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View Full Version : D&D 5e/Next Mechamorph PC Race



Ventruenox
2018-02-23, 02:12 PM
I'm developing a multi-planar campaign based on memorable cartoons and games from the 80's & 90's, and part of that will be rewriting Mechanus as Cybertron. PC Modrons will essentially become Transformers Minicons/Go-Bots. I will be leaving a lot of the fluff for this race out of this post for a couple reasons. Primarily, I will be playing fast and loose with the series lore canon. I have no doubt that there are diehard fans on the forums that will nitpick the lore or insist certain abilities are present/ignored in this race. To this I say: it is not supposed to be an accurate representation. This is a homebrew race designed for this campaign that gives RP options for my players. I am looking to see how I need to tweak this race for game balance. I will also break from standard racial ability conventions by providing possible climb/swim/burrow/fly speeds at higher character levels, when PCs could already have access or other means to accomplish the same thing. Please let me know how I can improve upon this.

Mechamorphs

Ability Score Increase: Your Constitution increases by 2
Age: As constructs, Mechamorphs do not age as normal. They are created fully grown with a standard operating system. Their energy core begins to degrade after 500 years, requiring the Mechamorph to transfer consciousness to a new body to continue living.
Alignment: Mechamorphs were created on the plane of Order, making Lawful alignments predominant. Philosophical differences in the two primary factions of this race may draw individual Mechamorphs towards Good or Evil. Chaotic Mechamorphs are anomalous, but have been known to exist.
Size: While many larger sized Mechamorphs exist, ranging up to Colossal scale, these Mechamorphs are designed for purposes that preclude adventuring. Your size is Medium.
Speed: Your base movement speed is 30
Darkvision: Your optical network has low-light vision capabilities. In up to 60' you see in dim light as through it were bright light, and darkness as though it were dim light. You do not see in color, but rather in shades of grey or green.
Construct: As a living construct, you do not need to eat, breathe, or sleep. Instead of sleep, you enter an inactive state for a period of 4 hours. You are not aware of your surroundings during this time unless you have other means to do so. Healing and recovery methods available to biological races have similar effects to Mechamorphs.
Transformation: As an action, you may change your form from that of a humanoid to that of a medium sized beast or vehicle. Only one form may be chosen and is subject to DM approval. You may select a different form when you level up. If a beast form is chosen, it is obviously a mechanical construct to the observer. Your carried equipment becomes part of this form, and any wielded weapons manifest as natural weapons or attachments to your form. You may return to humanoid form as a bonus action. You keep the same mental and physical statistics in this form, but the following changes apply:
- Your movement speed may be doubled until the end of turn. You may not use this feature again until you use 0 movement in a turn
- You may not cast spells requiring a spell slot unless the casting time is 1 Reaction.
- Your ability to interact with your environment is limited. Any action that requires hands is limited to the capabilities of your chosen form.
- A form that confers a climb or swim speed may be chosen at character level 11. A form that bestows a flying or burrowing speed may be chosen at character level 17. No other innate abilities (including multiattack) possessed by a chosen form are provided by adopting the beast or vehicle form.

Subraces: When you choose the subrace of your Mechamorph character, choose one of the following options to represent the purpose your character was constructed for.

Technical Specialist: You were designed for specialization in analytics and mechanical engineering.
Ability Score Increase: Your Intelligence increases by 1
Bonus Proficiencies: You gain proficiency in one set of Artisan's Tool, Vehicles, or Navigation Tools and you gain proficiency in one Intelligence skill.
Cantrip: You know the Mending cantrip. Constitution is your spellcasting ability for this spell. You may cast this spell without the somatic component while transformed.

Reconnaissance: You were designed for specialization in observation and infiltration
Ability Score Increase: Your Dexterity increases by 1
Bonus Proficiencies: You gain proficiency with Thieves' Tools and either Perception or Investigation.
Cantrip You know the Message cantrip. Constitution is your spellcasting ability for this spell. You may cast this spell without the somatic component while transformed.

Combat Drone: You were designed to be a foot soldier or basic artillery in combat
Ability Score Increase: Your Strength or your Charisma increases by 1
Bonus Proficiencies: You gain proficiency with martial weapons and either Athletics or Acrobatics.
Cantrip You know the Firebolt cantrip. Constitution is your spellcasting ability for this spell. You may cast this spell without the somatic component while transformed.