table, it is destroyed.
With Higher Hit Points: For every 4 hit points granted, Redirectorbot grants an extra 15 feet (14 hit points = 45 feet, etc.)
Exploderbot
Mobile/Explodertype
- Hit Points: 12 (variable)
- AC: 15
This replicant wanders the battlefield at your command in an attempt to find a strategic location to do the most collateral damage. Exploderbot loses 4 hit points at the end of each of its turns; when Exploderbot's hit points are reduced to 0, it explodes. Any creature within 5 ft. must make a Dexterity Spell Save; on a failure, that creature takes 4d8 fire damage. On a success, that creature takes half damage.
With Higher Hit Points (For All Explodertypes): For every 4 hit points granted to an explodertype, 5 ft. of range.
Mapperbot
Equipment/Supportertype
- Hit Points: 10
- AC: 15
This replicant sends pulses out over large areas that a replicator (or other mechanical organism) can pinpoint over long distances. Place Mapperbot in a location and you can find that location from up to 10 miles away. Mapperbot is destroyed after 48 hours or if its hit points are reduced to 0. Mapperbot stays active even if it is outside your Network or you are more than 10 miles from its location.
Level 9
Flyerbot
Mobile/Supportertype
- Hit Points: 8 (variable)
- AC: 15
You may use this replicant to fly up to twice your movement on each of your turns without landing. After a minute has passed, Flyerbot is destroyed. If you are still aloft when Flyerbot is destroyed, you fall.
With Higher Hit Points: For every 4 extra hit points given to Flyerbot, its duration is extended an additional minute before being destroyed.
Defyerbot
Equipment/Defendertype
- Hit Points: 8
This replicant adheres to your temples and acts as a defense against charming. Any time you make a save against being magically charmed, you make that save at advantage. After giving advantage in this way a number of times equal to the Replicant Ability Uses on the Replicator table, Defyerbot is destroyed.
Teleporterbot
Mobile/Supportertype
- Hit Points: 8 (variable)
- AC: 15
- Movement Speed: 30 ft.
This replicant wanders the battlefield at your command in an attempt to find a strategic vantage point. As a bonus action, you may teleport up to 45 ft. to Teleporterbot. As long as Teleporterbot is active, you may do this a number of times equal to the Replicants Activated column on the Replicator table, at which point Teleporterbot is destroyed.
With Higher Hit Points: If granted 8 extra hit points, you may take one willing creature with you when you teleport.
Runnerbot
Equipment/Supportertype
- Hit Points: 10 (variable)
This replicant allows you to slip out of tricky situations. While using Runnerbot, you may use the disengage action as a bonus action. In addition, while Runnerbot is equipped, you gain an extra 5 feet of movement. Runnerbot is destroyed after it is used to disengage a number of times equal to the Replicants Activated column on the Replicator table.
With Higher Hit Points: For every 4 additional hit points granted to Runnerbot, Runnerbot gives an extra 5 feet of movement.
Icerbot
Mobile/Explodertype
- Hit Points: 12 (variable; see Exploderbot)
- AC: 15
This replicant wanders the battlefield at your command in an attempt to find a strategic location to do the most collateral damage. Icerbot loses 4 hit points at the end of each of its turns; when Icerbot is reduced to 0 hit points, it explodes. Any creature within 5 ft. must make a Dexterity Spell Save; on a failure, that creature takes 4d8 cold damage and are slowed to half their movement until your next turn. On a success, that creature takes half damage and suffers no other effects.
Concusserbot
Mobile/Explodertype
- Hit Points: 12 (variable; see Exploderbot)
- AC: 15
This replicant wanders the battlefield at your command in an attempt to find a strategic location to do the most collateral damage. Concusserbot loses 4 hit points at the end of each of its turns; when Concusserbot is reduced to 0 hit points, it explodes. Any creature within 5 ft. must make a Dexterity Spell Save; on a failure, that creature takes 4d8 force damage and be knocked prone. Any creature concentrating on a spell makes their concentration check at disadvantage. On a success, that creature takes half damage and suffers no other effects.
Disruptorbot
Mobile/Explodertype
- Hit Points: 16 (variable; see Exploderbot)
- AC: 15
This replicant wanders the battlefield at your command in an attempt to find a strategic location to do the most collateral damage. Disruptorbot loses 4 hit points at the end of each of its turns; when Disruptorbot is reduced to 0 hit points, it explodes. Any creature within 5 ft. must make a Wisdom Spell Save; on a failure, that creature takes 4d8 psychic damage and has disadvantage on Saving throws, ability checks, and attack rolls until your next turn. On a success, that creature takes half damage and suffers no other effects.
Lvl 13
Faderbot
Equipment/Supportertype
- Hit Points: 16
This replicant adheres to your back and serves as a quick getaway utility. As an action, you may trigger Faderbot to use the Etherealness spell on itself and you. This version of the spell lasts for 1 minute, or until you use your action to return to the corporeal plane. Faderbot can willfully transition (use an action) between the corporeal plane a number of times equal to the Replicants Activated column on the Replicator table before it is destroyed.
Connectorbot
Equipment/Supportertype
- Hit Points: 16
This replicant splits itself in half and burrows into the minds of two willing creatures of your choice. These creatures are connected telepathically if they are within 25 miles of each other until this replicant is destroyed. This replicant stays active until you choose to destroy it.
If these creatures are beyond 25 miles from each other, the connection doesn't fail completely, though communication becomes more difficult the farther these creatures travel from each other. Once per day, one of the creatures may send a message of up to 25 words, and the other can respond in kind. For each 25 miles distance, the chance of failure rises by 10% (if distance > 25 miles, then chance of failure is 10%; > 50 miles = 20%; > 200 miles = 80%)
Healerbot
Mobile/Supportertype
- Hit Points: 20
- AC: 15
Once per long rest, when replicating Healerbot you may regain all expended uses of Overclock.
Transporterbot
Mobile/Supportertype
- Hit Points: 20 (variable)
- AC: 20
- Movement Speed: 120 ft. (variable)
This replicant is a large-sized creature that can fit up to 6 medium or smaller creatures (approx. 1200 lbs) or an equivalent weight of gear, and maintain a movement speed of 120 ft. per turn. Once Transporterbot has been active for 6 hours, whether moving or not, it is destroyed.
With Higher Hit Points: For every additional 20 hit points granted to Transporterport, it gains 120 ft. of movement speed.
Seekerbot
Equipment/Supportertype
- Hit Points: 20
This replicant allows you to mentally mark a specific creature or object within 30 feet, and maintains that mental mark for you. While Seekerbot is active, you always know the location of the creature or object as long as you are on the same plane. If the creature or object travels to a different plane, you know which plane it is on as you long as you are familiar with the plane. Seekerbot remains active until you choose to destroy it.
Image Credits
Lvl 17
Closerbot
Equipment/Supportertype
- Hit Points: 16
This replicant adheres to the feet of the replicator, allowing quick bursts of movement. When moving towards a specified target, you may use twice your movement speed without using your action to dash. When using Closerbot in this way, spells and other abilities cannot reduce your movement speed. Once Closerbot has been used this way a number of times equal to the Replicants Activated column on the Replicator table, it is destroyed.
Breacherbot
Mobile/Explodertype
- Hit Points: 16 (variable; see Exploderbot)
- AC: 15
This replicant is explicitly designed to take out structures. Breacherbot loses 4 hit points at the end of each of its turns; when Breacherbot is reduced to 0 hit points, it explodes., any creature within 10 ft. must succeed on a Dexterity Saving throw or take 4d8 piercing and 4d8 bludgeoning damage (half damage on success). Structures take double damage from Breacherbot.
Freezerbot
Mobile/Explodertype
- Hit Points: 28 (variable; see Exploderbot)
- AC: 15
This replicant causes a temporal rift to form centered on itself. Freezerbot loses 4 hit points at the end of each of its turns; when Freezerbot is reduced to 0 hit points, any creature within 5 feet of this replicant must make a Dexterity Saving throw or be momentarily frozen in time; on a failure, that creature has a movement speed of 0 and is incapacitated for 1 minute. While frozen this way, it takes no damage, and does not age.
Agerbot
Equipment/Supportertype
- Hit Points: 20 (variable)
- AC: 15
Leave this replicant in a particular area to either speed up or slow down time. While within 30 feet of Agerbot, time moves either twice as fast or half as fast as normal. This replicant is only destroyed if its hit points are reduced to 0.
With Higher Hit Points: For every 20 hit points granted to Agerbot, its effect grows by a factor of 1, so that, with 40 hit points, time speed increases or decreases by 3x, etc.
Melderbot
Equipment/Supportertype
- Hit Points: 20
While Melderbot is equipped, you may reabsorb one replicant and gain its abilities in addition to its hit points, which you may use at your discression as if they were your own abilities. You may use these abilities an amount of times equal to that replicant's ability uses. Melderbot is destroyed once its absorbed replicant is used up.