Tactical Doll (5e Race)
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Tactical Doll[edit]
"And that's all I have to report for today, Captain!" An energetic woman gives a salute to the Guard Captain after delivering a report of her daily patrol. "Is there anything else you need me to do?"
"Thank you," the Captain replies, "and no, you're free to go for the evening."
"Great!" She turns to leave, shouting back a farewell as she does so, "I'll see you early tomorrow morning, like usual, then!"
As the woman leaves, another guard enters the Captain's office. The new arrival turns and watches her trot down the hallway for a few moments, before turning toward his Captain while shaking his head.
"I still find it hard to believe that a woman like that is the most accomplished member of the force," the guard says. The Captain gives a short, light laugh in response.
"Well, that's C-93 for you," the Captain responds, referring to the woman - a Tactical Doll.
The city guard had deliberated extensively months earlier, before eventually agreeing to use a large portion of their amassed funds to commission a Tactical Doll to add to their number. The Captain had settled on going for a HG Imprint, not only because it was the cheapest, but also because it was the best option for keeping morale up. Despite having spent well over half of the city guard's funds for the commission, every guard on the force had to agree the investment was well worthwhile.
Physical Description[edit]
A soldier Tactical Doll imprinted with an M4A1 assault rifle. Art by 海猫络合物 Image Source |
Due to their nature, Tactical Dolls have no strict conventions on how they appear. The way a Tactical Doll looks is decided upon by the one who creates them, and as a result they can resemble any humanoid race if their creator so wishes, and they can even exhibit abnormal colorations, such as unusual eye colors, strange skin tones, vibrant and unnatural hair colors, and even eyes of two completely different colors from each other.
The joints and any other potential seams on a Tactical Doll are usually well-hidden beneath an outer layer of realistic synthetic material that visually resembles skin, though some creators may be inclined to leave joints and seams exposed, even at the risk of slightly less fluid interaction between dolls and other races. Many Tactical Dolls may also possess ports somewhere on their body, used to install additional, optional modules into them for varying purposes.
Stored safely within a Tactical Doll's body is the heart of their sentience, a special module called their neural core. Within the neural core, the data for the Tactical Doll's intelligence and personality - their Neural Cloud - is kept. A Tactical Doll's neural core is a fragile piece of hardware, and the time when a Tactical Doll's neural core is destroyed, or the data inside it lost, would be the only time a Tactical Doll can be said to truly 'die'.
History[edit]
Tactical Dolls descend from a precursor originating many years ago, when an artificer decided to attempt building a sentient creation to be his assistant. With a wizard's help, the two were able to find a way to generate a high enough level of independent intelligence, but at first there were some stability issues. These stability issues were ultimately solved using a process that came to be known as imprinting; by linking the doll's consciousness to a specific weapon and building familiarity, the doll's consciousness was able to be stabilized by using the familiarity as an anchor.
After working with his assistant and improving its systems and construction over the course of several years, he realized he had come upon a breakthrough, and the artificer and wizard agreed to share the knowledge with others in their circle, gradually leading to the spread of the creation process of these dolls. In modern years, knowledge of the existence of the now-named Tactical Dolls is more common, and there are numerous qualified manufacturers across the lands who build them on commission.
Society[edit]
Tactical Dolls are almost always amiable to others and for the most part don't discriminate, since one of their main purposes is to have good relations with the people they work with. Despite this, it's possible for some creators to sometimes include their own personal opinions within the personalities of the Tactical Dolls they build, such as a dwarven creator who may build a Tactical Doll with a disdain for orcs and goblins. Regardless, Tactical Dolls are very hard working and generally true to their word, and will make certain to see an undertaken task through to the end at all costs.
However, Tactical Dolls are ultimately quite an uncommon sight, as they're almost exclusively built on commission, and due to the complexity and materials involved in their construction, ordering even a single Tactical Doll is incredibly expensive. Due to this, mainly only large and prosperous cities will have some Tactical Dolls employed in their military or as city guards, typically not much more than a mere half-dozen, though some nobles of extremely high renown may own a few Tactical Dolls as private guards to their own property.
Though it is incredibly rare to find a Tactical Doll traveling independently without an employer, such a thing isn't entirely unheard of, as there are some creators known to exist that build Tactical Dolls with the intent of purposely releasing them to find their own way in the world.
Tactical Doll Names[edit]
Tactical Dolls do not name themselves, nor do they have any special naming conventions. Rather, a Tactical Doll will typically be given a name by the one who created them, so a Tactical Doll's name will generally reflect the naming conventions of their creator's race. However, many Tactical Dolls built specifically for more militaristic purposes (such as soldiers or guards) may be more likely to simply be named after the specific model of the weapon they imprint with.
Models: M16A1, ST AR-15, PPK, USP Compact, TMP, Type 79, OTs-44, WA2000
Tactical Doll Traits[edit]
Combat androids that are built not just to be effective fighters, but also with interactivity in mind.
Ability Score Increase. Your Charisma score increases by 1.
Age. A Tactical Doll is complete and considered fully developed at construction. Due to their nature as machines, they usually do not have to worry about age, so long as their body is properly maintained; if not, their body will give out after roughly 10 years due to degradation.
Alignment. Tactical Dolls are more commonly of lawful alignments, but they can be any alignment depending on the personality they have been programmed with.
Size. Tactical Dolls vary greatly based on desired specifications when built. They can stand anywhere from 4 and a half to over 6 feet in height. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Neural Cloud. Even though you were constructed, you are a living creature. Your creature type is construct. You are considered a humanoid for the purposes of spells and effects that target a humanoid, such as hold person. You are immune to diseases and have resistance to poison damage. You do not need to eat, but you can ingest food and drink if you wish; you do need to breathe, however, as this serves to provide air cooling to your internal hardware. Instead of sleeping, you must enter an inactive "sleeping" state in order to clear your memory cache and recharge your power banks, which takes 4 hours each day. You do not dream in this state, but are unaware of your surroundings while in it. Additionally, due to the nature of your neural core, your consciousness and sense of self are not maintained the same way compared to most other creatures; as a result, conventional spells and magical effects that return a dead creature to life, such as revivify or raise dead, do not work on you.
Zener Protocol. You are able to interface with other Tactical Dolls to be able to transmit information with them remotely. The other Tactical Doll must be willing, and the interfacing process takes 1 hour to complete. Once interfaced with another Tactical Doll, you can use an action to transmit information to them as per the message cantrip, though this is done without any components and is not blocked by magical silence; any Tactical Dolls you are interfaced with can do the same to you. You can be interfaced with a maximum of 4 other Tactical Dolls at a time; in order to interface with a new one beyond this limit, you must first sever your link with one of the Tactical Dolls you are already interfaced with (requiring no action by you).
Artificial Anatomy. A Tactical Doll can recover hit points through repairs using a 'T-Doll repair kit', which is a set of artisan's Tools that are specifically designed for this purpose. The number of hit points recovered from 4 hours of work is equal to the hit points that would be gained from a long rest, and hit points can be recovered by spending hit dice over the course of 1 hour of work. The following tools may be used instead of a full T-Doll repair kit, but require twice as much time to achieve the same effect: Jeweler's, Mason's, Smith's, or Tinker's Tools. All Tactical Dolls are proficient in the use of a T-Doll repair kit. Work with your DM to determine the cost of T-Doll repair kits, number of maximum uses, and where to find and purchase them.
Languages. You can speak, read, and write Common.
Subrace. The internal structure of a Tactical Doll is typically designed based upon the class of weapon they are intended to imprint with, causing the capabilities of Tactical Dolls to differ depending on their imprinted weapon. Once imprinted to a weapon, a Tactical Doll effectively becomes bonded with that weapon for their whole life.
Handgun[edit]
Tactical Dolls who imprint with handguns are designed for a supportive role more than for direct combat. Most Handgun Tactical Dolls lack particular effectiveness in fighting enemies themselves, but excel in keeping morale up among their allies and providing some degree of covering fire.
Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
HG Imprint. You possess a special piece of equipment. This equipment takes the form of a ranged weapon with the Ammunition (range 40/120) and Special properties, and deals 1d4+2 piercing damage on a hit (Special: You do not add your ability modifier to the damage rolls of this weapon.). You are proficient with this weapon, as well as any weapon similar enough in design and/or nature (up to DM discretion).
Team Support. You know the resistance cantrip. Charisma is your spellcasting ability for it.
Submachine Gun[edit]
A Tactical Doll who imprints with a submachine gun will be built with mobility in mind, intended to draw enemy focus away from their allies and being an evasive target. Similar to Handgun Tactical Dolls, the weapons used by Submachine Gun Tactical Dolls are suited more for suppressive fire than causing any significant damage.
Ability Score Increase. Your Dexterity score increases by 2.
SMG Imprint. You possess a special piece of equipment. This equipment takes the form of a ranged weapon with the Ammunition (range 15/80), Two-Handed, and Special properties, and deals 1d4 piercing damage on a hit (Special: You do not add your ability modifier to the damage rolls of this weapon. Whenever you attack with this weapon, you make 3 attack rolls with it, dealing this weapon's damage for each one that hits.). You are proficient with this weapon, as well as any weapon similar enough in design and/or nature (up to DM discretion).
Light Frame. You have a lightweight build to facilitate agility and mobility. Your base movement speed is 35 feet.
Rifle[edit]
One of the two big heavy-hitting classifications, Tactical Dolls imprinted to rifles are designed to be highly accurate, though the time they need to aim does cause their rate of fire to be lower. This often results in many Rifle Tactical Dolls being more fragile and fairly non evasive targets, but they compensate for this with their very high-power shots that individually can cause serious damage.
Ability Score Increase. Your Wisdom score increases by 2.
RF Imprint. You possess a special piece of equipment. This equipment takes the form of a ranged weapon with the Ammunition (range 200/600), Heavy, Two-Handed, Loading, and Special properties, and deals 2d6+4 piercing damage on a hit (Special: You do not add your ability modifier to the damage rolls of this weapon. You add your Wisdom modifier instead of your Dexterity modifier to the attack rolls of this weapon.). You are proficient with this weapon, as well as any weapon similar enough in design and/or nature (up to DM discretion).
Assault Rifle[edit]
Serving as the all-around types with no particular specialization, Tactical Dolls that imprint to assault rifles are the most common classification chosen to be city guards or frontline soldiers. Though they lack the exceeding performance in any particular area that more specialized Tactical Dolls exhibit, an Assault Rifle Tactical Doll's versatility makes it an appealing choice nonetheless.
Ability Score Increase. Two ability scores of your choice each increase by 1.
AR Imprint. You possess a special piece of equipment. This equipment takes the form of a ranged weapon with the Ammunition (range 80/320), Two-Handed, and Special properties, and deals 2d4+2 piercing damage on a hit (Special: You do not add your ability modifier to the damage rolls of this weapon.). You are proficient with this weapon, as well as any weapon similar enough in design and/or nature (up to DM discretion).
Skill Diversity. You are proficient in one skill of your choice.
Machine Gun[edit]
Tactical Dolls built to imprint with such heavy weaponry as machine guns are given much more powerful constructions and greatly superior balance so that they may handle the weapons given to them without sacrificing effectiveness. While Machine Gun Tactical Dolls can cause incredible sustained damage that not even Rifle Tactical Dolls are capable of, the trade-off to this is that they suffer from poor mobility, generally being very slow on their feet and not well-equipped in evading attacks.
Ability Score Increase. Your Strength score increases by 2.
MG Imprint. You possess a special piece of equipment. This equipment takes the form of a ranged weapon with the Ammunition (range 50/200), Heavy, Two-Handed, Loading, and Special properties, and deals 2d4+2 piercing damage on a hit (Special: While wielding this weapon, your movement speed is reduced by 10 feet. You do not add your ability modifier to the damage rolls of this weapon. You add your Strength modifier instead of your Dexterity modifier to the attack rolls of this weapon. Whenever you attack with this weapon, if you have moved since the end of your last turn, you do not add your ability modifier to the attack rolls of this weapon. Whenever you attack with this weapon, your movement speed is reduced to 0 until the start of your next turn. Whenever you attack with this weapon, you make 3 attack rolls with it, dealing this weapon's damage for each one that hits; these collectively count as a single attack with this weapon for the purposes of the Loading property.). You are proficient with this weapon, as well as any weapon similar enough in design and/or nature (up to DM discretion).
Steadfast. You have advantage on saving throws against being knocked prone.
Shotgun[edit]
Known as the bulwarks among Tactical Dolls, those made to imprint with shotguns are built sturdy so as to be able to survive even powerful attacks directed at them. Unlike the Submachine Gun Tactical Dolls that are meant to protect their allies by avoiding the attacks they draw away, Shotgun Tactical Dolls are designed to draw attacks and then receive them head-on.
Ability Score Increase. Your Constitution score increases by 2.
SG Imprint. You possess a special piece of equipment. This equipment takes the form of a ranged weapon with the Ammunition (range 30/60), Two-Handed, and Special properties, and deals 2d4 bludgeoning damage on a hit (Special: You do not add your ability modifier to the damage rolls of this weapon. You add your Strength modifier instead of your Dexterity modifier to the attack rolls of this weapon.). You are proficient with this weapon, as well as any weapon similar enough in design and/or nature (up to DM discretion).
Fortified Frame. While unarmored, your Armor Class is equal to 12 + your Constitution modifier. You can use your natural armor to determine your Armor Class if the armor you wear would leave you with a lower Armor Class. You can use a shield and still gain this benefit.
Variant: No Racial Starting Equipment[edit]
The below variants can be used if the player doesn't want to use (or the GM doesn't allow the use of) the Imprint traits and the equipment granted by them. When using the variants, you still use all the primary race's racial traits, as well as the Ability Score Increase trait of the chosen subrace, but every other trait of the chosen subrace (including the subrace's Imprint trait) is instead replaced with the corresponding set of traits as listed below.
Handgun[edit]
Team Support. You know the guidance and resistance cantrips. Additionally, you can cast the bless spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Submachine Gun[edit]
Light Frame. You have a lightweight build to facilitate agility and mobility. Your base movement speed is 40 feet.
Elusive. You have advantage on saving throws against being restrained.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Rifle[edit]
Enhanced Vision. 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 also see in this way through any magical instances of dim light and darkness. You can't discern color in darkness, only shades of gray. Additionally, you are proficient in the Perception skill.
Assault Rifle[edit]
Extra Languages. You can speak, read, and write two extra languages of your choice.
Skill Diversity. You are proficient in one skill of your choice.
Flexible Capability. You gain one feat of your choice.
Machine Gun[edit]
Powerful Frame. You have a reinforced build to enhance your strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, your speed is not reduced by wearing heavy armor.
Powerful Grip. You can use your Strength modifier instead of your Dexterity modifier when making attack and damage rolls using a ranged weapon you are proficient with.
Shotgun[edit]
Fortified Frame. While unarmored, your Armor Class is equal to 12 + your Constitution modifier. You can use your natural armor to determine your Armor Class if the armor you wear would leave you with a lower Armor Class. You can use a shield and still gain this benefit.
Firm Footing. You have advantage on saving throws against being knocked prone and against knockback effects.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 2'' | +2d10+2d4 | 90 lb. | × (2d6) lb. |
*Height = base height + height modifier |
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