1. Races

Autognome

Automatons that were made in the shape of Gnomes, by Gnomes, for Gnomes; most notably rock gnomes that live in Wildspace and The Astral Plane. They differ from Mata in their construction, which makes them a true type of construct, unlike Mata themselves. Nonetheless, they can still benefit from a number of healing spells due to a certain construction feature.

Small Construct, Any Alignment
AC 16 (natural armor)
Initiative -2 (8)
HP 39 (6d6 + 18)
Speed 20 ft.
mod
save
mod
save
mod
save
Str
13
+1
+1
Dex
6
-2
-2
Con
16
+3
+5
Int
4
-3
-3
Wis
11
+0
+2
Cha
6
-2
+0
Immunities Poison; ParalyzedPetrifiedPoisoned

Senses Darkvision 60 ft., Passive Perception 10

Languages Common, Gnomish
CR 2 (XP 450; PB +2) 

Traits

Malfunction. Whenever the autognome takes 15 damage or more from a single source and isn't reduced to 0 hit points by that damage, roll a d20 to determine if it suffers a malfunction:

  • 1-10: "All Fine Here!" No malfunction occurs.

  • 11-12: "My Mind Is Going. I Can Feel It." The autognome is incapacitated for 1 minute.

  • 13-14: "You've Disarmed Me!" One of the autognome's arms falls off, reducing the number of Shock attacks it can make by 1 until a creature uses an action to reattach the arm.

  • 15-16: "Who Turned Out the Lights?" The autognome's head falls off and deactivates, causing the autognome to be blinded and deafened until a creature uses an action to reattach the head, which reactivates it.

  • 17-20: "Have a Magical Day!" The autognome explodes and is destroyed. Each creature within 20 feet of the exploding autognome must make a DC 11 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one.

  • Unusual Nature. The autognome doesn't require air, food, drink, or sleep.

Actions

Multiattack. The autognome makes two Shock attacks.

Shock. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.

Source: BAM, page 13.

Player Options

Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.

An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.

Roll on the Autognome History table or choose an entry that you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.

Like gnomes, autognomes can live for centuries, typically up to 500 years.

Autognome History
d8Story
1Your creator gave you autonomy and urged you to follow your dreams.
2Your creator died, leaving you to fend for yourself.
3A glitch caused you to forget your original programming. You don’t remember who made you or where you came from.
4You didn’t like how you were being treated by your creator, so you ran away from home.
5Your creator built you to complete a special mission.
6You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.
Autognome Traits
  • 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 Small.
  • Speed. Your walking speed is 30 feet.
  • Armored Casing. You are encased in a thin 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 roll 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.
  • Healing Machine. If the Mending spell is cast on you, you can spend 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 several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
  • 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 remain conscious.
  • Specialized Design. You gain two tool proficiencies of your choice, selected from the Player's Handbook.
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.