Remove these ads. Join the Worldbuilders Guild

Internecion Cubes

Internecion Cubes are strange sentient AIs created to aid their owners in one way or another, whether that be for simple household help, medical processes, or even exterminating bothersome opponents. They are manufactured by Refonic Biowaste Management, though it is kept under tight wrappings how exactly. While they all share some basic functions those branches specialize further as they grow stronger and continue to learn.
hit dice: 1d6
hit points at 1st level: 6+your constitution modifier
hit points at higher levels: 1d6(or 4)+your constitution modifier per level after the 1st
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: Constitution
skills: Choose two from the following: Athletics, Acrobatics, Sleight of Hand, Stealth, Investigation, Insight, Medicine, Perception, Survival, Intimidation
starting equipment:
Starting Modules:

All ICs start out with at least some basic functions, though their exact workings may vary.

Illumination: Choose between the 'Light' and 'Dancing Lights' Cantrip

Matter Manipulation: Choose between the 'Prestidigitation' , 'Mending' and 'Thaumaturgy' Cantrip

Dense Substance:
You have absorbed enough of the materials necessary to cast spells to have them considered provided as long as no cost is listed.
spellcasting:
Unlike most other magic users yours is a more scientific approach, your understanding about matter and its changes is what allows you to shape reality to your will.   Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the IC table.   Spell Slots: The IC table shows how many spell slots you have to cast your IC spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.   Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the IC spell list. The Spells Known column of the IC table shows when you learn more IC spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the IC spells you know and replace it with another spell from the IC spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability: Intelligence is your spellcasting ability for your IC spells, since your study of matter is what allows you to manipulate it. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a IC spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier
class features:

Race Features

Ability Score Increase: Your Intelligence score increases by 2.   Age: ICs do not seem to die of old age, or at least it has never been witnessed.   Size: The size of your base form is tiny, with only a side length of 10cm.   Speed: Your base walking speed is 2ft.   Mechanical Origin: You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  • Your creature type is Construct.
Sleep Mode:Internecion Cubes do not sleep. Instead they enter a sort of standby for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Shapechange:   Additionally to your cube-like true form you also possess one almost indistinguishable from that of a humanoid. You can switch between them as an action:   Cube: Your true form, to which you revert when knocked unconcious or dying. With a side length of 10cm you count as tiny, however, can still move by tilting over at a rate of 2ft per round. It is impossible to wield weapons or cast spells that require somatic or material components due to a lack of hands. Because it is so densely packed, you are resistant to bludgeoning, piercing, and slashing damage recieved from nonmagical sources, but vulnerable to lightning, which messes up complex electrical circuits.   Humanoid: With what you have stored inside you can craft a near perfect humanoid disguise, assuming the appearance but not features of a humanoid race. If you were to, for example, turn into a Dragonborn, you would not be able to use Dragonbreath. While in this shape you can use weapons and spells, as it is no illusion in the traditional sense. It is not broken by magic. Natural Weapons: Though they may appear normal, you can shape the tips of your limbs into wicked points as part of an attack action. These talons can be used to deal 1d4+ strength modifier slashing damage instead of bludgeoning damage when executing an unarmed strike.  

Class Features:

Integral Weapon: Once reaching 3rd level you have studied a weapon of your choice intently enoung to manifest it at a moments notice, keeping components stored away specifically for this purpose. As part of an attack action you can shape matter into any one non-artifact or sentient weapon consumed beforehand. It recalls after the attack is done unless otherwise removed.
subclass options:
Weapon of Mass Destruction: Crafted specifically to rain ruin down upon enemies, weapons of war that will not hesitate to destroy people and land of their foes with no regards to morals.   Strength Of The Battlefield: You gain proficiency with strength saving throws and +1 to your Strength score.   Extra Attack: Beginning at 3th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Increased Brutality: At level 6, your spells increase in power. Add your proficiency bonus to damage done by your spells or attacks.   Supporter: Helpers, often in medical fields. As often as they may be built as healers, do not forget that poison oh so often comes from plants.   Doctor's Orders: You gain proficiency with Wisdom saving throws and a +1 to your Wisdom score.   Speed Surgery: Once reaching 3rd level you can heal wounds with a single touch by quickly rearranging the molecules of the creature touched. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   Life is an equation: At level 6, your healing increases in power. Add your proficiency bonus to healing caused by your spells or attacks.   Spy: Cities which fall from within face the fastest doom. They do not know who has struck, or even when exactly. Are their friends and family only pretending? Perhaps there is a Spy IC scheming away somewhere in the background, closer than you think, too familiar to harm and yet a total stranger.   Can't be caught: You gain proficiency with Dexterity saving throws and a +1 to your Dexterity score.   No escape: Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.   Your best friend: Starting at 6th level, the duration of all fear, charm, and charm-like effects caused by your IC spells is doubled. Creatures have disadvantage on saves against those effects. A charm-like effect includes any spell that a creature immune to being charmed would be immune to.

Created by

EvilOnTheRise.

Statblock Type

Class Features

Link/Embed