Patchwork Construct (5e Race)

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Patchworkgirl.jpg
A Patchwork Construct arguing with a stuffed bear Credit: John R. Neill, 1913

Patchwork Construct[edit]

Forged by failed magical or alchemical experiments, the magical energy of creation has to go somewhere and sometimes it will drift chaotically though the alchemist's or magician's house and laboratory or nearby homes, until it finds enough bits and pieces of things to collect them into a construct from various random clothing, objects, and materials. Patchwork Constructs appear anywhere at random within 1000 ft of the failed experiment.

Some believe this is the work of an old god causing the experiment to fail; others think Patchwork Constructs are harbingers of something. Nonetheless, these creatures wander through the world and operate under directives known only to themselves. Work with your dungeon master to come up with an appropriate directive.

Patchwork Construct Types[edit]

Patchwork constructs come in two kinds. The kind of patchwork construct indicates what form of damage you are vulnerable to.

  • Lots of metal bits.
  • Not much metal bits.

Patchwork Construct Names[edit]

Patchwork Constructs typically come up with their own names, but sometimes someone present at their creation will name them. Often the one present is a child and will give them the sort of name a child would give, for example 'patchi'.

Patchwork Construct Traits[edit]

Entities operating under someone or themselves, but never you.
Ability Score Increase. Your Charisma score increases by 2.
Age. Patchwork Constructs can live for seemingly infinite amounts of time, but they remain as mature as they were when they created, which is to say not much.
Alignment. Due to their nature, Patchwork Constructs are usually chaotic good or chaotic neutral entities, but they seem to always operate with some goal. Should they respect the law it is most likely to be a coincidence.
Size. Patchwork Constructs can be within 4" to 8". Despite this, you are a Medium creature.
Speed. Your base walking speed is 30 feet.
Eating, Drinking and Breathing. You do not need to eat, drink, or breathe. You can do so, and you need to breathe to speak. You only eat, drink and breathe in small amounts.
Innate Objective. You are constantly on the look out for reasons, objects, creatures and other things that may help you with your objective or make it harder. You gain proficiency in the Insight skill.
Pleated Skin. You are covered by padded fabric, perhaps a form of chiffon or cotton, you find yourself protected even without armor.

  • Your armor class is always at least 12, even with a low Dexterity.
  • When wearing armor or including dexterity bonus, calculate armor class from 10, as normal.

You may not wear heavy armor, as it would tear up your body.
Magical Nature. Patchwork Constructs are seemingly attached to the magic that surrounds them. You are proficient in the Arcana skill. You can use each of the following spells once per long rest without using a spell slot:

  • Friends Starting at first level, cantrip for one minute from the warlock spell list, except that an affected creature is not hostile to you after the cantrip ends. This takes an action.
  • Magic Missile Starting at second level, as a cantrip with one dart, doing 1d4+1 force damage. This takes an action.
  • Confusion Starting at fourth level, as a cantrip in a 5' radius area centered on you for 1 round, DC 8 + proficiency, Wisdom save. This takes an action.
  • True Seeing Starting at eighth level, as a cantrip to a distance of 10 ft per level, for 1 round. However you are not able to communicate what you see, as your vision is magically intuitive. But you can act on what you see as long as your action is not intended to be for the purpose of communication. You also never tell anyone that you have this cantrip. This takes an action.

Charisma is your spellcasting ability for these spells. If a patchwork construct has any spell casting class, the full versions of these spells will be included in your available spell list.
Catalystic. The first spell you cast after a long rest is cast with advantage. This feature recharges at the end of a long rest.
Low Density. You float on water and are unable to dive more than 2 ft below its surface without help.
Acid or Fire Vulnerability. You are vulnerable to either acid (lots of metal bits) or fire (not much metal bits), choose which when creating the character.
Poison Resistance. You are resistant to poison. You don't need to eat, drink, or breathe.
Languages. You can speak, read and write Common and either Abyssal, Celestial, Primordial or Infernal, depending on the nature of the magic used to create you.

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