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For information on the autom race itself, see autom.

About[edit | edit source]

Automs are constructs originally created to serve and defend the city of Sneerwell in Isonhound by Colin Pendergras, who had helped to develop warforged, an achievement that was was expedited by the accidental construction of the first protoforged, the Autom Lord, in 692 PR. Colin was not entirely pleased with this development because he had been striving to create a reliable machine to bring security to his kingdom and gold to his coffers, not an independent creature with a soul.

Persevering, he succeeded in 705 PR with a bulky construct that followed arbitrary verbal commands issued by the bearer of a bluestone control device. After a few months of rapid, agile development of improved versions, he had put dozens of automs in the hands of the Sneerwell City Watch, and within a few years he had sold hundreds of units to the Friends of Kragnux and other parties across Isonhound.

Occasionally, an autom gains sentience and takes on adventures of its own. These automs are generally not subject to bluestone control. When When playing as an autom, please follow the statistics below.

D&D 5e Racial Features[edit | edit source]

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 2, but your Dexterity score decreases by 1.

Age. Automs can last for hundreds of years so long as their bodies do not suffer irreparable damage.

Alignment. Autom alignments can be anywhere on the spectrum but tend toward neutrality. Some do still cling to the lawful programming that formed the body they inhabit.

Size. Automs have been constructed for many types of tasks. Your size is Medium or Small. The more modern automs weigh in at about 300 pounds, while older model automs weigh closer to 550 pounds.

Speed. Your base walking speed is 30 feet.

Clockwork Resilience. Your creature type is both Construct and Humanoid. You body is made of materials of strong fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  • You are immune to magical aging effects.

In addition, you have darkvision allowing you to see 60 feet in dim light as if it were normal light and in darkness as if it were dim light. In darkness you can only make out shades of grey.

Maintenance Cycle. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Forged Shell. You have a natural Armor Class of 14 and your metal frame gives you resistance to Force damage. Your unique frame prevents you from utilizing any armor, but you can still wield and gain the benefits of a shield.

Arcane Cannon. Every autom is constructed with a built-in Arcane Cannon that folds out of their arm. You are proficient when using this weapon and use Constitution as your attack modifier. Make an attack roll against a target within 120ft on a hit you deal 3d8 force damage. This damage increases by 1d8 when you reach 5th level (4d8), 11th level (5d8), and 17th level (6d8). You can use your Arcane Cannon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Internal Damage. Your turn to sentience has begun to wear on your mechanical body. You are vulnerable to one of the damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Languages You can speak, read, and write Common and one other language of your choice.

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