Mecharian (5e Race)

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Mecharian[edit]

I wasn't sure what it was that roamed those accursed pathways. Their mouths glowed like their eyes and skin with malice, and I knew I was not welcome.
—Hrodik, dwarven explorer

Physical Description[edit]

Mecharians resemble humanoids in shape and form. However, they are actually completely constructed beings. On closer inspection, their bodies are composed of trillions of interlocked particles like metal sand. This is often a black color, and will glow in patches of green, usually arranged in some sort of decorative pattern for show and distinction. Underneath the initial layer of sand-like skin, they have a skeletal composition of metal, which is an alloy embedded with the odd glowing sand bits. This causes the interior of the mecharian to be luminescent. Their eyes, mouth and nostrils all glow with the same light, often giving them a rather intimidating appearance in the dark.

History[edit]

The mecharians are a remnant of an ancient race that sunk underground eons ago due to a catastrophic event of celestial proportions. It is believed that, during the era of the Spellplague, a great old deity was forced into slumber by the breaking of the Weave. As a result, a great society was plunged into the ground following the fall of their deity. Within their new subterranean home, the society found themselves surrounded by rich deposits of new nether ores and materials. Using this, they fashioned the mecharians from a type of adherent sand and strong metal unknown to the surface. Their society is thought to exist in some unexplored cavern of the Underworld. As time passed, passages came to open up, and the mecharians were used as sentries to destroy those who dare trespass.

As time passed, their maker society passed into an era of destructive decadence that ultimately destroyed them. Without their masters, the mecharians should have been lost as any construct without commands. However, the minds of their masters were not gone, and refracted onto the mecharians such that they grew desires to venture forth and restore their civilization and people.

Society[edit]

Mecharians function as a unit of a race. They scattered initially from the Underdark as directed units in search through the world for revival magic and lost relics of the slumbering god. Mecharians easily notice one another and regard each other as friendly, meaning they function in sync. All other creatures are usually considered hostile until proven otherwise. As units, they are not led by a leader, but by the refracted thoughts left from their masters as a final order. They do not hold any particular personality themselves, having only figments of what is left from the minds of the passed. As such, they are also extremely cold and calculating and frank.

Mecharian Names[edit]

When created, mecharians very given names from their subterranean creators. They did not use these names themselves. Now, when referring to one another, they used a code of units, as well as code names. Mecharians are constructed in a variety of humanoid shapes, both male and female. They themselves do not distinguish this, but their creators did when naming them.

Masculine: Pluto, Apollo, Mars, XM-16, YT-09

Feminine: Ganymede, Sedna, Riley, T-9001, A-8763

Mecharian Traits[edit]

A series of constructs made deep underground
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. They live forever without aging due to the magnificent materials which made them. They do not die of age.
Alignment. Mecharians keep a strict mindset in adherence to the laws which made them.
Size. They tend to be around human size, but thin and without any showing of fat in their form. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Darkvision. Mecharians do not have glowing eyes for show. 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.
Inorganic. You are an artificial being that has no flesh. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, being poisoned, and diseases. You do not need to eat or breathe, though you may do so if you wish. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Overcharge. As part of their sentry duty, mecharians are adapted to enter combat by boosting their systems to the limit. As an action, you enter a mode of combative prowess, boosting your reflexes and allowing your unique body composition of sand shift and blunt the power of certain physical attacks. For 1 minute, you have advantage in Dexterity saving throws and you are resistant to nonmagical bludgeoning damage. You can use this trait once, and you must finish a long rest to use it again.
Languages. You can speak, read and write in Common and Undercommon.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6'' +1d4 300 lb. × (10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Malfunctions (Optional Rule)[edit]

Mecharians have been running for a long time now, and there are sometimes glitches in their system. These glitches react to strain in unexpected ways, sometimes debilitating them, and buffing them in other instances. Whenever a mecharian rolls a 1 on a saving throw, they must roll a d20 to see if anything in their circuitry is jolted.

Result Effect
20 You have advantage on all checks and saving throws for 1 minutes.
19 You have advantage on all saving throws until the beginning of the next long rest.
18 Nothing
17 Nothing
16 Nothing
15 Nothing
14 Nothing
13 Nothing
12 Nothing
11 Nothing
10 Nothing
9 Nothing
8 You become deafened until the end of your next turn.
7 You are blinded until the end of your next turn.
6 You are paralyzed until the beginning of your next turn.
5 You are inflicted with short term madness.
4 You cannot regain hit points for 1 minute.
3 You are inflicted with long term madness.
2 You make a short explosion from yourself, dealing fire damage equal to your Constitution modifier to yourself and everything within 15 feet of you.
1 You are inflicted with infinite madness.

Suggested Characteristics[edit]

When creating a mecharian character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I believe naught in life nor death.
2 I am detached, being so different from my mortal companions makes social interactions feel unnatural to me.
3 I am endlessly curious, wondering about my construction, and my relation to the ones I serve with.
4 I have an inkling of desire for what it is I want to do.
5 I sympathize with the flesh, knowing what extinction and death mean.
6 I find mortals odd. Emotions such as fear and hate seem like such wastes to me.
7 I find peace in purpose. I am glad to know of my place in life.
8 I am very intrigued by new things.
d6 Ideal
1 I may not understand, but I have a duty to what created me. It must be protected (Good)
2 I have a purpose to revive my dead masters. (Lawful)
3 I am but an aimless, drifting vessel. (Neutral)
4 Everything must be done to ensure the reemergence of the god and his people. (Chaotic)
5 We are mecharians, and we can accomplish anything. (Any)
6 I will do whatever task was set of me, but I aim to learn from it.
d6 Bond
1 My original master dumped me for a malfunction which I have since overcome.
2 My creator had great hopes for me. I will make them proud.
3 A slight malfunction revealed to me that I am more than a machine.
4 I've met other constructs that are similar to me.
5 I've never really gotten close to anyone.
6 I can never linger anywhere for too long, for I have a duty to accomplish.
d6 Flaw
1 I often forget that others are more fragile than me.
2 I am easily overeager in battle.
3 I am morbidly interested in the notion of death.
4 I egregiously underestimate or overestimate the risks a job represents.
5 I cannot manage money to save my life.
6 I get distracted easily.

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