Remove these ads. Join the Worldbuilders Guild

Homebrew

Turing

Turing are small, friendly robots produced by the Council of Anarch as household companions, before being discontinued due to financial failure.
ability score increase: +2 intelligence, +1 wisdom, -1 dexterity
age: N/A
alignment: Unaligned
Size: Small
speed: 30 ft
Languages: Common, any 2 languages
race features:
Construct. You are considered a construct, you do not need to eat, sleep or breathe   Living Construct. You are effected by healing effects and spells that normally exclude constructs.   Fun Sized. Your size category is small, and you can be easily carried by any creature with a strength score of 13 or higher. A creature with a strength score lower than 13 must succeed on an athletics check with a DC equal to your player level times two in order to pick you up   Rest Mode. You do not need sleep, but are capable of gaining the same effects of a long or short rest by entering rest mode. When in rest mode, you will awake if you're jostled, moved or otherwise disturbed   Vertically Challenged. Due to your wheel based locomotion, stairs and uneven ground are considered difficult terrain for you, and you cannot jump   Durable Chassis. You have a natural AC of 13+your dexterity modifier, and can be thrown without taking falling damage, unless from a height of 20 feet or greater   Rechargeable. When hit with lightning damage, you take no damage and heal a number of hit points equal to half the damage the attack would have done. If you go 24 hours without receiving a jolt of lightning, you will fall unconscious until you are recharged.   Trick. After a long rest, roll 1d4. You gain a number of Trick charges equal to the number rolled. All unspent Trick charges are lost when taking a long rest. Your trick charges increase to 1d6 at 5th level, 1d8 at 7th level, and 2d6 at 10th level.   Trick: Open Sesame! You can expend 1 Trick charge to cast Knock without a spell slot, and can expend 2 additional Trick charges to cast the spell silently.   Trick: Dumb Luck. Starting at third level, you can expend 1 Trick charge to gain advantage on an attack roll, ability check or saving throw. When doing this, you gain disadvantage on your next attack roll, ability check, or saving throw.   Trick: Unfortunate Wheel. Starting at tenth level, you can use an action to expend 1 Trick charge to roll on the following table. You can expend 1 additional Trick charge to roll twice and choose between the results  
1 KABOOM!!! - trigger the spell fireball, centered on yourself
2 I'm rubber, and you're SCREWED! - Until the end of your next turn, any ranged attacks that hit you will bounce off of you and hit the attacker instead
3 get down! - choose 1d4 creatures within 60 feet of you, and trigger the spell Otto's Irresistible Dance targeting them, with a spell save DC of 30
4 Turret time! - You lose all movement speed, and become immune to being moved by force. You gain extra attack with ranged weapons, and all ranged weapons wielded by you have doubled range. This lasts until your concentration is broken, for up to 1 minute
5 Misfire! - you become confused until the end of your next turn.
6 MORE RNG! - roll on the wild magic table and take the chosen effect
7 trauma catches up, man. - You feel really sad now. This does absolutely nothing.
8 I'm a little stud! - all creatures within 30 feet of you become charmed by you.
9 Nuh-uh! - End your turn instantly and skip the turns of all creatures within 30 feet of you.
10 ACT BEFORE YOU THINK - Make 3 attack rolls against the nearest enemy (moving closer if necessary) with your equipped weapon, gain a level of exhaustion.
11 SCREW YOU GUYS! - gain the effects of a Barbarian's rage
12 Zoom! - Gain triple your movement speed until the end of your next turn. Every 10 feet you travel, roll a DC 12 dexterity saving throw or trip and be knocked prone.
13 I'm (not) invincible! - Gain 4d6 temporary hit point and become vulnerable to all damage types until they run out. When your temporary hit points run out, your most recent attacker takes 8d8 lightning damage. If the damage the attacker dealt was enough to bring you to zero hit points, they take additional lightning damage equal to the damage dealt to you
14 Friends forever! - Choose a nearby allied creature. You gain temporary a quarter of their current hit points, and they gain temporary hit points equal to a quarter of your current hit points.
15 Oculus module - gain blindsight until your concentration is broken.
16 Shut up, it's nap time! - All creatures within 30 feet of you, including you, must succeed on a DC 16 wisdom saving throw or fall asleep for up to 60 seconds. They are deafened until they awaken.
17 Super ego - all of your ability scores increase by 7 until the end of your next turn.
18 Attune to MEEEE! - All allies within 60 feet of you who are attuned to at least one magical item gain +10 to their spellcasting stat until the end of your next turn.
19 Orders from HQ - Cast command on a target with a spell save DC of 15
20 Jackpot, baby! - spend a number of gold points of your choosing, and deal damage of a chosen damage type to a target equal to the number of gold points spent. If the target is dropped to zero hit points, all spent gold is returned to you, and you gain a number of gold points equal to half the number spent
Trick: DYING IS FOR NERDS! Starting at 16th level, if you or an ally falls to zero hit points or fails a death saving throw, you can use your reaction to expend 1 Trick charge and return them to 1 hit point instantly. The cost of this ability increases by 1 Trick charge each use, resetting to 1 after a long rest.  
Turing are mass produced personal companions originally sold by the Council of Anarch. After their initial hype, they proved to be rather unpopular to those other than collectors or those who illegally tamper with them. The product was discontinued, but ones already sold remained functional. Most of them who aren't currently owned by anyone, or preserved for archival purposes simply wander, aimlessly searching for purpose. They often have chipper personalities, but ones who have gone too long without interaction can come off as annoying or desperate, and often slip into saying very depressing things, still with the same cheerful attitude

Created by

Calbum7433.

Statblock Type

Race/Species

Link/Embed