Animatronic (5e Class)

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Animatronic[edit]

Creating an Animatronic[edit]

When creating an animatronic, think about what purposes they were meant to fulfill when they were built. Did they stick to those or veer off that path? Are they sentient or just following orders? Are they possessed or just a regular robot?

Quick Build

You can make a Animatronic quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Entertainer background.

Class Features

As a Animatronic you gain the following class features.

Hit Points

Hit Dice: 1d10 per Animatronic level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Animatronic level after 1st

Proficiencies

Armor: Light armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: none
Saving Throws: Strength Constitution
Skills: Choose two from athletics, animal handling, deception, investigation, perception, performance, sleight of hand, stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Longsword or (b) Any simple weapon
  • (a) A dungeoneer's pack or (b) A burglar's pack or (c) An entertainer's pack
  • 10 javelins

Table: The Animatronic

Level Proficiency
Bonus
Features Natural weapon Jumpscare
1st +2 Natural weapon, Unarmored defense, Remnant Machine 1d6 -
2nd +2 Jumpscare, Chips 1d6 1d4
3rd +2 Abductor, Behavior type 1d6 2d4
4th +2 Ability Score Improvement 1d6 3d4
5th +3 Extra Attack, Chips Improvement 1d8 4d4
6th +3 Party Animal 1d8 4d4
7th +3 Behavior type Improvement 1d8 4d4
8th +3 Ability Score Improvement 1d8 5d4
9th +4 1d8 5d4
10th +4 Chips Improvement 1d10 6d4
11th +4 Behavior type Improvement 1d10 6d4
12th +4 Ability Score Improvement 1d10 7d4
13th +5 1d10 7d4
14th +5 1d10 8d4
15th +5 Chips Improvement 1d12 9d4
16th +5 Ability Score Improvement 1d12 9d4
17th +6 Behavior type Improvement 1d12 9d4
18th +6 1d12 10d4
19th +6 Ability Score Improvement 1d12 10d4
20th +6 Chips Improvement 2d8 11d4

Natural weapon[edit]

be it sharp claws, teeth, heavy fists or some other thing, you innately have a melee weapon as part of your body. It deals 1d6 damage (this increases as you gain levels in this class) and you can add your strength or dexterity modifer to the attack and damage rolls.

Unarmored defense[edit]

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Additionally, if you have an empty off hand, you gain a +2 bonus to your AC.

Remnant Machine[edit]

Your very existence is that which would strike fear into those who know of your creation and the horrors you have endured. You are immune to the frightened condition.  

Jumpscare[edit]

Beginning at 2nd level, you are an expert at picking off isolated or scared targets. Once per turn, you can deal an extra 1d4 damage to one creature you hit with an attack if they are frightened or grappled. The creature doesn't need to be frightened or grappled if they are unaware of your presence or they don't have an ally creature within 5 feet of them.

Chips[edit]

At 2nd level you gain access to computer chips which can be installed to grant certain upgrades. You Can install one major chip and two minor chips, you gain the ability to install an additional minor chip at 5th 10th 15th and 20th level. You may change any and all chips you have installed after leveling up.

Abductor[edit]

At 3rd level you have advantage on grapple checks and may use Dexterity (sleight of hand) instead of strength (athletics) when making them. Additionally, your speed is not halved as a result of grappling a creature that is medium or smaller. You also gain proficiency in intimidation checks.

Behavior type[edit]

At 3rd level, you chose a Behavior type which determines how you approach your victims or problems outside of combat. Choose between Crawler, Runner, Stalker and Watcher all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th 11th 17th

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, you make make an additional attack when taking the attack action.

Party Animal[edit]

At 6th level, you are a natural at entertaining a crowd. You gain proficiency in Performance if you were not already and gain expertise if you were already proficient. Additionally, as an action, you may give up to 3 allied creatures within 30ft of you advantage on their next attack roll or saving throw. You may use this feature twice, regaining all uses on a short or long rest.


Animatronic behavior types[edit]

Runner[edit]

Runner animatronics rely on their speed to hunt down their prey, often ending encounters in one swift motion. Foxy would be an example of a runner.

Long Strides

At 3rd level, your legs have been modified to move quickly in order to entertain a crowd, but now that's not what it's used for. Your base movement speed increases by 10ft and you may take the dash action as a bonus action.

Strong Legs

At 7th level, your legs have been reinforced to keep you on your feet longer without wear and tear. You no longer suffer exhaustion from travel, you may ignore the effects of difficult terrain, and may use your full movement speed when utilizing your Abductor feature.

On the run

At 11th level, your speed alone is alarming to people. When taking the dash action, you may use your Jumpscare damage even if the conditions are not met. You must move at least 10ft towards an opponent to do this. You may use this a number of times equal to your proficiency bonus recovering all uses on a long rest.  

Lead Footed

At 17th level, people don't even need to see you moving to know you're on the run. When making the dash action, all hostile creatures who can hear you must make a Wisdom saving throw or be frightened until the end of their turn. You may use this a number of times equal to your proficiency bonus recovering all uses on a long rest.

Crawler[edit]

Crawlers are nimble animatronics capable of moving around in vents and specialize in ambushing foes. Mangle and The toy animatronics are crawlers

Crawl

You gain proficiency in stealth. Additionally, you may use your bonus action to hide or disengage and increase your movement speed by 10 feet until the end of your turn.

Inhuman Movement

At 7th level, you may move normally and dash while prone. Additionally, it does not take any movement speed to stand up from prone, but it must be your turn to do so.

Irrational Flexibility

At 11th level, you have modified yourself with the ability to squeeze through small spaces without damaging yourself. You can squeeze through spaces as if you were a small creature.

Disappearing Act

At 17th level, losing sight of you is scarier than seeing you at all. When hiding from a creature successfully, they must make a DC 8 + proficiency bonus + Strength or Dexterity modifier wisdom saving throw, if they fail they are frightened of you but may ignore the condition of being unable to willingly love towards you as they do not know where you are. Creatures who fail the save may repeat it at the end of each of their turns, ending the effect on a successful save.

Watcher[edit]

Watchers are clearly more aware than their other animatronic counterparts with just one glance into their gleaming eyes. They move slowly but efficiently and off put their foes. Freddy and Springtrap are watchers

Disturbing presence

at 3rd level, you may use your bonus action to force one creature within 30 feet of you to make a DC 8 + proficiency bonus + Strength or Dexterity modifier wisdom saving throw, if they fail they are frightened of you. Creatures who fail the save may repeat it at the end of each of their turns, ending the effect on a success

You do not belong here

At 7th level, you may mark a creature to be your favored prey. When marking a creature, you bypass resistance to the frightened condition and treat immunity as if it were resistance. Additionally, when attacking a creature who you have marked, you may deal an additional dice of damage on any sources of damage. For example, if weapon damage is 1d6 and jumpscare damage is 4d4, when attacking the marked target, you instead deal 2d6 and 5d4 respectively. You may use this feature once per long rest.

Efficient Agenda

At 11th level, you're not like other animatronics and because of this you need to get the job done quickly and efficiently in order to accomplish your goals. When reducing a creature to 0 hit points, you may move your movement speed towards another target. If you end your movement within 5ft of them, you may make a single melee weapon attack. You may use this a number of times equal to your intelligence modifier.

Paralyzing Fear

At 17th level when using your Disturbing presence feature, you may instead choose to paralyze your opponent on a failed save and frighten them on a successful save. You may use this feature a number of times equal to your intelligence modifier.

Stalker[edit]

Stalkers are enigmatic animatronics that seem to appear out of nowhere and behave in supernatural ways. Through the course of magic, spirits, or otherwise, they are able to cast spells. Golden freddy and the puppet are stalkers

Spellcasting[edit]

When you reach 3rd level, you augment your martial prowess with the ability to cast spells

cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell slots

The Arcane Trickster or Eldritch knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Silent image and have a 1st-level and a 2nd-level spell slot available, you can cast Silent image using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the Necromancy and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster or Eldritch knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a necromancy or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Apparation

At 3rd level you may cast the spell misty step without expending a spell slot, you do not need to be able to see the point you teleport to when using misty step in this way. Once you cast misty step this way, you can not do so again until finishing a short or long rest

Phantasmal

At 7th Level, you may turn into a gaseous form. You may cast gaseous form at will without spending material components.

Debilitating

At 11th level, when successfully making a jumpscare attack, the targeted creature must make a Wisdom saving throw or be blinded for one turn. You may use this feature a number of times equal to half your Intelligence modifier rounded up.

It's Me

At 17th level, you may as an action choose to inflict frightened on a creature without save. Affected creatures may remake the save at the beginning of each following turn. Additionally, when you have used this feature on a creature, you always know where that creature is for the next 24 hours so long as they are frightened and as an action may cause them to hallucinate an apparition of you and become frightened once again. Distance plays no factor in the reactivation of this feature however for its initial use the target must be able to see you. You have a number of uses equal to your intelligence modifier per long rest.

Animatronic Major Chips[edit]

Agrresive behavior

You gain a +2 to all damage rolls caused by weapons or your natural weapon

Extra Handsy

Allied creatures (not yourself) have advantage on attack rolls against any creature you have grappled. Additionally creatures you have grappled have disadvantage on attack rolls against you.

Ranged weapon install

Your natural weapon is no longer a melee weapon. It now has a range of 60/120 feet and disadvantage when attacking a creature within 5 feet. You may still use your strength or dexterity modifiers for its attack and damage rolls

Resilient frame

Your hit point maximum increases by an amount equal to your level + 1. Whenever you gain a level thereafter, you gain an additional hit point.

Animatronic Minor Chips[edit]

Persistent follower

if you are not wearing heavy armor, gain a +1 to AC while below half your maximum hitpoints

Precision

Gain a +1 to attack rolls made with weapons or your natural weapon.

tip top shape

After finishing a long rest, gain temporary hitpoints equal to your proficiency bonus. If you were reduced to 0 hitpoints between your last long rest and this one, you do not gain this benefit.

Quick repair

You may use your action to quickly repair a machine or person within 5 feet of you. They immediately regain 2d6 hitpoints. You may do this a number of times equal to your proficiency bonus and you cannot use it on yourself. (unlike most healing this will effect constructs)

Fun for the whole family

you gain proficiency in persuasion and deception if you do not already have them

The following chips require you to be 5th level or higher[edit]

Hunger

When you take the attack action on your turn you may make a single attack with your natural weapon as a bonus action. You may not add any modifier to the damage roll of an attack made this way.

Self repair

You are able to use hit dice outside of a short rest as a bonus action. You may not use more than 3 on one turn and the total number of hitdice you can recover this way before taking a long rest is equal to your constitution modifier. After a long rest you regain all uses.

Specialized code

Choose one proficiency you have, you may add double your proficiency bonus to checks made with it.

Traumatize

you critical on a roll of 19-20 on the 20 sided die. Additionally any creature who receives a critical hit from you is frightened of you until the end of your next turn.

Unbreakable

When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

The following chips require you to be 10th level or higher[edit]

Evaisve

You gain proficiency in dexterity saving throws

Give gifts give life

As an action you may touch a creature that has died within the past minute or is reduced to 0 hitpoints. They are immediately returned to life with a single hitpoint if they where dead or they immediately regain half of their hitpoints if they weren't. Once you use this feature you may not use it again until you finish a long rest.

Plated frame

You always have a +1 to armor class while not wearing heavy armor

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Animatronic class, you must meet these prerequisites: Must be a construct or have been turned into a construct, Constitution of 14 and Wisdom of 14.

Proficiencies. When you multiclass into the Animatronic class, you gain the following proficiencies: Performance and Intimidation

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