Automata*

Automatons are artificially created beings of metal and an unknown fibrous material that acts as its muscles. Armored plates form a protective outer shell and reinforce joints. A small number of them were discovered in the newest world - Lumev. It isn't clear what happened to most of them once the various organizations involved got a hold of them, but for some reason, a handful was set free after it was discovered that they are sentient, living beings despite their artificial origins.   Unfortunately, at least for those set free, their memories were completely blank when they were found. They could talk and knew basic skills but remembered nothing of their past or how they ended up in the ruins in the "Automata Cave" as it is now called. We do know that they are from another world and were built by an advanced civilization that no longer seems to exist. The Automata learn quickly, however, and can become adept at a variety of tasks - even magic. Artificers that have studied them extensively seem to agree that their mind is not entirely artificial.   It is clear that an Automata can live for a long time but with no memories, it is difficult to ascertain their true age. So far it doesn't seem like there is a limit to their lifespan, though it is possible their mind will break down eventually or maybe even wipe its own memories to stay sane.   You seem to instinctively know how to maintain your body, though you do not really understand your inner workings. No one knows enough about your kind to actually repair you properly, but you have a built-in repair system that keeps your body working. Despite the best efforts since your kind was discovered about two years ago, very little is actually understood about the technology used in your construction.  

Automata Names

When you became conscious, you did not have a name. Your memory was completely blank. When you were set free, you were given the choice of your own name. Each Automata is unique in this regard, their names coming from the part of the human world that most interested or inspired them. Or the Artificer or mage that made the biggest imprint as they were experimented on, taught, and questioned. Some just call themselves by their number, derived from the cataloging process - such as #13.  

Automata Personality

An Automata is very young and yet old. They learn fast and have an insatiable curiosity to learn more about the world. Despite the lack of memories, they have the mind of an "adult" - as capable of any human at making rational decisions. But ultimately they are rare and out of place. Many seek to discover their origin and purpose. Why were they created? Who created them? Why were their memories before being awakened by humans missing? What happened to their creators?   The artificial body itself has a sexless shape. Yet many of their minds identify with a specific gender, even reflecting that in their voice. Others do not, ignoring the concept of gender entirely. Artificers studying them have voiced their confusion over this.

Automata Traits

Your Automata character has certain characteristics in common with all other Automata.   Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.   Age. You are of unknown age. You do not know when you were created or why.   Size. Automata were constructed in a variety of sizes, ranging from 4' to 6' but weigh between 250 to 300 pounds. You are medium-sized.   Speed. Your base walking speed is 30 feet.   Constructed Body. You are a living consciousness inside an artificial body. As such, you are a living creature with some of the benefits and drawbacks of a construct.
  • You cannot eat, drink, or breathe. You can’t drink potions or gain benefits that come from drinking, eating, or inhaling vapors.
  • Your body does not need sleep, though your mind needs to dream. As a result, your mind only needs to be unconscious for 4 hours.
  • For one hour each rest, you must perform maintenance on your body, and joints, following the normal rules governing rest and activity. While performing this maintenance, you are aware of your surroundings but you have disadvantage on Wisdom (Perception) checks.
  • If you go longer than 24 hours without performing maintenance or without dreaming (you don’t take a short rest), you gain one level of exhaustion. All exhaustion gained this way disappears after your next short rest.
  • You can't be stabilized when dying with a Wisdom(medicine) check or Spare the Dying. Instead, a successful DC 12 INT check or mending cantrip is required.
  • You have internal repair mechanisms, small little spider-like devices that crawl around damaged areas and otherwise stay inside your body. Each of those spider-like devices is about as wide as your thumb. You will see flashes of blue light as they repair the area. In-game terms, this occurs when using Hit Dice or when they are energized (see below).
  • Magical healing seems to energize this repair system, allowing spells or magical healing effects to work on you.
  • Non-magical, medical-based healing has no effect on you.
  • When killed, an Automata cannot be resurrected. That said rules for dying are the same as other races.
Flesh of Steel. You are immune to diseases, poison damage, and the poisoned condition. You are vulnerable to lightning damage.   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.
Languages. You can speak, read, and write Machine Speech and Common. When you became conscious, you could only speak in a language of whistles, beeps, and drones - Machine Speech. The humans did not understand you but others of your kind did. Later you were taught Common in order to communicate with the humans and other races.   Ancient Memory. You remember nothing of your past, why you were created, or what your original purpose was. But when you look upon ancient machines, devices, and artifacts in your original world, sometimes you gain a flash of insight - a short memory.   When encountering a machine, device, artifact for the first time in Lumev, you might have a flash of insight (ask the GM). If so then roll 1D8:
Roll Result
8 A short memory floods into your mind, giving you some insight.
2-7 Nothing happens.
1 An unrelated short memory pops into your mind.
Variation. Some Automata are more armored than others. You can replace the +1 AC bonus from Integrated Protection with a Feat of your choice.
Party limit: 1 - Only a handful of these sentient automata were recovered and then set free. Most of them either no longer function or are still being held in secret locations.   Ability Score Increase: +2 CON, +1 CHOOSE   AC: +1