5e SRD >Races >

Autom

Autom are mechanical beings resembling modern vehicles.

Traits

Special. Recommended for campaigns that start at 5th level or higher.

Ability Score Increase. Your Strength score increases by 2. You must forgo the first Ability Score Increase you gain from advancing in level.

Age. Autom emerge from automobiles. Their personality begins as childlike but develops into an adult mentality after three or four years. Autom are ageless, though their bodies fail without routine maintenance.

Alignment. Autom are curious about other realms and have little experience working with other races, especially those of flesh and bone. They try to be on their best behavior and therefore, most are neutral good.

Rarity. Rare.

Size. Autom are the size of automobiles and stand at 12 feet hunching over. They weigh 3,500 pounds, Your size is Large.

Speed. Your base walking speed is 30 feet.

Armor Integration. With 8 hours of work, your armor can be integrated into your body, so you can’t take it off without 4 hours of work. Integrated heavy armor doesn’t reduce your speed, and it imposes no disadvantage on Dexterity (Stealth) checks.

Fuel. You must eat plant material and alcohol to burn for energy, and you require five times the normal amount of food each day. You cannot become intoxicated from alcohol.

Headlights. You have the equivalent of two bullseye lanterns integrated into and positioned on the front of your body. These lights can be illuminated or doused as your free interaction with an object during your turn. They require no fuel.

Large Gear. You can’t use equipment sized for smaller creatures. Nonmagical equipment sized for you costs twice as much.

Large Weapons. A nonmagical weapon sized for you costs double. When you hit with a weapon sized for you, other than your unarmed attack, you can roll one of the weapon’s damage dice one additional time and add the result to the damage you deal.

Lightning Vulnerability. You are vulnerable to lightning damage.

Living Construct. You are a humanoid, but your constructed nature gives you the following traits.

  • You are immune to disease and have resistance to poison damage. Also, you can add your proficiency bonus to saving throws against being poisoned. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being poisoned.
  • You need not drink.
  • You need not sleep, and don’t suffer the effects of exhaustion from lack of rest. Magic can’t put you to sleep.
  • During a long rest, which you still need, you remain conscious and aware.

Passenger Compartment. The compartment on your back can hold up to one Medium creature or two Small ones. The creatures don’t count against your carrying capacity, but their gear and any other cargo in the compartment do. Creatures inside the compartment have three-quarters cover against attacks from outside the compartment, but targets outside the compartment have cover against attacks from within it. If an attack misses anyone due to this cover, the attack hits you. A passenger can lean out of the compartment to attack, reducing their cover to half. If a passenger does so, targets outside the compartment gain no cover from it against that passenger’s attacks.

Slam. Your unarmed strikes can deal 1 d6 bludgeoning damage. These strikes have the light weapon property, and you have proficiency with them.

Zero to Sixty. You can take the Dash action as a bonus action.

Languages. You speak, read, and write Common.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims