In the Footsteps of Giants
The Constroid are a race of artificially created life forms designed specifically for a war now long forgotten. Made of wood and metal these mechanical people share a very human-like apperance and during the dawn of their awakening all shared an apperance with each other depending on the role they were to play in the war. Since then, however, they have learned from their neighbors the Ixens and have diversified greatly. Re-modding and re-equiping themselves to fill other roles. The lack of a need to sleep or eat makes the Constroid a tireless working people of farmers, crafters and archeologists who gather for philosophical debates on their existence and the meaning of life.
Racial Ability Scores
- Immune to Disease, Poison, Suffocation and Exhaustion.
- Constroid do not need to eat, drink or sleep, but still need to spend the normal time in a short or long rest to regain expended abilities and spells. To receive the benefits of healing during a short or long rest Constroid must spend one gold per hit die to cover the cost of materials needed to make repairs.
- Healing spells have no effect on Constroid, but the Mending Cantrip can be used to return a number of hit points equal to the spellcasters modifier, per round, to the Constroid.
Constroid were built for war, and although many do not fight or even condone violence, each still has equipment installed inside them to reflect their intended role. Each role has a 10 charges of energy that allow them to do one of several actions. Charges are returned after a short or long rest. Choose one of the following at first level;
Infantry – Proficient in Acrobatics. Small thrusters installed in the body give the Constroid extra mobility. By spending one charge you can Dash as a bonus action, or, move five feet in any direction as a reaction, or slow your fall speed to 30 feet per round, negating fall damage if slowed this way. Spending two charges lets you Fly using your base speed as movement.
Heavy – Proficient in Athletics. Your frame and outer shell are built to be more solid than most. As a reaction you can spend one charge to give yourself Resistance to physical damage on the next attack action used against you. Spending two charges as a bonus action gives you double your proficiency on all Strength based checks until the end of your turn.
Infiltrator – Proficient in Stealth. Your body is designed to move smoother, step lighter and gather more information than most of your kind. You can spend one charge to give yourself advantage on Perception and Investigation checks, and double your normal vision and hearing range for one minute and give yourself Darkvision. As an action you can spend two charges to make yourself Invisible. If you move or make an attack the invisibility only lasts until the start of your next turn, however, so long as you remain stationary the invisibility lasts up to one hour. You can spend one charge to extend the duration of this effect by an additional hour so long as you remain stationary.