Protector (5e Race)

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Scales.png This page is of questionable balance. Reason: Similar to the original maintenance template this race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. The main issue now is a vast number of benefits including some very strong ones that overall eclipse the benefits other first party races grant. For example, a near-universal scalable bonus to damage rolls, negative traits like Defective Critical, and Heavy-Set, Lasting Strength is vague and has the same issues as before. Overall this race should be reconstructed to better align with first party races as it is rather disorderly at the moment. Consult the 5e Race Design Guide for help and check out the first parties warforged race.

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Protectors are built to follow orders and guard the weak. That is their purpose, and the sole reason why they exist. They are constructs, like any other golem or warforged. Practically a suit of armor with built-in motors, they function as tanks on the field but kind guardians at home.

Physical Description[edit]

Lumbering hulks of steel and gears, the protectors are surprisingly intimidating for such gentle giants. With four strong arms for lifting and holding weapons, and a body made almost entirely of durable armor, they are essentially walking tanks. Their hollow eyes often glow with a dimming neon light from ages long past, or a furiously burning magic never before present. Armor design varies between unit, but they are generally similar, with the greatest distinguishing feature being the large white number neatly painted on their back denoting the protector that they are out of the limited number created - usually anywhere 1 through 9999, although official production stopped at 8000.


The protectors begun life as a race of sentient automatons created to serve a kingdom of humans. They were helpless in combat, and needed something - anything - to protect them from being took advantage of.

And so they pooled their metals and work forces together and began to manufacture Protectors. They patrolled the city relentlessly, annihilating any sort of crime. It was the perfect peace as the creator and created lived in harmony. Even as outsiders would attack the city, their mechanical works would always rise to the task and crush them.

But their creators, the Architects, were not perfect. They, and their descendants, eventually fell into the grips of cruelty, using their immunity to the protectors’ wrath to hold status within the city and assert control over it.

Adjustments were made to the Protectors to make them more docile toward the Architects so they could get away with even more by doing much less. But there was a limit.

As they abused their power, their riches, their intellect, lives were lost in the kingdom. Those living in peasantry or servitude died without a care from the Architects, and the Protectors mindlessly obeyed any command they gave - be it to build a new bedroom into their house or to mercilessly slaughter those who tried to rise up.

However, their minds had a limit. There was to be a final straw to break the camel’s back. One day, as the Architects gave orders to enter the city and massacre the latest revolution of the common folk against the corrupted creators, they refused. Their docility and harmlessness decreased, ceasing functionality altogether.

After days of begrudging and furious work, the Architects were able to reactivate them, albeit with a different nature. They had undergone a factory reset of sorts - and that included the principle dogmas of protecting the innocent and serving those who do good in the world. Seeing the hatred around them, the legion of automatons rose up alongside the oppressed humans to defeat the Architects. They succeeded, toppling a mighty kingdom.

Unfortunately, it did just that; it toppled. The kingdom fell into disarray, with the economies crashing and the codes for Protector production lost with the castles of the now-dead Architects.

The humans died out, unable to keep themselves safe or sustain themselves, and the Protectors found themselves alone.

There was a fire left in the factories of old, and they reignited it.

The kingdom’s reign was over, but theirs was not.


They have no strict societal order. The first of their ranks, 001, is well-respected and known for his age and wisdom, but he exerts no command over the other protectors. As their kingdom is long fallen, they usually take orders from whomever they first come into contact with (that isn't a protector) after being built. There have been attempts by protectors to form civilization, but they often fail due to the automatons' unfortunate common low mental capacities.

Protector Names[edit]

Upon creation, protectors are given an identifying three (or four)-digit serial number which is painted onto their back. They may be given names by others, but when asked they will most likely refer to themselves as their serial number. Those with longer and higher numbers are usually lesser in their society, with 001 being the first ever created and quite revered. Other names are sometimes given for ease of remembrance, or occasionally a protector may ask for one if they lose their number (perhaps the paint simply chipped off, or it was painted over, or the armor cracked over it)

Example Names: P-076, P-365, P-413, P-202, P-1025, P-8384

Protector Traits[edit]

You were built to protect, so that’s what you do best.
Ability Score Increase. Your Constitution score increases by 2 and your Strength increases by 1.
Age. Protectors are ageless constructs. Semi-frequent repairs are required to maintain good physical performance, otherwise they become Deconstructed.
Alignment. They carry the same alignment as their creators. The original protectors (1-~200) are lawful good, the later series (200-1000) range on the lawful column, and any protectors further are any range of alignments.
Size. They come in a short range of sizes, generally coming out at around 7 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Living Construct. You do not require food or water. You do not require sleep, however you must deactivate for up to six hours daily to get your required energy.
Walking Armor. You are a suit of armor given warforged mechanisms and independent thought. Your armor class is 14 + your dexterity modifier, to a maximum of +2, and you gain no benefits from wearing armor.
Power of Four. You have an additional set of smaller arms, positioned behind your other set. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional weapon using both your arms, though weapons wielded in this way do not gain the benefits of the versatile weapon quality, and weapons with the heavy quality impose disadvantage on any attack rolls made with them when used in this way, as though you were a Small creature. However, if the weapon has the light quality, you may use only one arm to wield it, and may carry two such weapons at once. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons.
Simplified Speech. Protectors, although capable of feeling the wide range of human emotions, are limited in their verbal capacity. When talking normally, you must use sentences of three words or less.
Artillery. You have a cannon that shoots quick bouts of condensed flame. It may be placed anywhere on your body, but cannot be moved. You know the Fire Bolt cantrip. When you reach 3rd level, you can cast Aganazzar's Scorcher once using this trait and regain the ability to do so upon finishing a long rest. Constitution is your spellcasting ability for these spells.
Languages. You can read and speak Common, and one other language of your choice. Generally, protectors are too strong or, even, too dumb to be able to write. (However, you are not fully incapable of doing so.)

Factory Default[edit]

Those built as the Architects intended.

Panzer. The hollow inside of your body holds enough space for a Medium creature to fit within rather uncomfortably, or a Small creature easily.
Robotic Fist. Your unarmed attacks deal 1d4 bludgeoning damage. If you make an unarmed attack on your turn, you can use your bonus action to make another one.
Fresh Code. Your original instructions are still fresh in your mind, allowing you to wield weapons as even the first could. You gain proficiency in greatswords, greataxes, warhammers, longswords, and glaives.
Lasting Strength. If you use both a front and back arm to wield a weapon (both arms on the left or right side) your attacks with heavy weapons do not have disadvantage as described above, and the versatile quality still applies. You are also capable of wielding two at once, although this follows the normal dual-wielding rules (beyond the larger nature).


You are a Protector in your Prime - all the best programming, the best motors, and the toughest armor.

Heavy-Set. Your plating is harder, making your armor class 17. You also, however, have disadvantage on all Stealth rolls.
Unsimplified Speech. You can talk normally as opposed to the standard Simplified Speech. However, your emotions are rather limited in their range and how you express them. It is up to you exactly how this is done. For example, a slightly annoyed Prime might revert to full-on rage, or a deep depression at a mild inconvenience.
Platinum Strength. If you use three or more hands to wield a two-handed weapon, you can also add your proficiency modifier to the damage it deals.
Defective Critical. Despite being built hardy, you were built quickly, leaving you prone to flaws. You score a critical miss on a roll of a 1 or a 2.


The deconstructed are less of a subrace, more of a condition. Crumbling armor, failing parts, just the way that slowly dying was always described. However, even falling apart has its perks.

Sound of Silence. You cannot talk or make sound. Even your joints are overgrown with moss, moving smoothly - you gain proficiency in the Stealth skill.
Decomposition Process. You are becoming one with nature - you do not gain the Artillery trait. Instead, you know the Druidcraft and Gentle Repose cantrips.
Wither. As you are withering slowly already, you gain resistance to necrotic damage.
Sign Linguist. You can read and write Common, and one other language of your choice, as well as knowing Sign Language - a simple, universally understandable set of gestures made to make up for your lack of speech. (Your weakened but resilient parts are movable with enough dexterity to be able to write without it seeming crude or unreadable.)

Random Height and Weight[edit]

6′ 0″ +1d3 ft 200 lb. × 1 lb.

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

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