Flandalkinder (5e Race)
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An elderly tinker sits next to a creation he assumes has failed, a sorrowful look on his face. The creation, plated elegantly with various metals, lays limp on the table. A singular tear runs down the old man's face, only to be followed by mechanical whirring. With a short spasm and boot, the creation looks up to the man.
Are you my father? The machine questioned.
With a joyful sob, the old man hugged his creation and answered,
Yes, my child. I am.
Flandalkinder appearances vary from individual to individual, often relating to the various practices and materials used by their creators. However, they often share various features among other of their kind. For example, they most commonly have eyes carved from pebbles with rudimentary eyelids often made from wood, and they are usually the same height as gnomes. If a flandalkinder couple decides to partner up and create a child, it will often have similar features to the ones that made it, in a similar fashion to how Genetics work for organic races. Some traits may combine, some traits may be dominant or recessive, and some traits may appear with no clear link to the parents.
Flandalkinder were originally made by the leader of a powerful gnomish artisan's guild, created in a fit of grief from the loss of his children. He engineered them to feel and live as if their were actual people, and to have the same experiences any true person could have. He infused their mechanisms with magic and emotion, tears and love. The extended to allowing them to love and even procreate/. After their creator inevitably died, the flandalkinder found themselves viewed as "mere automatons, with no grasp on sympathy or apathy." They formed small civilizations on the brink of society, holding true to their natures but never being able to show it. They stayed forever quiet, constantly waiting for the right time and people to whom they would show who they truly were.
Flandalkinder society is built on a foundation of emotion, art, passion, and love. Their expressiveness and capricious attitude rivals that of fey, yet they often hide their emotions from outsiders in fear of rejection. If there's anything that insults a flandalkinder, it's calling them nonliving or unfeeling. Flandalkinder society also loosely resembles that of their gnomish creators, as they are somewhat playful and innovative.
Deriving so much from the gnomes that created them, the very names that flandelkinder have are highly reminiscent of Gnomish naming conventions. They often have several middle names, ranging from 4 to 6 on average. Their names are also very vibrant and colorful, often having several meanings that are viewed in a similar way to zodiac signs for the individual.
Male: Altor, Aripos, Brikas, Calser, Davrug, Dorjin, Felbar, Gakur, Gaziver, Horyur, Jepip
Female: Arimrya, Ariqaryn, Banmyn, Celtina, Daphibys, Faemyra, Grensys, Helxi, Inaxis, Jelniana
Gnomish constructs with emotions
Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
Age. Despite being constructs at heart, flandalkinder actually perform a kind of magical aging. Through this, they grow mentally and physically similar to any standard race of flesh and bone. They "mature" around 23 years old, where they can settle down and create a child if they so desire.
Alignment. Flandalkinder tend to be chaotic, being heavily driven by emotion and bias. They are very rarely evil, but there are always exceptions if the circumstances align the wrong way.
Size. Flandalkinder vary in height and build, but often range around 3 to 4 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. 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.
Clockwork Essence. Your creature type is construct and humanoid. You don't need to eat, sleep or breathe.
Artistic Ancestry. You gain proficiency with one type of Artisan's Tools or a Musical Instrument.
Metallic Skin. You gain a +1 to AC when not wearing Heavy Armor.
Artificer's Lore. When you make an Intelligence(History) check related to magic items, alchemical objects, or technological devices, you add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Languages. You can speak, read, and write Common and Gnomish.
Random Height and Weight
|3′ 0″||+1d12||80 lb.||× (1d6) lb.|
*Height = base height + height modifier