Medabot (5e Class)

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Medabot[edit]

This race and the class that came with it are intended to be intertwined with each other, as the Medabot cannot be created without having its first level be from the accompanying class. While a Medabot may multiclass into other classes, other classes cannot multiclass into it as its features are limited to Medabots only.

Physical Description[edit]

Medabots are small mechanical robots that are implanted with ‘Medals’, of which serves as their brain. These Medabots usually stand at a height of around 85-100cm, with their looks varying greatly due to their design, purpose, and capability. All Medabots start off from a skeleton called a Tinpet, of which there are male and female Tinpets. These Tinpets are a core part of the Medabot as it not only acts as the skeleton, but also acts as the nervous system, as this is where the Medal is also housed.

A Medal is the brain of the Medabot and without it a Medabot can’t function. This also determines the talents and attributes a Medabot would possess. One Medal can be great at shooting, another being instead great at melee, while some others may instead be better at supporting their teammates rather than being in combat.

With that said, a Medabot isn’t exactly a Medabot without their Medaparts. These Medaparts are the mechanical limbs that form a Medabot. Four of these parts, (one Head, two Arms and one pair of Legs) assembled with a Tinpet and Medal will form a complete Medabot. These parts are also responsible for what the Medabot is capable of and they can vary greatly from each differing purpose. With that said, all Medabots have parts that they would greatly favor due to the talents and attributes within their medals. These Medaparts can be interchanged quite easily with a Medawatch, which is usually in the hands of its creator.

Metabee.600.1418818.jpg
An old Kabuto-Type Medabot. Source [1]].

History[edit]

Long ago existed an ancient civilization called the ‘Medalorians’ and they were the rulers of the world before most of the other races even existed. Not much is known about their society or culture, but it is known that they were obsessed with war, constantly waging war amongst each other. Because of this, their society would be decimated and in order to preserve their civilization, the Medalorians codified their memories into small, hexagonal pieces of metal and these artifacts were to be known as the first Medals. Thousands of years later, first humanity and then the various other races would find them, which they’ll come to discover the minds and souls inside these small pieces of metal.

Eventually, some people would come to make use of these Medals by giving them their own bodies to inhabit, becoming the first ever Medabots. As time passes by, the original Medals were able to be recreated and cloned, thus Medabots became more commonplace, with the original Medals being found called ‘Rare Medals’.

Society[edit]

Most Medabots would live with their creators, either battling it out with their creators or helping them in their everyday life. The creators would then take care of said Medabot, usually by taking care of their Medaparts or giving them a safe place to stay and recharge. There are though some Medabots that would roam the world by their lonesome, travelling the world and doing what they feel like doing.

Medabot Names[edit]

Medabots would usually take the names given to them by their creators, but some would come to make their own names.

Male Names
Metabee, Rokusho, Totalizer, Cyandog, Krosserdog, Sumilidon, Warbandit, Zorin, Papyrak, Attack-Tyrano, Banisher, Nin-Ninja, Foxuno, Kintaro, Samurai, Dr. Bokchoy, Shamen, Starpeda, Bayonet, Blackram, Belzelga, Churlybear.
Female Names
Brass, Peppercat, Neutranurse, Stone Mirror, Circulis, Femjet, Pingen, Pretty Prime, Sailormate, Auroraqueen, Oceana.

Medabot Traits[edit]

Small mechanical robots powered by Medals.
Ability Score Increase. Your Constitution score increases by 1.
Age. Medabot’s don’t exactly age, but their parts can rust and deteriorate if proper maintenance isn’t maintained.
Alignment. Medabots tend to follow the rules and morals of their masters, but they tend to be more on the neutral or good side of the spectrum. There are cases though of some Medabots being evil even without a master.
Size. Medabots vary somewhat in height and build, from 2.5 feet to 3.5 feet tall. Your size is Small.
Speed. 20ft-35ft, dependent on Leg Medapart.
Medabot Construction. You're a being primarily made out of metal. 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 are immune to poison damage, being poisoned, and diseases. You do not need to eat, drink or breathe as you are incapable of doing so. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Mendable. When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.
Composite Character. If you choose this race, you must take the attached Medabot class below at 1st level.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose one Medal from the list below.

Kuwagata Medal[edit]

The Kuwagata Medal is a medal focused on being the definitive melee combatant. Medabots with these medals are often found clashing within the thick of combat.
Ability Score Increase. Your Strength score increases by 2.
Nimble Warrior. You can now use your Bonus Action to Dash or Disengage on each of your turns.

Kabuto Medal[edit]

The Kabuto Medal is a medal focused on ranged combat. Medabots with these medals can often be found to be equal or even greater than other marksmen.
Ability Score Increase. Your Dexterity score increases by 2.
Targeting Computer. Your ranged attacks don't suffer disadvantage when shooting a target at long range or 5ft next to you.

Tortoise Medal[edit]

The Tortoise Medal is a medal focused on the technology of Optics. Medabots with these medals are always equipped with Optic Medaparts as they have proven to be the best at using them, their beams of light capable of evaporating foes easily.
Ability Score Increase. Your Dexterity score increases by 2.
Hyper Beam. As an Action, you can make a special ranged attack that combines the damage die of all equipped Optic Medaparts to make one giant beam of energy to attack a target within 100ft. You may use this feature only once, regaining use after a short or long rest.

Jellyfish Medal[edit]

The Jellyfish Medal is a medal focused on the usage of Bomb Medaparts. Contrary to its name, they can be found in land, air, and sea, but they shouldn't be underestimated as their expertise in demolitions leave very little left to see.
Ability Score Increase. Your Dexterity score increases by 2.
Barrage. As an Action, you can make a special ranged attack that combines the Damage die of all Bomb Medaparts to bomb a target within 100ft in one great barrage. You may use this feature only once, regaining use after a short or long rest.

Bear Medal[edit]

The Bear Medal is a medal focused on the usage of Gravity Medaparts. They are known to be one of the friendlier and cuter Medabots as they are often found in the company of children. They are still quite the menace with their Gravity Medaparts, crushing any creature that dare harms whoever they're protecting.
Ability Score Increase. Your Charisma score increases by 2.
Bear Charm. As an Action, you make use of your cute-like appearance to beguile a target that you can see within range, forcing them to make a DC 15 Wisdom Saving throw or be Charmed for an hour. You can only use this feature once, regaining use after a long rest.

Phoenix Medal[edit]

The Phoenix Medal is a medal focused on the usage of Fire Medaparts. Medabots with these medals are known to be one of the toughest and hardiest of Medabots, surviving blows and hot temperatures that most Medabots would avoid for fear of being melted.
Ability Score Increase. Your Constitution score increases by 1 and your Dexterity increases by 1.
Phoenix Protocol. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You may only use this feature once, regaining use after a long rest. You also gain Fire resistance once you have 5 Character Levels in total.

Scorpion Medal[edit]

The Scorpion Medal is a medal focused on the usage of Acid Medaparts. Medabots with these medals are known to be hunters, their choice of Acid Medaparts allows them to melt their targets armor quite easily.
Ability Score Increase. Your Strength score increases by 2.
Stinger. Your Melee Medaparts are considered to have the Reach property. You also gain Acid resistance once you have 5 Character Levels in total.

Gorilla Medal[edit]

The Gorilla Medal is a medal focused on the usage of Grapple Medaparts. Medabots with these medals are known for their great physical strength, even in comparison to other Medabots or Small races.
Ability Score Increase. Your Strength score increases by 2.
Powerful Medaparts. Your Melee Medaparts are considered to have the Heavy property. You also count as one size larger when determining your carrying capacity, the weight you can push, drag or lift, and for the purposes of grappling.

Cat Medal[edit]

The Cat Medal is a medal focused on the usage of Shock Medaparts. Medabots with these medals are known to be the most agile compared to others while also having a reputation of being tricksters and thieves because of it.
Ability Score Increase. Your Dexterity score increases by 2.
Agile Medaparts. You gain proficiency in Acrobatics. Your Melee Medaparts are also considered to have the Finesse property

Mermaid Medal[edit]

The Mermaid Medal is a medal focused on the usage of Heal Medaparts. Medabots with these medals are known to be the kindest and caring of Medabots as they are known to willingly provide aid to everyone they can without a cost, whether it be friend or foe.
Ability Score Increase. Your Wisdom score increases by 2.
Medical Bot. You gain proficiency in Medicine. You may also use your Bonus action to use any of your equipped Heal Medaparts. You may use this feature an amount of times equal to your Wisdom modifier, regaining all uses after a short or long rest.

Queen Medal[edit]

The Queen Medal is a medal focused on the usage of Heal Medaparts. Medabots with these medals are known to be of great speakers with a voice that can capture those who hear them. They are often found to be great singers or leaders that lead many under them.
Ability Score Increase. Your Charisma score increases by 2.
Words of Power. You gain proficiency in Persuasion. You may also add your Charisma modifier when using your Heal Medaparts.

Knight Medal[edit]

The Knight Medal is a medal focused on the usage of Armor Medaparts. Medabots with these medals are known to be stalwart defenders, often found defending those who can't do so for themselves or bringing up a noble cause.
Ability Score Increase. Your Strength score increases by 2.
Rally Cry. As an Action, you shout an inspiring cry to rally all allies within 30ft of you, boosting their AC by +2, the effect lasting for one minute. You may only use this feature three times, regaining use after a long rest.

King Medal[edit]

The King Medal is a medal focused on the usage of Armor Medaparts. Medabots with these medals are known to be great leaders and speakers, often leading a cause that they believe in.
Ability Score Increase. Your Charisma score increases by 2.
Words Made Manifest. You gain proficiency in Persuasion. You may also instead use your Charisma modifier in the Attack and Damage rolls when attacking with Melee Medaparts.

Angel Medal[edit]

The Angel Medal is a medal focused on the usage of Defense Medaparts. Medabots with these medals are described to be monk or sage-like, often found following tenets or ways that emphasize peace or balance. They are often found in monasteries or religious buildings.
Ability Score Increase. Your Wisdom score increases by 2.
Warrior of Light. As a Bonus action, you may convert all your Attacks to Radiant Damage for one minute. You can only use this feature three times and you regain use after a long rest.

Rabbit Medal[edit]

The Rabbit Medal is a medal focused on the usage of Time Medaparts. Medabots with these medals are known to be the most energetic of the bunch, often being able to cover distances most common creatures find difficult.
Ability Score Increase. Your Dexterity score increases by 2.
Double Time. You gain proficiency in Acrobatics. You may also use your Bonus action to use any of your Time Medaparts. You may use this feature an amount of times equal to your Dexterity modifier, regaining all uses after a short or long rest.

Mouse Medal[edit]

The Mouse Medal is a medal focused on the usage of Scout Medaparts. Medabots with these medals are known to be the best scouts as they can easily find and spot targets from afar.
Ability Score Increase. Your Wisdom score increases by 2.
Radar Senses. You gain Blindsight up to 30ft. You may also as an Action, reveal the location of every creature within a 100ft radius. You may use this feature only three times, regaining use after a long rest.

Chameleon Medal[edit]

The Chameleon Medal is a medal focused on the usage of Conceal Medaparts. Medabots with these medals are known to be a sneaky and wily bunch, their Conceal Medaparts making them hard to hit and detect.
Ability Score Increase. Your Dexterity score increases by 2.
Concealment. You gain proficiency in Stealth. You may also as a Bonus action, may turn yourself invisible as if affected by the Invisibility spell. This effect would last for one hour and you can only use this feature once, regaining use after a long rest.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 5'' +1d10 45 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a medabot character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use this table in addition to or in place of your background's characteristics.

d10 Personality Trait
1 I want to enjoy the life that I have been given.
2 I am what my Medal makes me and nothing can change that.
3 I am more than just the sum of my Medal and Medaparts.
4 I look at others and wonder what it feels to be organic.
5 I contemplate my creation frequently.
6 I need to check myself constantly lest my parts rust.
7 I must explore the world beyond my creator's domain.
8 I am made for war and a fight is always what I am looking for.
9 I am always calm, no matter what the situation.
10 (Reroll the die)
d6 Ideal
1 Peace. It is in peace I can see the best of everyone and I want to keep that. (Good)
2 Power. I aim to be the ultimate Medabot and no one would stand in my way in achieving it. (Chaotic)
3 Happiness. I like seeing the smiles on people's faces when I'm with them. That's all that matters. (Neutral/Good)
4 War. I am made for war and without it I am nothing. So I shall incite it wherever I can. (Evil)
5 Obedient. I must obey the bidding of my master/creator, no matter what it is. (Lawful)
6 Independent. I am my own Medabot and I must find my own purpose . (Any)
d6 Bond
1 My bond with my master/creator is precious to me and I'll do anything to keep that.
2 I am a lone Medabot in a lone Medaworld.
3 My friends are precious to me and I'll protect them until I cease function.
4 I've been mistreated too many times and I won't let that happen to me again.
5 I am just a construct and I feel no need to bond with others.
6 I've discovered the concept of love and I want to feel what it is.
d6 Flaw
1 I distrust any kind of authority figure, especially those who own others.
2 I sometimes feel like my creation is a waste of time and resources.
3 I can never trust others that my master would not trust as well.
4 My Medal is a part of me and sometimes it makes me do some questionable things.
5 The need to fight overwhelms me sometimes.
6 The sight of rust and my parts deteriorating haunt me everyday.


Medabot[edit]

Small Bots, Big Effects[edit]

These small robots usually don't wield weapons or wear armor like other constructs, but rather rely in their Medaparts, that act as both their weapons and armor. These Medaparts can only be wielded by Medabots alone, as no other constructs are compatible with them.

Creating a Medabot[edit]

Quick Build

You can make a Medabot quickly by following these suggestions. First, the ability score listed in your Medal/Subrace should be your highest ability score, followed by Constitution. Second, pick a completed Medabot in the list near the end of the article below that the Medal can greatly benefit in and either keep the current design or modify it to your liking. .

Class Features

As a Medabot you gain the following class features.

Hit Points

Hit Dice: 1d10 per Medabot level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Medabot level after 1st

Proficiencies

Armor: None
Weapons: Medaparts
Tools: Tinker's Tools
Saving Throws: Strength, Constitution
Skills: Choose any two skills.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Tinker's Tools
  • Explorer's Pack
  • If you are using starting wealth, you have 2d4 x 10 GP in funds.

Table: The Medabot

Level Proficiency
Bonus
Features
1st +2 Medaparts
2nd +2 Medabot Adaptation
3rd +2 Medabot Training
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Medabot Training
7th +3 Medaforce
8th +3 Ability Score Improvement
9th +4 Medawatch
10th +4 Medabot Training
11th +4 Overdrive
12th +4 Ability Score Improvement
13th +5 Medabot Adaptation
14th +5 Medabot Training
15th +5 Medaforce
16th +5 Ability Score Improvement
17th +6 Medaforce Mastery
18th +6 Medabot Training
19th +6 Ability Score Improvement
20th +6 Medalorian Legacy

Medaparts[edit]

Starting at 1st Level, your Medabot would come to attain their own Medaparts. These Medaparts would consist of 4 parts, the Head, Right Arm, Left Arm, and Legs. The stats and attributes of the Head and Arm parts would be determined by the Action Type, Result Type, and placement of the part, while the Legs would be determined by the Move Type. All Medaparts can only have one of each type.

Action Types are what would primarily determine what the part is capable of and what bonuses it may confer. They would also determine what Result Types it is compatible with. For example, the Strike Type Medapart is compatible with Grapple, Acid, and Shock Types but a Shoot Type Medapart is not compatible with them, nor can a Strike Type select Heal, Armor, or Scout as a Result Type as they are limited to the Aid, Defend, and Support Action Type respectively.

Result Types are the effects of the Medapart and what the Medapart would primarily serve as. With Grapple, it is just a regular melee weapon, but with Acid and Shock, their capabilities change as they come with a different damage type and effects. These may change though depending if they're placed in the Arm or Head. Arm Result Types have a weaker effect, but can be used indefinitely. Head Result Types have a stronger effect, but they are of limited use.

Move Types are the characteristics the Leg Medapart is especially built for, with a good portion of them being specialized for certain areas whilst others adopt a more utilitarian or common approach.

A completed Medabot would automatically have a natural AC of 17 though they may don or doff other armors that they are proficient in as usual, with the bigger AC value overriding the smaller one. Medaparts are considered as weapons, of which they can't be disarmed as they are embedded into their body.


Action Types
  • Strike: Melee. Allows you to pick Grapple, Acid, and Shock. These Medaparts emphasize striking fast to overcome an enemy's defenses, giving a bonus +2 to Attack Rolls made using this Medapart.
  • Berserk: Melee. Allows you to pick Grapple, Acid, and Shock. These Medaparts emphasize brutal force to takedown an enemy, giving a bonus +5 to Damage Rolls made using this Medapart.
  • Shoot: Range. Allows you to pick Bullets, Fire, Bomb, Gravity, and Optic. These Medaparts emphasize quick shots to overwhelm an enemy's defenses, giving a bonus +2 to Attack Rolls made using this Medapart.
  • Aim Shot: Range. Allows you to pick Bullets, Fire, Bomb, Gravity, and Optic. +5 to Damage in Ranged Rolls. These Medaparts emphasize aimed shots to attack an enemy's weak points. giving a bonus +5 to Damage Rolls made using this Medapart.
  • Aid: Range. Allows you to Pick Heal or Release. These Medaparts are made to heal injuries or conditions.
  • Defend: Melee. Allows you to pick Armor and Defense. These Medaparts are made to help defend one's allies.
  • Support: Range. Allows you to Pick Time, Scout, and Evasion. These Medaparts are made to support the capabilities of self and others.


Arm Result Types

These Medaparts are the mainstay of what a Medabot is capable of.

  • Grapple: Melee. 1d10 Bludgeoning or Slashing. Only one Damage type can be used for each Medapart.
  • Acid: Melee. 1d8 Acid Damage. For every 4 successful attacks made on a single target with Acid Arm Medaparts, it melts the target's armor or body, reducing its AC by -1.
  • Shock: Melee. 1d8 Lightning Damage. On a hit, it slows target's Movement speed by 10ft until the start of your next turn.
  • Bullets: Range (150/600). 1d10 Piercing.
  • Fire: Range (50/100) 1d8 Fire Damage. As an attack, you may also burn an area within a 15ft cone in front of you, the targets rolling a Dexterity saving throw or be dealt 1d4 Fire Damage or half damage on a successful save.
  • Bomb: Range (100). 1d4 Fire. Target is hit automatically. Can only be used with the Shoot Action Type and cannot benefit from feats.
  • Gravity: Range (100/400). 1d6 Force. On a hit, it slows target's Movement speed by 10ft until the end of your next turn.
  • Optic: Range (100/500). 1d12 Force. -3 to Attack rolls.
  • Heal: Aid. You may use your Action to Heal 1d10 Temp HP to yourself or any ally 30ft within you. You may also stabilize others with this Medapart.
  • Release: Aid. You may use your Action to cure one of the following Conditions (Blinded, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned) or one of any Disease to yourself or any ally within 30ft of you.
  • Armor: Defend. You gain a bonus +1 AC with this Medapart. You can now also use your Reaction to make an attack hit you instead of your allies within 5ft next to you.
  • Defense: Defend. You gain a bonus +10 Hit Points to your Hit Point Maximum with this Medapart. You can now also use your Reaction to take the damage for any attacks made to any one of your allies that’s within 30ft of you.
  • Time: Support. You gain an additional +5ft Movement Speed with this Medapart. You may use your Action to boost your or an ally’s Movement Speed by +15ft for one minute.
  • Scout: Support. You can now use your Action to mark an enemy target that you can see, granting everyone a bonus +2 to Attack rolls to hit the marked target until the end of your next turn.
  • Conceal: Support. You can now use your Action to yourself conceal or an ally, giving the target a bonus +2 to AC until the end of your next turn.


Head Result Types

For Head Medaparts, the Result Type effects are increased significantly, but they can only be used three times, regaining all usage after a short or long rest. These effects would only happen for Head Medaparts only. Some of the Result Types would require a saving throw and this is calculated as follows: 8 + Proficiency bonus + Strength(Melee)/Dexterity(Melee + Cat Medal Subrace)/Dexterity(Range)

  • Grapple: Melee. 3d6 Bludgeoning or Slashing. Only one Damage type can be used for each Medapart. These count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Acid: Melee. 1d12 Acid Damage. On a hit, the target must roll a Constitution Saving throw or take an extra 1d6 Acid damage and have its AC be reduced by -1, taking only half damage on a successful save.
  • Shock: Melee. 1d12 Lightning Damage. On a hit, the target must roll a Constitution Saving throw or be Stunned until the end of your next turn.
  • Bullets: Range (200/700). 3d6 Piercing. These count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Fire: Range (50/100). 2d6 Fire Damage. Target must roll a Constitution Saving throw or take an extra 1d12 Fire Damage, half damage on a successful save. As an attack, you may also burn an area within a 60ft cone in front of you, the targets rolling a Dexterity saving throw or be dealt 1d12 Fire Damage or half damage on a successful save
  • Bomb: Range (100). 1d10 Fire Damage. Target is hit automatically. Target must roll a Dexterity Saving throw or be knocked Prone. Can only be used with the Shoot Action Type and cannot benefit from feats.
  • Gravity: Range (150/600). 1d12 Force Damage. Target must roll Dexterity Saving throw or have its Movement Speed be reduced by 30ft until the end of your next turn, its speed reduced only by 15ft on a successful save.
  • Optic: Range (150/600). 2d8 Force Damage.
  • Heal: You may use your Action to Heal 2d6 HP to yourself or any one of your allies 30ft within you.
  • Release: You may use your Action to Cure one of the following Conditions (Blinded, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned) or one of any Disease to yourself and all allies within 30ft of you.
  • Armor: You gain +2 AC with this Medapart. You can now also use your Reaction to make the attack hit you instead of your allies 5ft next to you, the attack being made at Disadvantage.
  • Defense: You gain +15 Hit Points to your Hit Point maximum with this Medapart. You can now also use your Reaction to take the damage for any attacks made to one of your allies within 30ft of you, with all damage being halved.
  • Time: You gain an additional +15ft Movement Speed with this Medapart. You may use your Action to boost your or an ally’s Movement Speed by +30ft for one minute.
  • Scout: You can now use your Action to mark an enemy target that you can see, granting everyone Advantage to hit the marked target until the end of your next turn.
  • Conceal: You can now use your Action to conceal an yourself or an ally, making Attack rolls against the target be at Disadvantage until the end of your next turn.


Move Type
  • Two-Legged: 35ft. Movement Speed.
  • Many-Legged: 25ft. Movement Speed. Has an additional 25ft of Climbing Speed.
  • Flippers: 25ft. Movement Speed. Has an additional 25ft of Swimming Speed.
  • Wings: 20ft. Movement Speed. Has an additional 20ft of Flying Speed.


An example of a completed Medabot would look like this. It is highly recommended to name your parts for a better roleplay experience. More examples can be seen at the end of the article.

Komaid - A Medabot meant to act as a combat medic, able to heal, support, and defend itself when push comes to shove.

Head – Aid/Heal. Healing Oath
Right Arm – Support/Time. Combat Drugs
Left Arm – Shoot/Bullet. Carbine Shooter.
Leg - Two Legged. Ambulance.

Medabot Adaptation[edit]

Seeing as he/she is now alone without his/her creator to help her, the Medabot must learn how to fend for itself and thankfully he/she does. Starting at 2nd Level, you may choose any two skills or tools, or one skill and one tool to be proficient in. You can also repair any damage to your Medaparts with Tinker's Tools.

At 13th Level, you may choose two more skills or tools to be proficient in or you can double the proficiency bonus for two skills or tools, or one skill and one tool that you're proficient in.

Medabot Training[edit]

It is paramount now that a Medabot must train lest be destroyed by whatever danger that lurks in the world. Starting at Level 3rd, you would be training yourself to be better at the usage of your Medaparts, starting from your Legs, to Arms, to Head, then finally the whole body. The following features would take at the specified level, the first being acquired at Level 3 and would continue on to Levels 6, 10, 14, and 18.

Level 3: Leg Training - You endeavor to be more efficient with your Legs, allowing for faster movement.

  • You gain +1 to your AC
  • Your Movement Speed and all Speeds available to your Leg Medapart are increased by +15.


Level 6: Arm Training - You endeavor to train your Arm Medaparts, allowing you to make better use of them compared to before.

  • Grapple: You may now use your Bonus action to Grapple after an Attack made with this Medapart, of which your size is considered one size larger for the purposes of it. In addition, any attacks made with this Medapart now also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Acid: You now only need 3 successful attacks made with this Medapart to melt the target's armor or body.
  • Shock: Your attacks with this Medapart now slows Movement by 15ft.
  • Bullets: Your attacks with this Medapart now deals a critical hit on a roll of 19-20. In addition, any attacks made with this Medapart now also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Fire: Your Range with this Medapart is increased by +20ft. You can now also burn an area in front of you within a cone of 30ft.
  • Bomb: Your attacks with this Medapart now deals double damage against structures and objects.
  • Gravity: Your attacks with this Medapart now slows Movement by 15ft.
  • Optic: You now only suffer a -2 to Attack rolls and its damage die is increased to 2d6 while using this Medapart.


  • Heal: Your Range for this Medapart is increased to 50ft.
  • Release: Your Range for this Medapart is increased to 50ft.
  • Armor: The bonus granted by your Arm Armor Medaparts is increased to +2 AC.
  • Defense: The bonus granted by your Arm Defense Medaparts is increased to +15 Hit Points.
  • Time: The bonus granted by your Arm Time Medaparts is increased to +15ft of Movement Speed.
  • Scout: Using your Arm Scout Medaparts now grants +3 to Attack rolls in hitting the marked target.
  • Conceal: Using your Arm Conceal Medaparts now grants a bonus +3 to AC.


Level 10: Head Training - You endeavor to train your Head Medapart, allowing you be better in their use compared to before.

  • You may now use your Head Medaparts five times, regaining all uses after a short or long rest.
  • The DC Saving Throws for all applicable Head Result Types is now: 10 + Proficiency bonus + Strength(Melee)/Dexterity(Melee + Cat Medal Subrace)/Dexterity(Range)


Level 14: Supreme Maintenance - What good is all the training if your Medaparts can't even function. To this end, you've endeavored to keep your parts in tip top shape, leaving it better than it was before.

  • You may choose one more Saving throw to be proficient in.
  • You gain +1 to your AC.


Level 18 :Overclock - Through your training and the experiences you've made, you've managed to determine the very upper limits of your Medaparts, allowing you to push them even further.

  • You gain +1 to your AC.
  • Overdrive's effects now last for 10 minutes.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Medaforce[edit]

By this stage, your Medal has come to evolve into the next tier and with it comes access to the Medaforce, powerful abilities that every latent Medabot has within them. Starting at Level 7, you may select two Medaforce abilities from the list below. You may choose an additional one at Level 15. Some of these would require a saving throw and this is calculated as follows:

Medaforce Saving Throw: 10 + Proficiency bonus + Strength(Melee)/Dexterity(Melee + Cat Medal Subrace)/Dexterity(Range)

In order for you to use the Medaforce, you must have at least one of the corresponding Medapart that the Medaforce is tied to and you must charge your Medaforce by acquiring 4 Medaforce charges. Whenever you take damage (10hp or higher) in combat, you gain one Medaforce charge, or you may use your Action to charge up your Medaforce and gain 2 charges, up to a maximum of 4. You lose all Medaforce charges when leaving combat. Once charged up, you may use your Action to use your Medaforce. Once used, you must charge up your Medaforce again in order to use it.

  • Spiral Bolt. Grapple. Melee: The Medabot charges energy into its Medaparts, culminating into a great wave of energy that wreaks destruction to a target within 25ft of the Medabot. The target must roll a Dexterity saving throw or take 4d10+10 Force Damage or half on a successful save. For each additional Grapple Medapart equipped above the one minimum, an additional 1d10 is added into the Damage roll.
  • Ultra Shot. Bullet. Range: The Medabot charges energy into its Medaparts, culminating into a great beam of energy that wreaks destruction to a target within 100ft of the Medabot. The target must roll a Dexterity saving throw or take 4d10+10 Force Damage or half on a successful save. For each additional Bullet Medapart equipped above the one minimum, an additional 1d10 is added into the Damage roll.
  • Optic Form. Optic: The Medabot charges energy into its Medaparts, charging its Optic weapons for maximum power. All damage dealt from Optic Medaparts are now doubled for two minutes. For each additional Optic Medapart equipped above the one minimum, an additional one minute is added into the duration.
  • Bomb Form. Bomb: The Medabot charges energy into its Medaparts, charging its Bomb weapons for increased explosive power. All damage dealt from Bomb Medaparts are now doubled for two minutes. For each additional Bomb Medapart equipped above the one minimum, an additional one minute is added into the duration.
  • Gravity Form. Gravity: The Medabot charges energy into its Medaparts, charging its Gravity weapons for increased effect. All hits made from Gravity Medaparts would automatically reduce the targets Movement speed to 0ft until the end of your next turn for two minutes. For each additional Gravity Medapart equipped above the one minimum, an additional one minute is added into the duration.
  • Shockwave. Shock. Melee: The Medabot charges energy into its Medaparts, discharging high voltage lightning that shocks and stuns the enemy. All enemies within a 50ft radius must roll a Constitution Saving throw or take 2d10+2 Lightning damage and be Stunned for one turn, only taking half damage on a successful save. For each additional Shock Medapart equipped above the one minimum, an additional one turn is added into the Stun duration.
  • Caustic Acid. Acid: The Medabot charges energy into its Medaparts, charging its Acid Medaparts for a better caustic effect. All hits made from Acid Medaparts reduces the target's AC by -1 for two minutes. For each additional Acid Medapart equipped above the one minimum, an additional one minute is added into the duration.
  • Inferno Cannon. Fire. Range: The Medabot charges energy into its Fire Medaparts, ready to unleash a cone of flame that would devastate anything in its wake. All creatures within a 60ft cone must succeed a Dexterity saving throw or take 4d6+6 Fire Damage or half on a successful save. For each additional Fire Medapart equipped above the one minimum, an additional 1d6 is added into the Damage roll.
  • Life Drain. Heal/Release: The Medabot charges energy into its Medaparts, ready to unleash a beam of energy that leeches off an enemy’s life force. The target must roll a Constitution saving throw or take 4d8 Necrotic damage, taking only half on a successful save. The Medabot is then healed for the same amount of damage dealt. For each additional Heal/Release Medapart above the one minimum, an additional 1d8 is added into the damage roll.
  • Total Recovery. Heal: The Medabot charges energy into its Medaparts, ready to unleash a wave of energy that would heal its allies. You and all allies within a 60ft radius of you would heal for 4d6+6 amount of hit points. For each additional Heal Medapart above the one minimum, an additional 1d6 is added into the roll.
  • Total Release. Release: The Medabot charges energy into its Medaparts, ready to unleash a wave of energy that would cure its allies. Yourself and all allies within a 60ft radius would be cured of all the following Conditions (Blinded, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned) and all Diseases. For each additional Release Medapart above the one minimum, the radius is increased by 15ft.
  • Great Guard. Armor: The Medabot charges energy into its Medaparts, boosting its defensive capabilities to its maximum potential. The Medabot gains +5 to its AC and you may use your Reaction to make an attack hit you instead of any one of your allies that’s 5ft next to you, of which the attack is made at Disadvantage. This effect would last for one minute. For each additional Armor Medapart above the one minimum, an additional one minute is added into the duration.
  • Mythical Defense. Defense: The Medabot charges energy into its Medaparts, boosting its defensive capabilities to its maximum potential. You can now use your Reaction to take the damage for any attacks made to one of your allies within 30ft of you, with all damage received being reduced to 0. This effect would last for one minute. For each additional Defense Medapart above the one minimum, an additional one minute is added into the duration.
  • Rapid Movement. Time: The Medabot charges energy into its Medaparts, boosting its support capabilities to the limit. Yourself and all allies within a 100ft radius would have their Movement Speed and all available Speeds be increased by +50ft for one minute. For each additional Time Medapart above the one minimum, an additional one minute is added into the duration.
  • Spy Game. Scout: The Medabot charges energy into its Medaparts, boosting its support capabilities to the limit. All enemies within a 100ft radius would have their Attack rolls be reduced by -3, in turn all its allies within a 100ft radius would have their Attack rolls be increased by +3. This effect would last for a minute. For each additional Scout Medapart above the one minimum, an additional one minute is added into the duration.
  • Hide and Seek. Conceal: The Medabot charges energy into its Medaparts, boosting its support capabilities to the limit. All enemies within a 100ft radius would have their AC’s be reduced by -3, in turn all its allies within a 100ft radius would have their AC’s be increased by +3. This effect would last for a minute. For each additional Conceal Medapart above the one minimum, an additional one minute is added into the duration.

Medawatch[edit]

Along your journeys as a Medabot, you have managed to find for yourself a working Medawatch, a device that helps the owner or creator swap out the Medaparts of a Medabot. Lucky for you, it is full of Medaparts that you may change into. Starting at Level 9, you may exchange one of your Medaparts in every long rest. All Medaparts still follow the rules set at Level 1.

Overdrive[edit]

You’ve managed to discover certain safety protocols that helps a Medabot last long but may be unlocked to give a burst of power. The consequence being a heavy toll on your Medaparts. Starting at Level 11, as a bonus action, you may put yourself into Overdrive, giving you the following effects which lasts for 1 minute.

  • You gain a +2 bonus to AC.
  • Movement Speed and all available Speeds are doubled.
  • You gain an extra Action which can only be used to make a single attack, use one of your Medaparts, Dash, or Disengage.

When the effect ends, the Medabot is Paralyzed until its next turn. You may only do this three times, regaining all uses after a long rest.

Medaforce Mastery[edit]

You’re constant usage of the Medaforce has granted you the necessary experience to gain mastery over it. Starting at Level 17, charging your Medaforce grants you 4 Medaforce charges.

Medalorian Legacy[edit]

You’ve come to reach a level that very few Medabots could ever achieve, a state of power that harkens back to the old days of the Medalorians. Starting at Level 20, your Constitution score and the Attribute score listed in your Medal/Subrace increases by 4. Your maximum for those scores is now 24.

Completed Medabots[edit]

These are a list of completed Medabots that can be used in a quick build or can be used as an example or inspiration.

Metabee - A Medabot that specializes in shooting and marksmanship, its appearance made distinct by its yellow beetle like form.

Head – Shoot/Bomb. Missile
Right Arm – Shoot/Bullet. Revolver
Left Arm – Aim Shot/Bullet. Submachinegun
Leg - Two-Legged. Ochitsuka


Warbandit - A Medabot that specializes in shooting with support capabilities, its appearance inspired by lions.

Head – Support/Time. Tension Up
Right Arm – Shoot/Bullet. Shoot Barrel
Left Arm – Aim Shot/Bullet. Range Shooter
Leg - Two-Legged. Abductor


Rokusho - A Medabot that specializes in close combat with support capabilities, its appearance made distinct by its purple beetle like form.

Head – Support/Scout. Antenna
Right Arm – Strike/Grapple(Slashing). Chanbara Sword
Left Arm – Berserk/Grapple (Bludgeoning). Pico-Pico Hammer
Leg - Two-Legged. Tatacker.


Sumilidon - A Medabot that specializes in close combat with support capabilities, its appearance inspired by lions..

Head – Support/Conceal. Hunter
Right Arm – Berserk/Grapple(Slashing). Flexor Sword
Left Arm – Strike/Grapple(Bludgeoning). Straw Hammer
Leg - Two-Legged. Sharp Edge


Totalizer - A turtle-like Medabot that is armed to the brim with Optic Medaparts.

Head – Aim Shot/Optic. Tyranic Laser
Right Arm – Shoot/Optic. Mega Laser
Left Arm – Aim Shot/Optic. Giga Laser
Leg - Many-Legged. Roller Tank


Giggly Jelly - A jellyfish-like Medabot that is armed to the brim with Bomb Medaparts.

Head – Shoot/Bomb. Missile Base
Right Arm – Shoot/Bomb. Intermissile
Left Arm – Shoot/Bomb. Guided Missile
Leg - Many-Legged. Limptank


Churlybear - A cute Medabot that takes the form of a teddy bear. It is armed with Gravity Medaparts.

Head – Shoot/Gravity. Spreaders
Right Arm – Aim Shot/Gravity. Smasher
Left Arm – Shoot/Gravity. Splasher
Leg - Winged. Hovery


Death Phoenix - An imposing Medabot that takes the form of a phoenix. It is armed mostly with Flame Medaparts.

Head – Shoot/Bomb. Blast Launcher
Right Arm – Aim Shot/Flow-Flame. Flamethrower
Left Arm – Shoot/Flow-Flame. Fire Rifle
Leg - Winged. Crimson Tail


Wigwamo - An Medabot that has a form inspired by native tribesmen. It is armed with Acid Medaparts.

Head – Strike/Flow-Acid. Melt Cone
Right Arm – Berserk/Flow-Acid. Melt Bomb
Left Arm – Strike/Flow-Acid. Melt Rain
Leg - Two-Legged. Native Step


Peppercat - A catlike Medabot that focuses on speed and agility. It is armed with Shock Medaparts.

Head – Strike/Shock. Light Circuit
Right Arm – Strike/Shock. Light Jab
Left Arm – Berserk/Shock. Light Blow
Leg - Two-Legged. Quick Alert


Oceana - A mermaid Medabot that is primarily built for healing, being armed with Heal Medaparts.

Head – Aid/Heal. All Repair
Right Arm – Aid/Release. Cure Hand
Left Arm – Aid/Heal. Repair Arm
Leg - Flippers. Taily


Neutranurse - A Medabot that looks distinctly like a nurse, being armed mostly with Heal Medaparts with some defensive capabilities.

Head – Defend/Defense. Holy Wall
Right Arm – Aid/Heal. Donor
Left Arm – Aid/Release. Translate
Leg - Flippers. Petticoat


Knight Armor - A Medabot that is greatly inspired by knights, being armed entirely with Armor Medaparts.

Head – Defend/Armor. Clear Shield
Right Arm – Defend/Armor. Knight Shield
Left Arm – Defend/Armor. Great Shield
Leg - Many-Legged. Trojan Horse


Rollerman - A Medabot that has some resemblance to an armadillo, being mostly armed with Defense Medaparts.

Head – Defend/Defense. Arma Head
Right Arm – Defend/Defense. Arma Hand
Left Arm – Defend/Defense. Arma Arm
Leg - Many-Legged. Sidewinder


Rabiwombat - A cartoon and rabbit-like Medabot that is armed with Time Medaparts.

Head – Support/Time. Radiator
Right Arm – Support/Time. Minute Skip
Left Arm – Support/Time. Hour Skip
Leg - Two-Legged. Flower Step


Jorat - A cartoon and mouse-like Medabot that is armed with Scout Medaparts.

Head – Support/Scout. Full Otitis
Right Arm – Support/Scout. Scout
Left Arm – Support/Scout. Spotter
Leg - Winged. Mover


Fligflag - A cartoony frog Medabot that wears a snorkel is armed with Conceal Medaparts.

Head – Support/Conceal. Poppin Eye
Right Arm – Support/Conceal. Sack Zound
Left Arm – Support/Conceal. Pick Zound
Leg - Flippers. Hoppy


Multiclassing[edit]

You cannot multiclass into this class.

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