Animatronic (5e Race)

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Animatronic[edit]

History[edit]

Animatronics are devices that power the mascots at Freddy Fazbear's Pizza. They cannot be turned off, or else they will lock up. They can kill a human by stuffing them in a suit with animatronic devices in them. The animatronics are also bipedal robots and the main antagonists of the Five Nights at Freddy's franchise. In the first game, the animatronics consist of the titular Freddy Fazbear, as well as Bonnie, Chica, Foxy, and additionally, the mysterious Golden Freddy.


Animatronic Names[edit]

Animatronic names are usually fun-sounding alliteration of the animal they are based on.

Male: Freddy, Bonnie, Springtrap, Foxy, Balloon Boy, Music Man, Monty, Purple Guy, Fredbear, Mark Edward Fischbach, Matthew Patrick

Female: Chica, Mangle, Ballora, Roxy, Vanny, Circus Baby, Plush Baby

Animatronic Traits[edit]

Robotic entertainers with a bit of a dark side...
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Animatronics do not age, and as such can live indefinitely. You are immune to magical aging effects.
Alignment. Animatronics are dynamic, changing from good during the day to evil at night, but some are the same all of the time. They also usually tend to lean towards chaotic alignments.
Size. Animatronics may vary slightly in height but are always much taller than humans, ranging from 8 to 10 feet tall. Their metal bodies also make them much heavier than other races, ranging from 300 to 500 pounds. Your size is large.
Speed. Your base walking speed is 25 feet.
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.
Maintenance Required. Whenever you are reduced to 0 hit points, you deactivate and fall unconscious. You are stable in this state but must receive maintenance to regain consciousness. Healing spells can be used to jump-start your system and cause you to regain consciousness, but you take one level of exhaustion until repaired, which can be done over a short or long rest. Alternatively, a creature may make a DC 14 tinker's tools check to repair you throughout a short or long rest. If successful, you gain 1 hit point and regain consciousness. Constructs have an advantage on this check.
Mechanical Nature. You are considered a construct. You do not require food, drink, air, or sleep to survive, and are immune to poison and disease.
Natural Armor. Your AC is equal to 13 + your Constitution modifier. You cannot wear armor unless it is specially fit for your suit. It costs 25% more to make to make armor that can fit the suit and will take 1 day. Donning and doffing armor now takes 15 extra minutes, as they must be unscrewed from your body.
Showtime. You gain proficiency in Performance and Intimidation.
Languages. You can speak, read, and write Common and two other languages of your choice.

Small Variant[edit]

Summary= You may be smaller than your counterpart but you have all the same abilities with a twist.

Trade In. You gain proficiency in Persuasion and +2 dexterity in exchange though your AC is equal to 11 + your constitution modifier and -1 strength

Size- You are small


Glamrock Variant[edit]

You are more durable and modifiable, but you now run on a battery to compensate for all the energy you use up

|abilities=Your Constitution score increases by 1 and your Strength score increases by 2.


5.00
(2 votes)

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