Golems - Autognome
Description
Golems are a elemental beings built or sculpted and imbued with magic by gnomes, usually built for a particular task. For example, a gnome might build a golem to be a carrier golem which make up almost all of the gnomes manual work force. A defender golem, built to protect the settlement from raids. Sometimes, because of a malfunction or a unique circumstance, a golem becomes separated from its settlement and strikes out on its own.
Most golems understand and speak Gnomish. The internal components used in an golem’s creation can vary greatly; one golem might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Iron golems are common as defenders, and various rocks are commonly used to create carrier golems.
Roll on the Golem History table or choose an entry to determine what event set your golem on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your autognome.
Like gnomes, golems can live for centuries, theoretically indefinitely if their maintenence is kept up on, but many break down over time when left without their creators.
Golem History
d8 Story
1 Your creator gave you autonomy and urged you to follow your dreams.
2 Your creator died, leaving you to fend for yourself.
3 A temporary malfunction caused you to harm your creator, and you fled rather than face reprisal.
4 A glitch caused you to forget your original programming. You don’t remember who made you or where you came from.
5 You were stolen from your creator and long to return to them.
6 You didn’t like how you were being treated by your creator, so you ran away from home.
7 Your creator built you to complete a special mission.
8 You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Creature Type. You are a Construct.
Size. You are Medium.
Speed. Your walking speed is 30 feet
Armored Casing. You are encased in metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
Sentry’s Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.
Specialized Design. You gain two tool proficiencies of your choice.
True Life. If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Golems are a elemental beings built or sculpted and imbued with magic by gnomes, usually built for a particular task. For example, a gnome might build a golem to be a carrier golem which make up almost all of the gnomes manual work force. A defender golem, built to protect the settlement from raids. Sometimes, because of a malfunction or a unique circumstance, a golem becomes separated from its settlement and strikes out on its own.
Most golems understand and speak Gnomish. The internal components used in an golem’s creation can vary greatly; one golem might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Iron golems are common as defenders, and various rocks are commonly used to create carrier golems.
Roll on the Golem History table or choose an entry to determine what event set your golem on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your autognome.
Like gnomes, golems can live for centuries, theoretically indefinitely if their maintenence is kept up on, but many break down over time when left without their creators.
Golem History
d8 Story
1 Your creator gave you autonomy and urged you to follow your dreams.
2 Your creator died, leaving you to fend for yourself.
3 A temporary malfunction caused you to harm your creator, and you fled rather than face reprisal.
4 A glitch caused you to forget your original programming. You don’t remember who made you or where you came from.
5 You were stolen from your creator and long to return to them.
6 You didn’t like how you were being treated by your creator, so you ran away from home.
7 Your creator built you to complete a special mission.
8 You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Creature Type. You are a Construct.
Size. You are Medium.
Speed. Your walking speed is 30 feet
Armored Casing. You are encased in metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
Sentry’s Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.
Specialized Design. You gain two tool proficiencies of your choice.
True Life. If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
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