Vehicle Tsukumogami
Vehicle Tsukumogami
An anthropomorphized vehicle that has taken the appearance and nature of a human, while retaining some of the traits and powers of the vehicle they embody.
This kind of tsukumogami (living object), can come about in a number of ways. Perhaps the item in question was cursed or blessed. Maybe it became mingled with the soul of a human, or inherited the spirit of its creator. Perhaps it was so belvoed or maligned that these emotions coalesced, creating the impossible. Regardless of its origins, expect these beings to pack a punch reminiscent of their mechanical kin.
ability score increase:
+2 CON
age:
Immortal
Size:
Medium
speed:
Dependant on Subrace
Languages:
Japanese
sub races:
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Tank Tsukumogami
Tanks are the rallying point and defensive center for their allies, relying on powerful area of effect ranged attacks, and recieving a number of offesnive and defensive buffs
Tanks have an external apperatus comprised of camoflauged armor plates and a large cannon with a machine gun as well.
Tanks will usually wear military uniforms and gear with natural colors.
ability score increase:
+1 STR
age:
Immortal
Size:
Medium
speed:
30
Languages:
Japanese
parent race:
]
race features:
Retractable Apparatus - You are able to bring forth or retract your armor plates and innate weapons at will. You lose access to your tank abilities while they are retracted Sloped Armor - You gain natural armor equal to 13 + your constitution modifier Combined Arms - For the purpose of allies, you count as cover. Furthermore attacks made against allies within a 45 degree cone behind you from the perspective of the attacker are made with disadvantage, and saving throws from physcial attacks made by enemies are made with advantage within that 45 degree cone Camoflauge - You can spend 10 minutes to change your camoflauge type to match your enviroment. While stationary in an enviroment fitting your camoflauge, you have advantage on stealth checks All Terrain - You aren't afffected by rough terrain caused by muddy, rocky, or thorny conditions Tank Treads - When moving over the space of a prone enemy, you deal 1d10+STR bludgeoning times your proficiency (3/day) Main Cannon - For an attack you can use your main cannon, which deals 1d8 bludgeoning damage times your proficiency in a 20 foot radius up to 150 feet. Targets must succeed on a constitution saving throw against your save DC (8 + proficiency + STR) and take half damage, or full damage on a failure. Coaxial Machine Gun - You gain an innate machine gun attack that deals 2d8 in a straight line up to 100 feet. Targets must succeed on a dexterity saving throw against your save DC (8 + proficiency + STR) and take half damage, or full damage on a failure.
Retractable Apparatus - You are able to bring forth or retract your armor plates and innate weapons at will. You lose access to your tank abilities while they are retracted Sloped Armor - You gain natural armor equal to 13 + your constitution modifier Combined Arms - For the purpose of allies, you count as cover. Furthermore attacks made against allies within a 45 degree cone behind you from the perspective of the attacker are made with disadvantage, and saving throws from physcial attacks made by enemies are made with advantage within that 45 degree cone Camoflauge - You can spend 10 minutes to change your camoflauge type to match your enviroment. While stationary in an enviroment fitting your camoflauge, you have advantage on stealth checks All Terrain - You aren't afffected by rough terrain caused by muddy, rocky, or thorny conditions Tank Treads - When moving over the space of a prone enemy, you deal 1d10+STR bludgeoning times your proficiency (3/day) Main Cannon - For an attack you can use your main cannon, which deals 1d8 bludgeoning damage times your proficiency in a 20 foot radius up to 150 feet. Targets must succeed on a constitution saving throw against your save DC (8 + proficiency + STR) and take half damage, or full damage on a failure. Coaxial Machine Gun - You gain an innate machine gun attack that deals 2d8 in a straight line up to 100 feet. Targets must succeed on a dexterity saving throw against your save DC (8 + proficiency + STR) and take half damage, or full damage on a failure.
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Ship Tsukumogami
The spirit of a naval vessel manifest. A number of unique and versatile options for ship type allow you to get very specific in your capabilites to really capture the essence of your ship.
Ships have an external apperatus that displays aspects of the their hull and weapons that identifies them as a ship. The appearance of this apperatus depends on the ship type you choose.
Ships will typically have names that are different from normal names like "Zuikaku" (Auspicious Crane), "Akagi" (Red Castle), "Yamakaze" (Mountain Wind), or "Soryu" (Azure Dragon). These names are intended to be elegant, or are named after specific or generic geological features.
A ship Tsukumogami will likely be weaing a naval officer or sailor's unifom, or some other naval themed or aesthetic clothing
ability score increase:
Depends on Ship Class
age:
Immortal
Size:
Medium
speed:
Depends on Ship Class
Languages:
Japanese
race features:
Buoyant - You are able to walk on water as if it were solid land, though are still able to submerge if desired. Furthermore you gain a movement speed on and in water equal to your walking speed. Retractable Ship Apperatus - You are able to bring forth or hide your ship apperatus (the hull and weapons that surround you). To make use of your ship abilities your apperatus must be deployed.+1 WIS
35 movement speed
You are able to make your naval guns your primary ranged weapon with which you are proficient with, having the stats of a longbow, but dealing explosive bludgeoning damage instead
Radar - Aware of all creatures within 30 feet of you except those hidden with magic
Patrol - +2 to initiative
(3/day) Depth Charges - As a bonus action you can imbue one of your attacks with the depth charge ability which prevents the target hit from using teleportation magic, or using the stealth action for 1 minute.
+1 STR
30 movement speed
You are able to make your naval guns your primary ranged weapon with which you are proficient with, having the stats of a longbow, but dealing explosive bludgeoning damage instead
(3/day) Broadside Volley - You can use your bonus action to grant your ranged attacks for that turn the following benefits - +2 to hit, the elimination of disavantage for attacks at ranges that would typical impose disadvantage, and lastly, on a hit attack, all adjacent enemies with the exception of 1HP minions, will automatically take an amount of damage equal to your proficiency score. On a miss, only your intended target will take that same damage in place of your regular attack.
Anti air guns - You gain advantage against targets that are flying
+1 STR
25 movement speed
Kantai Kessen - In exchange for your movement action you can increase your AC by 2
(3/day) Unsinkable - You can force any physical attack that forces you to make a save to become a constiution saving throw instead.
Naval Guns - You are able to make your naval guns your primary ranged weapon with which you are proficient with, having the stats of a longbow, but dealing explosive bludgeoning damage instead
Gain access to the "Brace" action, which allows you to take half damage from all damage sources
+1 DEX
30 movement speed
Able to breathe underwater
Submersible - can dissapear into the ground that is at least 5 feet deep (not through walls) and travel within it up to a distance of 10 times proficiency per long rest
can roll a stealth check to remain hidden after making an attack
Torpedo - You are able to make your torpedoes your primary ranged weapon with which you are proficient with, having the stats of a longbow, but dealing explosive bludgeoning damage instead. An enemy hit with a torpedo must also succeed a constitution saving throw against your save DC (8 + Proficiency + dex) or be knocked prone
+1 CHA
30 movement speed
Sortie - (3/day) You gain a flock of familiars that look like Mitsubishi Zeros and use the Owl statblock. These familiars behave like in the spell except that the range of the spells that can cast increases to 15 feet. You can have a number of familiar flocks active at once equal to half of your proficiency rounded down. Furthermore, the first one cast at any one time does not require concentration.
Strafing Run - (3/day) Your familiars can autonomously the Firebolt spell (reflavored as a strafing run that deals piercing damage) as a cantrip without needing to have in imbued into them by you. This can only be done in place of your action. The damage also increases by the amounts and at the levels in the spell's description
Buoyant - You are able to walk on water as if it were solid land, though are still able to submerge if desired. Furthermore you gain a movement speed on and in water equal to your walking speed. Retractable Ship Apperatus - You are able to bring forth or hide your ship apperatus (the hull and weapons that surround you). To make use of your ship abilities your apperatus must be deployed.
Ship Class
You can choose your ship class, each of which offers a variety of unique abilitiesDestroyer
Excels in reconBattlecruiser
Provides precise and devestating attacksBattleship
Slow but indestructableSubmarine
An unseen hunterCarrier
Can take actions and engagements far from itself using small plane familiars[blocklink:
Plane Tsukumogami
Planes rely on dominating the air and keeping out of reach of their enemies by keeping distance and utilizing a suite of bonuses against the helpless opponents below, or those who would dare challenge them in the skies.
Planes often share the names of birds of prey like Hayate (Peregrine), Washi (Eagle), or Taka (Hawk)
Planes will usually wear lighter military clothing to reduce weight, preferring field caps to helmets, and few supplies and armor to stay nimble in the air.
ability score increase:
+1 DEX
age:
Immortal
Size:
Medium
speed:
30
Languages:
Japanese
parent race:
]
race features:
Aerial Knight - You gain a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor (3/day) Flyby - You doesn't provoke opportunity attacks when you fly out of an enemy's reach Parachute - If you drop to 0 hitpoints while midair, your body will fall gently to the ground, causing no fall damage.Dogfight - You may use a bonus action to designate another flying target as your dogfight opponent. Against this target you gain the effects of the Hunter's Mark spell. The damage instead equals 1d6 x half of proficiency rounded down
(3/day) Air Superiority - While you are airborne, you can use your reaction to force a targeted ranged attack made against an ally within 100 feet of you, that also has range to attack you as well, to instead target you instead. You gain the dodge action against this attack.
Spells dealing physical damage can be reflavored to deal explosive bludgeoning damage (traditional bomb) or Fire damage (firebomb). Spells using these damage types in an area of effect will cause those who fail their saving throws to be moved to the periphery of the radius of damage and knocked prone
Spells cast by you that cause physcial damage in an area of effect can now be imbued to create rough terrain at a point 5 feet smaller in radius from the spell radius
First to Fight - You gain +2 to your initiative
Your speed is 35
Attacks made during your first turn in combat are made with +2 to hit
Right on Target - When descending towards a target while flying for at least 15 feet, critical hits include 17, 18, and 19 as well.
(3/day) Attack Aircraft - Successfully hit attacks made against targets directly below you on the ground will force the target to make a constitution saving throw against your save DC (8 + proficiency + DEX). On a failure the target loses their next turn. On a success nothing happens. This ability cannot be used on the same target twice in a row.
Aerial Knight - You gain a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor (3/day) Flyby - You doesn't provoke opportunity attacks when you fly out of an enemy's reach Parachute - If you drop to 0 hitpoints while midair, your body will fall gently to the ground, causing no fall damage.
Plane Type
You choose your plan type, each one offering their own series of benefits.Fighter
Strategic Bomber
Interceptor
Dive Bomber
race features:
Darkvision Mechanical Proficiency - You gain proficiency in the operating of all types of vehicles within your subrace (ground vehicles, sea vehicles, or air vehicles), as well as how to repair them as well. Special Feat: March of Steel - Vehicle Tsukumogami
Darkvision Mechanical Proficiency - You gain proficiency in the operating of all types of vehicles within your subrace (ground vehicles, sea vehicles, or air vehicles), as well as how to repair them as well. Special Feat: March of Steel - Vehicle Tsukumogami
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