Autokob (5e Race)
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|“||You heard of the autognome? Well forget them, we have the autokob! Or, autobold, or... whatever, it's just as good!||”|
|—Nikniks Zakuss, Kobold Engineer|
Shoddily constructed and made of many ad hoc materials that just happened to be at hand, the autokob is a paltry imitation by kobolds to recreate the autognome, or the gnome's version of a warforged. Where gnomes have had an ingenious streak in tinkering and the use of complex machinery, the kobolds, in contrast, innovate out of necessity and lack of resources. As such, an autokob will not have polished metallic plates covering every joint. They are prone to having exposed parts bound together by wooden sticks, sap, and even bandages, giving them a very rushed feel. However, like all things made by kobolds, they are meant to function closer to the real thing rather than look like it. The autokob accomplishes this well enough, despite how clunky it may act and seem. Like how the autognome resembles its makers, the autokob resembles kobolds.
Using scraps gathered from who knows where and a bit of draconic core power, the kobolds made their version of a living construct that is the autokob. Like the autognome and warforged, they have a semblance of life that remains despite appearing totally constructed. Autokobs were originally made as a desperate means of creating foot soldiers as the kobolds fought to gain ground in a the wars over spelljammer ship materials. Scarce resources left them scrambling to create arms that would give them the upper hand. After the battles subsided, many autokobs remained and now wander.
As kobolds remain ever reliant on their strengths as a whole, autokobs are accepted almost as one of their own. They usually serve sentry jobs in post-war times, having the combat ability to protect and warn others in times of invasion. Ultimately, they are meant to protect kobolds by default, perhaps rendering them a slightly inferior group in the overall society. However, they display the same cognitive abilities and scrappy behavior that characterizes kobolds, just in a synthetic shell.
Kobolds create autokobs, usually for specific jobs or purposes. Due to this, most autokobs may have their name being their occupation, usually shortened with letters missing if it's a long word, and usually the "last name" being the name of their creator.
Occupations: Bulwa, Deter, Fort, Wicket, Gate, Sentin, Vedet, Sentr
Creators: Liip, Darpi, Hitt, Tuke, Kidro, Snuke, Ilpe, Zik, Topu, Teklo
Mechanically constructed kobold living constructs
Ability Score Increase. Your Dexterity score increases by 1, and your Constitution scorer increases by 1.
Age. Autokobs are prone to breaking down, due to being made quite poorly. They usually will last about 60 years on their own, but can last a while longer if they are well taken care of, even up to even 300 years.
Alignment. Autokobs are fueled by the spark of draconic energy placed into them, but it doesn't really affect their personality. Instead, their personalities or beliefs are formed from what their creators have taught them.
Size. Autokobs are usually around the size of their kobold creators, meaning they are usually about 2-4 feet tall. However, being made of metal, they tend to lean towards being 40 to 50 pounds unlike most small people. Your size is Small.
Speed. Your base walking speed is 30 feet.
Creature Type. You are a mechanical creature made of a variety of durable materials. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You have resistance to poison damage, and have advantage on saving throws against the poisoned condition, and those made against diseases. You do not need to eat or breathe, though you may do so if you wish. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; and you have diminished awareness beyond a 15 feet of your surroundings.
Creator's Intent. Your creator could not make you with everything they envisioned, just the stuff they considered necessities. You choose two of the following features when making your character, and you cannot change these choices later:
•Cave Lens: 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. However, you have disadvantage on attack rolls and Wisdom (Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
•Mendable: If the mending cantrip is cast on you, you can expend a hit die and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
•Pack Tactics: You have advantage on an attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
•Scrap Skull: You are made out of scrap pieces of metal and some other durable materials. While you aren’t wearing armor, your base Armor Class is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
•Sentry’s Rest: When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this resting state, you appear inert but you are not unconscious and also have a +2 bonus to your Passive Perception while also being fully aware of your surroundings, noticing would-be approaching enemies (should their stealth roll not surpass your enhanced Passive Perception) as well as any & or all other events within a 90 feet radius.
Built with Errors. Whenever you fail a roll, you can cause an error to occur. However, if you roll a natural 1, one of these effects will be forced to occur at random (roll a d4). 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. This trait usage count ignores triggers from natural 1s. When an error occurs, roll a 1d4 to see which of the following things will happen:
•Motor Error: You are forced to move 5 feet to 30 feet, and must perform an action, attack, or bonus action as the DM chooses. You have disadvantage on the first action, attack, or bonus action you do on your next turn.
•Reboot: Your mind has to re-calibrate and enters its default state. Until the end of your next turn, you are considered unconscious, but melee attacks that connect with you while in this state do not count as critical hits. In addition, you end any charmed, frightened, blinded, deafened, paralyzed, poisoned, and stunned conditions you are under, as well as any effects you are concentrating on.
•Short Circuit: You short-circuit, and are paralyzed until the end of your next turn. All creatures within 5 feet of you, or those that touch or melee attack you while you are short-circuiting, take 1d4 lightning damage, and must succeed on a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus), or be paralyzed until the end of your next turn.
•Small Explosion: A small explosion occurs within your body. You take 1d4 - 1 fire damage, and all creatures within 5 feet of you are pushed 5 feet away from you and must succeed on a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus), or take 1d6 fire damage.
Languages. You can speak, read, and write Common and Draconic
Random Height and Weight
|2′ 9''||+2d8||40 lb.||× (1d4) lb.|
*Height = base height + height modifier
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