Machine Doll (5e Race)
From D&D Wiki
Machine Doll[edit]
“ | Most girls are born, but I was made. I'm the world's first synthetic person capable of generating an Aura! I'm not real... | ” |
—Penny |
“ | I know how you are Gohan. You are gentle, you do not like to hurt. I know because I too have learned these feelings, but it is because you cherish life, that you must protect it. | ” |
—Android 16 |
Physical Description[edit]
Considered by some the "Beautiful variation" of the warforged, machine dolls are beings that have many facets. Depending on which variant, machine dolls can go from barely human-like to almost indiscernible from an actual flesh and blood humanoid. The dolls were made to mimic living humanoids, and retain similar external appearances, however, there are various hints to one's inorganic nature. Some dolls will have lines running down their eyes, across their cheeks or down the center of their faces, where the doll would be able to open up their face to be examined by a mechanic or to "replace" their face with another. Dolls have exposed joints and connectors that can be seen unless they are wearing clothing to hide this fact, and their necks are obviously segmented to allow the head to be removed.
If one were to examine a doll beneath their clothes they would see what one would expect from a doll, featureless. Underneath the "breast molds" is their core, which glows with a faint radiant glow depending on the doll's preference or energy source. The body of the doll is segmented with lines and rivets, and while advanced models do not carry these lines, most do. Their arms and legs are interchangeable, most "War Dolls" have firearms or melee weapons replacing their hands, while most servant dolls have simple arms and legs.
As technology advances, the line between doll and human begin to blur, photo courtesy of RWBY. |
History[edit]
History: Ancient wars with the dwarves always ended in the mountains. The harsh cold and constant rolling boulders turned many campaigns into failures. In a fit of rage, an Elf general decided to fix this issue. Knowing what humans had done with the creation of the warforged, this general whose name has been forgotten by history decided to do something better. With his cabal of engineers, she created a living doll. This machine doll, a mere exoskeleton, was the first of her kind. Taken in as the daughter of the general, she would personally tinker and modify her until she was not only a thinking machine, but a combat-ready weapon. Early tests proved that her joints would not be the best in the cold, but otherwise, she was perfect. The machine doll was mass produced by the elves, and two platoons worth were sent to attack the dwarfs.
When the dolls came across the dwarves, they saw just what the siege had done to them: frail, broken bodies, starving for food and water. Hopeless beings sometimes willing to take their own lives just to end the pain. About to break, about to shatter. These cruel conditions made both platoons split upon the issue, and fight each other. The quick battle left a fourth of the original machine dolls to survive, who marched back down into the Elvish camp and brought emergency supplies to the dwarves under the guise of trying to save an enslaved, starving soldier legion.
The dolls sided with the dwarfs, exposing their secrets and allowing them to fight back. The siege was routed, and the dolls were crowned heroes. The veterans of war asked that if any more of their kind should be made, they should be allowed to have free will. With an agreement made between the dwarves and machine dolls, a small factory would be built to produce more machine dolls. Elves, of course, kept creating them in an attempt to finish this eternal confrontation. In the end, this automatons started getting uses besides war.
Society[edit]
Machine dolls do not have a real sense of community and are treated as second-class citizens in most societies. Most of them do work as servants, maids or nurses, although doing any kind of job they like is possible. Most of them treat smith workers with respect or fear, depending on their history, as they are not fond of manipulating metal themselves. Magic is fascinating for them, but dificult, so it is rare to find them involved with magic working.
Machine Doll Names[edit]
Their names can be whatever they wish, but most tend to go with technical terms such as "Glitch", "Gear", "Bolt", "Penny", and "Nickel" and/or numbers. There is not a clear distinction of names between genders, unless they get it from an external souce. They can change name at will, but it is uncommon.
Male: Cayde_6, Android_16, Bolt, Nickel
Female: Glitch, Penny, Error_42, Gear
Machine Doll's Traits[edit]
The elegant robot. Built to last, moving tanks and breaking hearts. Don't go asking one for the meaning of life.
Ability Score Increase. Your Constitution score increase by 1
Age. They only age mentally, with the threat of going rampant every 20 years after the age of 300. If taken care of, both emotionally and physically, they can survive the march of time.
Alignment. Machine dolls are usually neutral. They normally only following orders from their masters, always trying to find a way to please them
Size. Depending on the function you have, you are between 4 feet and 50 pounds if you are supposed to treat kids and 7 feet and over 300 pounds if you are supposed to assist soldiers. Your size is medium.
Speed. Your base walking speed is 30 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 green.
Modular. You are able to detach and reattach limbs at will, but doing so costs one action. You can carry up to one extra leg and arms module as equipment. Each module weights a quarter of your weight and making a new module requires 96 hours of total labor (not necesarily consecutive) and 1000GP or equivalent of various metalic materials.
Mechanical strength. You can pick either your legs or arms, and they are enhanced by robotic modifications. Legs grant double the jump height and length. After using this trait you must do a Constitution saving throw with DC equal to 5 multiplied by the times you used it since last long rest (Minimum 1). In a fail, your legs get damaged and your speed gets halved until you repair them using smith tools and an hour or you switch them for another leg module, which can coincide with a short rest. Every long rest, this traits DC gets reset to 5. Arms grant the ability to, once per long rest, lift up to 5 times your maximum capacity with your arms for up to three minutes. You can use this trait again after finishing a long rest.
Mechanical exoskeleton. Your AC is 10 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Make and Model. You can spend 8 hours creating a new persona, including voice, movement, skin color, race and demeanor, but the limits are fixed to your body structure. If you are supplanting an existing creature, another creature may make an Intelligence (Investigation or Wisdom Perception) check against your Charisma (Performance or Deception) check to find out if you are the original creature.
Mechanical body. You are immune to Diseases. You are resistant to Poison and Lightning damage.
Languages. You can speak, read, and write in Common and the language of your creator
Subrace. Choose between the War Doll subrace, the Plaything subrace, the Caretaker subrace or the Assister subrace.
War Doll[edit]
Forged for war and combat.
Ability Score Increase. Your Dexterity or Strength score (choose one) increases by 2
Combat Ready. At the beginning of a combat, at initiative count 20 (winning initiative ties), you can choose to get a free move plus dash action, allowing you to reposition for optimum combat. You don't trigger attacks of opportunity nor traps or other effects as long as you can perceive them. You then take your turn like normal at your rolled initiative. You can use this ability only once, being able to do so again after finishing a long rest.
Final Overdrive. You may activate this trait to take additional actions and bonus actions equal to half your Constitution modifier (Rounded up, minimum 1). You may do so once, being able to do so again after finishing a long rest.
Bomb Baby. If you are killed, dismantled forcibly, or you decide to, you are set to explode in 1d6 turns, dealing 10d6 fire damage plus 10d6 thunder damage in a 15 foot-radius sphere. You are destroyed. Your body is considered irrecuperable and your soul unwilling for the purpose of spell effects.
Plaything[edit]
Forged for the pleasures of the flesh, you feel and sound more human than your warforged and even other machine dolls counterparts.
Ability Score Increase. Your Charisma score increases by 2
Built For Your Pleasure. You can use this trait to cast Charm person as a 1st level spell. A charmed person by the use of this trait finds you irresistibly attractive and is not aware that it was charmed by you. Your spell casting ability for this trait is Charisma. You can use this trait again after finishing a long rest.
Mimicry. If you spend 1d4 hours studying a target, you are able to copy the exact movements, demeanor and voice of it into your memory bank. You can save up to 3 mimicries this way, permanently. If you ever need to record a pattern of movements and voice beyond that limit, the oldest one gets deleted. The make and model trait only requires 1d4 hours and you have advantage on (Performance or Deception) checks made to find if you are the original creature.
Geisha Surprise. As a bonus action, you can mark a creature you have Charmed, friended or seduced, magically or otherwise. You can attack this creature in your action and, in a hit, your attack is considered a critical hit and deals maximum damage. This must be declared before you roll to hit. No matter the result, the creature is now aware of your murderous intent and snaps out of their effect and can't be charmed by you for the next 30 days.
Caretaker[edit]
Forged for the nursing of the injured and the weak.
Ability Score Increase. Your Wisdom score increases by 2
Special Knowledge. You have been programmed with specialized healthcare training. You are proficient in the Herbalism kit, cook’s utensils, land vehicles and 1 instrument of your choice.
Medical Training. If you fail any Medicine, Survival or Nature check, you can either reroll the die and use the highest roll or add 1d4 to the total. You must choose before the DM declares the success or failure of the roll. You can do this up to times equal your proficiency bonus and you regain all uses after finishing a long rest.
License to Heal. When interacting with an injured or diseased creature that is not hostile to you, you get a bonus to all Charisma related checks equal to half your Wisdom modifier (Rounded down. Minimum 1).
Assister[edit]
Forged for the help of Artificers, Engineers and Magic developers.
Ability Score Increase. Your Intelligence score increases by 2
Functional Program. You are proficient in one Intelligence and one Wisdom related skill of your choice. You can also learn either one additional language or one tool proficiency of your choice.
Memory Load. When you use the help action for helping another character recall or obtain information you can use your reaction to force a reroll of the dice. You can use this trait again after finishing a long rest.
Advanced Adaptation. You know two cantrips of either the wizard or the artificer spell list. These cantrips are always prepared and doesn't count against the total number of spells you can prepare each day. Intelligence is your Spellcasting ability for these cantrips. You can trade one or both for another cantrip after a long rest.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 6'' | +4d4 | 50 lb. | × (3d12) lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races