Lead Face (5e Race)
From D&D Wiki
Muscular male humanoids with their heads replace by guns.
|I got a picture of John Cena and just made some small color changes and replaced his head with an AK-47.|
This is very simple. They're humans with a gun instead of a head and their skin color matches the colors of their gun that replaces their head. Their source of sight is from their scope or flash light on the bottom of their Gun Head.
Lead Faces were once regular male humans and they have existed during the beginning of mankind. There's a 1 in 1 million chance that a human in their 20's or early 30's get's randomly teleported between the dimensions of guns and the material plane, causing their bodies to become melded with a random gun, and then they get returned to their home planet, although 99% of the time they get sent to a mountain range instead of their actual house. It is unknown how and when this occurs, but the end result is quite amusing.
Lead Faces act like normal humans, except for the fact that they have a gun instead of a head. They retain the ability to communicate, along with their mental capacities being kept intact. They do however lose the ability to feel sadness.
Lead Face Names
Lead Face keep the same names that they had before they were transformed.
Male: Jack, George, Conner, John, Jhoon
Lead Head Traits
Can it have an AK-47 for a head? Yes.
Ability Score Increase. Your Constitution increases by 1.
Age. After the transformation into a Lead Head (The age ranges from 20 to 34) aging comes to a halt, along with all forms of vital organ functions, so you do not age.
Alignment. Same as human.
Size. Slightly taller than a human.
Speed. Your base walking speed is 30 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.
Gun Head. Your head is a gun. Your head is a ranged weapon(unless specified otherwise), and you can make attacks with it as such. The weapons properties are listed in the relevant subraces.
You have a limited amount of ammunition for it, with your total mentioned in the sub-race. When you run out of ammunition, you can't make attacks with it anymore. All ammunition regenerates after a long rest.
Attacks made with your head count as magical for the purpose of overcoming restance and immunity to non-magical damage.
Blending In. If you ware any sort of clothing that would usually cover your face, you can shift your Gun Head to fit into the shaded area, in order to conceal your identity. You cannot shoot while you are hooded.
Loss of Vital Systems. After transformation you lose your lungs, brain, heart, digestive system, and all other vital organs. You do not need to eat, breathe or drink. You also immune to Disease, but you are weak to Fire and Radiant damage.
Your Head is a Weapon. Anybody can grab onto your gun head and pull it out, with or without your permission. You will not be killed, but your gun head will be in the hands of the person who pulled it out, and they can fire it at will, until it's out of ammo. The gun head can be put back in it's original spot once the clip is emptied.
Languages. You can speak, read, and write in Common and Gun. Gun language consists of chambering sounds and gunfire sounds. In terms of writing, Gun language is a spray of blanks.
Subrace. Rifle, Shotgun, Sniper Rifle
Ability Score Increase. Your Dexterity increases by 2.
Gun Head - Rifle. Your head is a rifle. Not throwing around the strongest calibers, hitting at the longest ranges, or packing the most extra shots, but it'll certainly pull its own weight where any others can't.
It deals 1d6 piercing damage on a hit, has a range of 30/90 feet, and carries 25 shots.
Athletic Build. You are proficient with the Athletics skill.
Tactical Armor. You are proficient with light armor.
Ability Score Increase. Your Strength increases by 2.
Gun Head - Shotgun. Your head is a shotgun. Throwing around a bunch of tiny shards of metal instead of lumps of it manages to deal a lot more damage, but they don't exactly carry themselves as far.
It deals 1d10 piercing damage on a hit, has a range of 20/60 feet, and carries 10 shots.
Blunderbuss. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Shotgun Armor. You are resistant to Electric damage.
Ability Score Increase. Your Intelligence increases by 2.
Gun Head - Sniper Rifle. Your head is a sniper rifle. With larger bullets and a lot more force behind them, range is the last issue you'll have.
It deals 1d8 piercing damage, had a range of 60/180, and carries 15 shots.
Assassin. You are proficient with Stealth checks.
Gun Wizard. You gain access to one Wizard cantrip of your choice. You use your Intelligence modifier for spellcasting.
Random Height and Weight
|5′ 2″||+2d8||80 lb.||× (1d4) lb.|
*Height = base height + height modifier