Gnomes: Mechagnome

Almost exclusively found in the city-state of Quadropolis, the Mechagnomes are an enigmatic race, who once chose to infuse themselves with Magitech to a point they transcended their previous lives and race. The process is very painful and some take it twice, becoming more machine than gnome, being similar to that of the Warforged. However, the latter ones are seen to be less emotional, like they lost something of their being, of being a mortal. Other non-Mechagnome gnomes can become Mechagnomes but very few, if any, want it. Some see the Mechagnomes as toying with powers beyond their control, wanting to become something more, more than gods themselves. It can't be denied that with their infusion to Magitech, it allowed them more tools and a brighter mind for innovation, bringing more lost technologies (and many new ones) to the world.   Partial and Full Mechanization has its pros and cons. Those that take the Partial Mechanization, still have their empathy intact, gain access to variety of tools, are sturdier than normal, and have enhanced learning capabilities. Not only that, but they also need less sleep than normal. This is offset by their uncanny techlust, where they want to invent to solve any problem that lies before them, and dampened senses as they are overloaded with an unnecessary amount of information. Those that take the Full Mechanization lose all empathy and are more machines, however, they never need to sleep, are capable of working around the clock, still have their mental capabilities that now are increased tenfold.  

On Tethys

As a mostly exclusive to Quadropolis race, it doesn't mean they do not venture out. They are seen as unnatural and some parts see them as monsters, some Magitech experiment that went wrong. Due to this, they rarely travel alone, paying mercenaries for help, taking magitech guards with them, or making friends before leaving the city. For them, the planet is still unexplored and many questions are left unanswered. A mixture of techlust and wanderlust moves them forward to see new lands and people, learn from them, and use this knowledge to create (or reinvent) technologies to help everybody. Those that took Full Mechanization have little to no interest in leaving the city, as their empathy for other races is nonexistent. They would go out only on official business of the city or by direct order of their leaders.  

First World Theory

Those that believe the First World Theory, hear stories about a similar city of Quadropolis that existed in the First World. However, it had no Mechagnomes there. The Mechagnomes that believe this, tell the story that their Grand Inventor Orryn Quillsharpener saved them from "The Disaster", took them to their hidden demiplane, where they needed to change into Mechagnomes to survive. They came to Tethys looking for a place to stay.
Genetic Ancestor(s)

Gnome (Mecha)

Ability Score Increase Int +2; Wis +1
Size Small
Speed 25 ft.

Age. Mechagnomes are made by a process called Mechanization. It is unknown how long they can live after that but it can be over a Millenium.
Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Gnomish Ingenuity. You have proficiency with artisan's tools (tinker's tools).
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  Mechanization. Choose one: Partial or Full. If you choose Full, you do not gain bonuses from Partial. If you choose Partial, over the course of the game you can take Mechanization process again and turn Full, gaining bonuses and losing old ones.   Partial Mechanization.
Sentry's Rest. 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Part Machine Part Genius. Gain expertise with artisan's tools (tinker's tools).   Full Mechanization.
Sentry's Rest. 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.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Mechagnome Resilience. You were altered to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Mostly Machine. You have artisan's tools (tinker's tools) built-in to you.

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