Drone (5e Race)
This race is designed for a more modern setting. Talk to your DM before using this race. If you wish to use this race - particularly the Disassembly Drone subrace - in a medieval setting, work with your DM to figure out replacement weapons or explanations for the firearms.
Drones[edit]
Drones, such as factory workers, butlers, and babysitters, were created to complete menial jobs, as well as perform hard labor that was deemed unsafe for humans.
Physical Description[edit]
Drones appear to be humanoid constructs with a white metal exterior. Drones can have hair of any cut and length, with worker drones having hair of any color while disassembly drones' hair is always silver. Both kinds have a black screen on the top half of their face that shows two colored ovals as eyes, which are usually the same color as their hair, with disassembly drones' eyes always being yellow. The screens can show a wide range of emotions, such as joy, sadness, and nervousness. Not only that, but they can also can imitate sweating, crying, and even small sentences.
History[edit]
Drones had nothing but discrimination throughout their early years, being constantly used for work and treated like objects. They only gained freedom when almost all of their creators accidentally destroyed themselves, after which the drones began mimicking human culture and behavior. When the remaining few creators learned of this, they created the disassembly drones to eliminate the "rogue" worker drones. As a result, worker drones and disassembly drones have an innate hatred for each other, though they can form friendships given enough time and the right circumstances.
Drone Names[edit]
Most worker drones are named using human naming conventions, typically modern English, though some can be closer to foreign styles.
Male Worker: Braidon, Darren, Frank, Grant, Khan, Riley, Sam, Thad, Trevor
Female Worker: Alice, Doll, Lizzy, Nori, Penny, Rebecca, Uzi, Yeva
Disassembly: Disassembly drones typically go by their serial designation, which is usually a single letter of the English alphabet - for example, Serial Designation N.
Drone Traits[edit]
Robots designed to either perform labor or kill people.
Ability Score Increase. Your Constitution score increases by 2.
Age. A typical drone is between sixteen and fifty years old. The maximum lifespan of drones remains a mystery; so far, drones have shown little to no signs of deterioration due to age. You are immune to magical aging effects.
Alignment. Most worker drones tend towards neutral or good alignments, while most disassembly drones tend towards chaotic alignments.
Size. Worker drones are mostly uniform in size, being between 4 and 5 feet tall. Disassembly drones are a bit taller, being between 5 and 6 feet tall. Regardless of which type you are, your size is Medium.
Speed. Your base walking speed is 30 feet.
Creature Type. You are a Construct.
Constructed Resilience. You were created to last virtually forever, barring major incidents, which is represented by the following traits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to disease. You do not need to breathe.
Alternative Fuel Source. You are powered by oil, which serves as your "blood". It is not consumed or used in any way except to keep you alive. If oil is removed from your body, you will suffer the same effects a human would if their blood was removed.
Subrace. Drones are designed to either perform labor or to fight. Choose a subrace: Worker or Disassembly
Languages. You can speak, read, and write Common and one other language of your choice. You can also display a short message (up to 30 characters) on your screen instead of speaking. The message must be in a language that you know; however, you can choose what language it is written in.
Worker[edit]
Ability Score Increase. Your Wisdom score increases by 1.
Labored Learnings. You gain proficiency in two skills and two types of artisan's tools of your choice. Additionally, choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Permanently Powered. You do not need to eat or drink; however, you can still do so if you choose to.
Disassembly[edit]
Ability Score Increase. Your Strength score increases by 1.
Combat Specialist. You are proficient in four different weapons of your choice, choosing from the list of weapons in the Player's Handbook. Additionally, you can use a bonus action to convert your hands into claws, or back again. This bonus action can be the same one used to convert your hands into the integrated weapons listed below. Attacks made with your claws count as unarmed strikes and deal 1d6 + your Strength modifier slashing damage on a hit, instead of the bludgeoning damage normal for an unarmed strike. While your claws are active, you cannot use your hands as normal until you change back. Alternatively, as a bonus action, you can convert one or both of your hands or claws into one of the following integrated weapons: a scimitar; a submachine gun; a laser rifle; or a grenade launcher. The laser rifle deals 2d6 radiant damage on a hit, holds 30 shots, has a range of 100/300 feet, and has the two-handed property. The grenade launcher holds one grenade, which explodes upon impacting a surface or solid creature, has a range of 120/200 feet, and has the two-handed property. When the grenade hits, all creatures within 20 feet of the explosion must make a DC 15 Dexterity saving throw or take 4d6 piercing damage. If you are firing the grenade launcher within its long range, you must make a DC 15 Dexterity saving throw or fire the weapon 1d4 x 5 feet away from the intended target. These ranged weapons have infinite "reserve" ammunition, but must be reloaded after the number of shots has been reached. Reloading takes a bonus action, during which the weapon retracts and then redeploys. Switching from one of these ranged weapons to another of these integrated weapons, your claws, or your hands will also reload the ranged weapon. You unlock these integrated weapons at 1st, 3rd, 5th, and 7th levels respectively. If an integrated weapon has the two-handed property, you must keep one hand free in order to wield it. You can also use a bonus action to convert one or both of these integrated weapons back into your hands.
Mobile Threat. You have a pair of robotic wings, granting you a flying speed equal to your movement speed plus your level (rounded to the nearest increment of 5). You cannot fly using your wings if you are wearing medium or heavy armor. You can use a bonus action to deploy or retract these wings, and this bonus action can be the same one used to convert your hands. You unlock this flight at 3rd level.
Scorpion. You have a long, thin tail with an acid-filled syringe/stinger at the end. The tail can be used to attack, dealing 1d4 piercing damage + 1d6 acid damage on a hit, and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. This AC bonus only applies to the attack that triggered the reaction. This reaction can be taken a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. Because it is possible for you to accidentally stab yourself with your tail, your saliva can be used to negate acid damage. The process of healing the acid damage takes 1 minute to work, during which time the saliva must be constantly applied, and after which all hit points lost to acid damage within the last hour are regained.
Fearsome Fighter. You were made with the purpose of destruction and death. You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, Perception, or Stealth.
Primal Thirst. You do not need to eat or drink normally; however, you do need to consume oil regularly in order to survive.
Vampire. You have more vampiric traits than most would expect. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings without expending extra movement. However, you are also very sensitive to light and heat. You are vulnerable to fire and radiant damage, and you will begin to burn in direct sunlight, taking 1d6 fire damage for every minute you spend in direct sunlight.
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