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1355630-Construct Races v2

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0% found this document useful (0 votes)
64 views12 pages

1355630-Construct Races v2

Uploaded by

Alexander Gentry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Construct Races

Modrons, Animated Armour

and Toy player races for 5e


"A group of Orcs slowly stepped into view, brandishing all manner of deadly weapons; the leader of the
assailants bellowed 'We hear the most powerful wizard in the land walks amongst you! Step forward,
show us this so-called wizard!'. The party slowly turned and from behind the leg of their barbarian
stepped a small, wooden figure; a little man complete with a woolen beard and a robe made from red
felt. The Orcs laughed, the Toy wizard turned them to ash."

"Laza-Alak summoned his crooked staff in a plume of embers, his single eye scanning the tree line. He
knew they were close, he could sense them. It wasn't long before brilliant white portals blinked into view,
and a host of Modron poured through. Laza-Alak watched them with his grotesque, putrescent eye; it
glowed with sinister power for it was his brand, the sign of his patrons fiendish favour"

"The Hobgoblin's blade rang against the paladins heavy shield. The goblinoid finally had the chance to
slay the Human empire's most esteemed warrior and earn favour with his warlord. With a swift and
powerful strike, the Hobgoblin sent the warriors head flying. To his confusion, the warrior kept fighting; a
soft, blue light began to grow from the warriors armour; the Hobgoblin realised this was not a warrior of
flesh and blood, but of steel and magic"

Creatures of artificial origin, Constructs are beings that were designed and built by beings of greater
power. Whilst most are simple, mindless machines that obey their creators every whim, there are some
that are gifted with something unique: a conscience. Once a construct is bestowed with a conscience it
gains free will, leading to many of these constructs breaking away from their old lives and walking the
path of the adventurer…

Note to the reader: Firstly, thankyou so much for purchasing! This has been a project of love for some
time and the fact you were willing to spend your money on it means a lot. The races and feat options
here were created to be fun to play and to add some new flavor into your D&D games.

If you like everything you see here, please feel free to check out my other products on Dmsguild. Hope
you enjoy Construct Races!

Now go make some cool characters you wonderful thing.


MODRON
Beings of absolute law, the Modrons originate from the plane of Mechanus.
Their society follows strict rules and orders which are dictated by Primus, the
One and the Prime. However, despite their rigidly organized society it is still
possible for some Modrons to break away from the overwhelming
compulsions that are thrust open them; these free-thinking individuals are
known as rogue Modrons.

These Modrons usually lose their connection to their people due to an


outside force, it could be an alien entity sneaking into its
mind, the Modron could become lost and
overtime its inner workings
degrade, or it could be built from
the scrap of many Modrons by a
clever inventor or wizard. Whatever the
cause, a rogue Modron has become the master of its
own destiny. Whilst it may retain some lawful attitudes from
its previous life, its overall personality can be as wild and diverse as
any other living being.

When creating a Modron character, consider the origins of the


Modron. Are they a Monodrone? Duodrone? A strange amalgamation
of Modron parts? What caused them to go rogue; On a great
expedition did your Modron become separated from its kin and
become lost in an alien landscape? Was your Modron damaged
badly in battle and left on deaths door, only to be saved by a local
clan of Dwarven tinkerers? Be sure to give thought into what
events shaped your Modron into the adventurer it is today.

Modron traits
Ability Score Increase. Your Dexterity score increases by 2, your Intelligence score increases by 1.

Age. With proper maintenance, a Modron can live for a long time. On average they tend to last between
100 and 200 years. A few rare cases tell of Modrons living for up to 500 years.

Alignment. As a rogue Modron, your alignment can be anything excluding lawful nuetral. Commonly
Modrons retain their lawful outlooks, but particularly damaged Modrons can become chaotic in nature.
Size. You stand between 3 and 7 feet tall, depending on your original Modron type. Your size is medium.

Speed. Your base walking speed is 30 feet.

Natural Armour. Your body is made from metal, giving you a natural resilience. When you aren't
wearing armour, you have an AC equal to 10 + your Dex modifier + your Con modifier.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light. You can't discern
colour in darkness, only shades of gray.

Average Outcome. You can bend the law of averages to your favour. When making an attack roll, ability
check or saving throw, you can choose to make your dice roll 10. You must make this choice after you
make your original roll but before you find out the result. This ability can only be used again after taking
a short or long rest.

Construct Nature. You do not require food, drink or air. As a Modron, you do not need to sleep but you
can enter a low power state which counts as a long rest. This rest only lasts 4 hours and you are
completely aware of your surroundings whilst in this state.

Artificial Life. For the purposes of spells and other magical effects, you count as both a Humanoid and a
Construct.

Modron Quirk. You have access to a unique ability that links to your constructed form. This ability is
either a remnant of your time as an ordinary Modron or it is a skill that has manifested after becoming a
rogue Modron. Choose one of the following abilities:

• Metal Wings. You have a pair of small, tattered wings that can carry you through the air. You
have a flying speed of 30 feet.

• Hightened Sight. Your eyesight is much stronger than most creatures. As a bonus action, you
gain advantage on all Percepion and Investigation checks that rely on sight for 1 minute. Upon
reaching 10th level, this ability is enhanced. During the 1 minute, you gain Truesight out to 30
feet. This ability can only be used again after completing a long rest.

• Gear Rush. Your internal gears begin to move at a high speed, giving you a rush of energy. For
one minute, you gain an additional action each turn. This action can be used to attack (one
weapon attack only), dash, disengage, hide, use an object or cast a cantrip. Gear Rush can be
dismissed with a bonus action. Once used, this ability cannot be used again until you complete a
long rest.

• Reverse Disintegration. Upon death, a normal Modron disintegrates into a pile of dust. You
have learnt to manipulate these energies into a last-minute weapon. Upon dropping to 0 hit
points, you cast Hellish Rebuke if you so wish. The spell deals force damage rather than fire
damage, and the target has disadvantage on their Dexterity save if they are within 5ft of you.
This ability can be used again after completing a short or long rest.
• Gas Burst. You release a spray of noxious gas in a 30-foot cone. Each creature in that area must
succeed on a Constitution saving throw equal to 8 + your Charisma modifier. A creature that fails
the save becomes paralyzed for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. This ability can be used again after
completing a short or long rest.

Languages. You can speak, read and write Common and Modron.

TOY
Across the entirety of the multiverse, one of the
strongest mortal bonds you can find is the bond
between a child and their toys. In some
circumstances where the world is rich in magic,
these Toys can come to life; for better or for
worse. Either enchanted by powerful spellcasters
or brought to life through latent magical energies,
Toys often act as guardians and friends towards
their child owners. Some Toys are corrupted
through abandonment or sinister magic, becoming
twisted parodies of the objects they once were.

Many Toys are adorable and delightful both in


appearance and personality, making them cherished
companions who can lift the hearts of the most down-
trodden folk. This overwhelming cuteness they possess can
also be used as a weapon; many severely
underestimate the abilities a Toy can
possess, making Toys excellent
negotiators and
assassins. Toys
that become
corrupt have an even
greater affinity for murder and inflicting
pain, their once pure ideals have become so twisted that acts of
mischief to debased horror come easy to them.

When creating a Toy character, consider how you came into being and how that reflects your
personality now. Were you created by a powerful wizard to be the loyal friend and protector of a royal
bloodline? Perhaps you were once a creature of flesh and blood that was cursed, your soul ripped from
your body and placed into a Toy form. Are you brimming with cuteness and vow to be a bastion of hope
and positivity? Or are you a festering nightmare entity bound into wool and wood?

Toy traits
Ability Score Increase. Your Charisma score increases by 2, your Dexterity score increases by 1.

Age. A Toy has a rather short lifespan, despite the magical essence that keeps them animated. Usually
they last between 60 and 80 years, but a few lucky Toys could last over 100 years if maintained properly.

Alignment. Toys can be any alignment as they're influenced by those around them. However, delightful
toys tend towards good and nightmare toys tend towards evil.

Size. Most Toys are 3 feet tall at their largest, therefore your size is either small or tiny.

Speed. Your base walking speed is 25 feet.

Construct Nature. You do not require food, drink or air. As a Toy, you do not need to sleep but you can
enter a low power state which counts as a long rest. This rest only lasts 4 hours and you are completely
aware of your surroundings whilst in this state.

Artificial Life. For the purposes of spells and other magical effects, you count as both a Humanoid and a
Construct.

Eek! Cover me!. Thanks to your size and malleable form, you find it easy to duck behind cover. You are
proficient in Dexterity saving throws. If you are forced to make a Dexterity saving throw whilst within 5ft
of an ally or an object larger than yourself, you gain a +2 bonus to the save.

Unexpected Strike. Your enemies take you for granted, and you use that to your favour when striking.
You can deal extra damage to one creature you hit with an Attack if you have advantage on the Attack
roll. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that
enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The ammount of damage is equal to half of your level rounded down (minimum 1.) + your proficiency
bonus. Once used, you cannot use this feature again until you complete a long rest.

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

Subrace. Two subraces of Toys exist: delightful and nightmare. Choose one of them for your character.

Delightful

Heartfelt Words. You have a way of touching the hearts of those you speak with, you are proficient in
the Persuasion skill.

Appeal. Starting at 3rd level, you can cast a special version of the Heroism spell. Add your proficiency
bonus to the temporary hitpoints gained every turn. Charisma is your spellcasting ability for it. Once
used, you cannot use this feature again until you complete a long rest.

Nightmare

Sinister Words. You have a way of spreading dread to those you speak with, you are proficient in the
Intimidation skill.

Spook. Starting at 3rd level, as a bonus action you can spark terror within a target. A single creature that
can see or hear you within 30 feet must succeed on a Charisma saving throw (DC 8 + proficiency bonus +
Charisma modifier) or become frightened of you for 1 minute. The target can repeat the save at the end
of their turns. Once used, you cannot use this feature again until you complete a long rest.

ANIMATED ARMOUR
Creations fueled by arcane or spiritual energies,
Animated Armours have been utilized by
spellcasters and ancient empires for many
eons. A suit of metal armour is inscribed
with arcane runes and is then given a
spark of magical energy, gifting it with a
semblance of life. Many of these arcane
armours are simply mindless
automata that are built with a
specific purpose in mind. Some
however are gifted with greater
intelligence upon creation or
have developed a higher
semblance of thought as their
runic coding has degraded over the
years. A few Animated Armours
were once creatures of flesh and
blood whose spirits who, through their
own will or the will of another, have
been bound into a suit of metal.
As creatures of raw energy bound into solid forms, many Animated Armours struggle to understand the
commonalities of natural life; the need to eat, complex emotions, social interaction, these things and
many more are alien to these constructs. In contrast, armour that is animated by a soul yearns for what
it once had; they often struggle with their new forms as their old sensations and habits begin to slowly
drift away.

When creating an Animated Armour, consider for what purpose were you made and how that effects
the appearance and personality of your armour. Also consider how your Animated Armour began its
journey in the adventuring life. Is your armour a sleek, copper construction that was made to be the
arcane assistant of a powerful mage? Are they a reluctant soul bound into a huge suit of jagged armour
who once served a tyrannical necromancer? How does your armour interact with society around
you,and how does society treat you?

Animated Armour traits


Ability Score Increase. Your Charisma score increases by 1.

Age. Animated Armour can live for an incredibly long amount of time, provided they're maintained.
With proper maintenance, you could live for up to 1000 years.

Alignment. Animated armour tend to match the alignment of their creators or maintain their alignment
from their previous life. Many who were created to guard certain locations tend to have a neutral
alignment.

Size. The size and shapes of Animated Armour can vary greatly. Therefore, you size is either small or
medium.

Speed. Your base walking speed is 30 feet.

Living Armour. You are a living suit of armour, made from some form of sturdy metal. You have an AC of
15 + your Dexterity bonus. You cannot wear any form of armour, however you can still wield shields.
You are not required to eat, drink or breathe air. When taking a long rest, you enter a low power state
which takes 4 hours. You are completely aware of your surroundings when taking a long rest.

Combat Built. You have proficiency in two martial weapons of your choice. One of these proficiencies
can be replaced with proficiency in shields if you so wish.

Antimagic Weakness. Upon entering an antimagic field or being targeted by dispel magic, you must
make a Constitution saving throw against the casters spell save DC or become paralyzed for 1 minute.
You can repeat the save at the end of each of your turns. If no spell save DC is available, the DC is 16.

Artificial Life. For the purposes of spells and other magical effects, you count as both a Humanoid and a
Construct.
False Appearance. Whilst remaining motionless, you are indistinguishable from a normal suit of armour.

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

Subrace. Three subraces of Animated Armour exist: defender, striker and caster. Choose one of them
for your character.

Defender

Ability Score Increase. Your Constitution score increases by 2.

Protectors Instinct. Starting at 3rd level, you can quickly react to defend yourself or others. If you or an
ally within 5 feet is targeted for an attack, you may use your reaction to give the target a +2 bonus to AC.
Whilst protecting an ally, if the attack roll beats your allies AC then you take the damage of the attack
instead of your ally. This ability can only be used again after completing a long rest.

Striker

Ability Score Increase. Your Strength or Dexterity score increases by 2.

Crushing Blow. Starting at 3rd level, you can empower an attack with devastating force. Before making a
weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, add an extra +5
to the attacks damage and the targets speed is reduced by 10 feet until the end of their next turn. This
ability can only be used again after completing a long rest.

Caster

Ability Score Increase. Your Intelligence score increases by 2.

Innate Magic. Starting at 3rd level, you gain access to minor magical powers. You know 3 cantrips from
the Wizards spell list. Intelligence is your spellcasting ability for them. If a spell deals damage, you add
your Intelligence modifier to the damage.
Feats
Below are a selection of race-specific feats based upon the Modron, Toy and Animated Armour races.

Modron Upgrade (prerequisite: Modron race, level 8 or higher)

Through either clever tinkering or a magical force of will, you have developed greater abilities linked to
your Modron heritage. You may select an additional Modron Quirk from your race abilities.

Conjure Friends (prerequisite: Toy race)

By dispersing your magical lifeforce you can temporarily animate objects around you, creating a small
group of stalwart friends. Select up to four nonmagical objects within 30 feet, each target animates and
becomes a creature under your command, you must maintain concentration on this ability. These
creatures revert to normal objects upon hitting 0 hit points, your concentration breaking, or after 1
hour. These objects must be a combination of small or tiny sizes, any larger and the ability fails on the
individual object. As a bonus action you can mentally command your creatures if they are within 30 feet,
these creatures can complete basic tasks and will continue to follow their commands until told
otherwise. These creatures can be given separate commands or a joint command all at once. Use the
following statistics for your creatures, their stats differ depending on their size:

Tiny – HP:10, AC:16, Attack: +6 to hit, 1D4 + 4 bludgeoning damage, Str: 4, Dex: 18

Small – HP:15, AC:14, Attack +4 to hit, 1D8 + 2 bludgeoning damage, Str: 6, Dex: 14

These creatures are constructs, they have a Constitution of 10, Intelligence and Wisdom of 2, and a
Charisma of 1. Their speed is 30 feet; if they lack legs or other appendages they can use for locomotion,
they instead have a flying speed of 30 feet and can hover. They have a blindsight of 30 feet and are blind
beyond that radius. When reduced to 0 hitpoints, any damage carries over to their original forms. Whilst
within 30 feet of you, these creatures give you advantage on any Persuasion or Intimidation check you
make.

During combat all of the objects move on their own initiative. If not given a specific target, the creatures
will attack the closest creature that the summoner considers to be an enemy. The DM might rule that
the creatures deal slashing or piercing damage with their attacks rather than bludgeoning damage.

Transfer Essence (prerequisite: Animated Armour race)

Through study into your own being, you have discovered how to transfer your lifeforce into a new suit
of armour. You can undergo a 24 hour long ritual that requires maintaining concentration on another
suit of metal full plate armour. If your concentration is broken, or you and the new armour are moved
10 feet or further apart, the ritual fails. Upon completing the ritual, your very life essence is transferred
into the new suit of armour. Your AC remains as it was from your Living Armour trait, however you do
gain any other benefits that the new armour has, e.g Magical resistances or bonuses to AC. If the armour
requires attunement, you must be attuned to it to acquire its abilities.

Overdrive (prerequisite: Modron, Toy or Animated Armour race)

Whatever force that drives you, be it mechanical internals or a magical essence, you can push it
to its limits and unlock wild power. As a bonus action you can set yourself into overdrive; for 1
minute, you can add an extra 1D6 damage once per combat round on any attack that hits.
When gaining this feat you must select a damage type associated with this ability: Fire,
Lightning, Cold, Thunder or Force.

Implementing Construct Races


The races provided in this document are strange and will seem alien in most medieval fantasy settings.
Below are a selection of hooks and ideas to be used by either a player or DM to help create Construct
characters and settings. Don’t feel any compulsion to stick to these suggestions like glue, they’re meant
to inspire!

• Located somewhere hidden in your setting is a truly fairy-tale village; a town populated entirely
by jolly, animated Toys. The project of an ancient wizard, these Toys now enjoy rural daily life.
Who was this wizard? How have the Toys lasted for so long? Do the Toys possess any enemies?
What factions are present within this town of Toys?

• You are the ground-breaking achievement of a group of Dwarven and Gnomish tinkerers,
enchanters and blacksmiths: the kingdoms first suit of conscious, intelligent Animated Armour.
It is now your duty to the explore the kingdom and spread hope wherever you go. What
instigated your creation? How does that reflect your appearance, personality and skills? How do
you deal with the weight of responsibility as soon as you come into existence?

• Many wondered how the simple town at the borders edge managed to suddenly swell in wealth
and reputation. Only a select few of the townsfolk know the dark secret: a group of Modron
slaves, damaged badly from some planar battle, now used to mine the once lethal caves close
bye. How do the townsfolk maintain control over these alien machines? What is so dangerous
about these local caves? What planar battle damaged the Modrons so badly that they couldn’t
return home?

• Upon travelling through the countryside, your party comes across a humble farm. A once
powerful archmage decided to retire and become a simple farmer, however they leave most of
the jobs to their loyal Animated Armour assistant. The armour greets the party kindly and asks if
they’d be willing to help exterminate rampant rats in return for good coin. Who is this
Archmage? Why did they decide to retire? What’s the armours opinion on its strange life? Why
are so many rats plaguing the farm?
• Over a century ago, miners uncovered a vast and ancient vault deep underground. Within,
thousands of suits of Animated Armour awoke. They were far more intelligent than any arcane
creation the kingdom had, but the ancient armours had forgotten their original purpose and
were lost. They became integrated within the kingdom, working and fighting with the Humans
beside them. What do these Animated Armours look like? What jobs are most common for
them? Are there any special laws or attitudes that surround them?

• A young child loved their Toy very much, taking it wherever they went and treating the Toy as
they would a close friend. Then one day, the army conducted a coup which caught many
innocents in the crossfire, including the young child. Their life cut short, a once pure soul
became twisted and howled over the injustice of the world. The child’s soul possessed the Toy
and now uses their artificial form to enact revenge against those who stole life away from them.

Construct Races and Art by Connor Roberts


https://www.instagram.com/poshmop53/
https://twitter.com/ConnorRoberts98?lang=en

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This material is protected under the copyright laws of the United States of America. Any reproduction or
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