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. +1 to Constitution, -2 Charisma, -1 Wisdom
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.
Ammunition. You start off with 20 rounds of ammunition after each short or long rest at 1st level, 30 rounds at 5th level, 40 rounds at 10th level, 50 rounds at 15th level, and 60 rounds at 20th level. This form of ammunition can only be used for your Gun Head, and it starts off as wood as its main material. You can change the material for your ammunition, which will cause the ammunition to change in terms of damage, which is up to your DM. In order to change the material, you will need to gather 20 pounds of the desired material, then you need to find an artificer in order to install and change the material. Once the material is changed, any ammunition that is replenished at the end of a short or long rest will have the new material as their main material, and it will stay that way until it is changed again. You are proficient with your Gun Head.
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.
Mag Smack. You are capable of removing your magazine and smacking someone with it for 1d4 bludgeoning damage. You are proficient with your magazine.
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. +2 to Dexterity, +1 to Strength
Gun Head. A basic shot from your Gun Head is 1d6 Piercing Damage with regular wood material. Damage for different material is determined by your DM. The range for your Gun Head is 40 ft.
Athletic Build. You are proficient with the Athletics skill.
Tactical Armor. You are proficient with all armor types.
Ability Score Increase. +2 to Strentgh, +1 to Constitution
Gun Head. A basic shot from your Gun Head is 1d6 Slashing Damage with regular wood material. Damage for different material is determined by your DM. The range for your Gun Head is 20 ft, and all close range damage is dealt as double damage, but any damage beyond 20 ft is halved. You use your Strength modifier instead of your Dexterity modifier for rolls made with this weapon.
Blunderbuss. You have an advantage on rolls made to push or pull objects or beings. Enemies have a disadvantage on knocking you prone.
Shotgun Armor. You are resistant to Electric and Acid damage.
Ability Score Increase. +2 to Dexterity, +1 to Intelligence
Gun Head. A basic shot from your Gun Head is 1d8 Loading Piercing Damage with regular wood material. Damage for different material is determined by your DM. The range for your Gun Head is 60 ft.
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