Homebrew:Rogue Modron: Difference between revisions
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{{ooc note|This is an implementation of the rogue modron race from [[Tasha's Crucible of Everything Else]] volume 2}} | |||
{{ooc note|This is an implementation of the | |||
__NOTOC__ | __NOTOC__ | ||
A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. These units may become violent criminals, may contemplate abstract concepts like love or metaphysics while continuing their work, or may pursue any number of other new behaviors. When such modrons are discovered, Primus likes to meet with them. | |||
During this meeting, Primus will try them for any crimes committed. These trials are fair, brief, and comprehensive. After the trial, if the modron has been deemed a violent criminal, it is lovingly sent to a rehabilitation clinic. Noncriminal and rehabilitated modrons are given a choice - continue to function in modron society as best they can or be given a complete autonomy and humanity. Those who choose humanity undergo a magical transformation of body, mind, and spirit, and often go to the material plane to pursue a life of free agency or to a rogue modron colony on any of the myriad of planes. | |||
As a peculiar people, rogue modrons have peculiar habits. Going from a life of complete law and order to the neutral mishmash of the material plane is one of the greatest culture shocks in the known multiverse. Many rogue modrons develop unique idiosyncrasies that others may find equally irritating and endearing. The Rogue Modron Quirks table lists examples that can provide inspiration for quirks of your modron characters. | |||
{| class="wikitable" | |||
|+ Rogue Modron Quirks | |||
! d10 !! Quirk | |||
|- | |||
| 1 || You are obsessed with the number 17 and see connections to it everywhere you go. | |||
|- | |||
| 2 || You are unable to recognize your reflection. | |||
|- | |||
| 3 || You keep small bugs in a hollow compartment in your foot. | |||
|- | |||
| 4 || You are fluent in Morse code. You have yet to find a plane of existence that uses it. | |||
|- | |||
| 5 || You are prone to fits of self expression, where you are compelled to draw or paint on the nearest unmoving surface. | |||
|- | |||
| 6 || You march in place when not moving. | |||
|- | |||
| 7 || Once per day at random, you eject a small metallic disc. | |||
|- | |||
| 8 || You have found and keep precious a set of six polyhedral dice. They remind you of home. | |||
|- | |||
| 9 || You repeat the final three words of every sentence you speak, but in reverse. | |||
|- | |||
| 10 || Whenever you see a new type of food for the first time, you take exact measurements of every dimension and add it to a catalogue you keep. | |||
|} | |||
== | {{sidebar|title=Famous Face: Boxy|content1class=left|content1=In the last few years, Waterdeep has been graced with improvised works of street art from a gifted mind. The creator is anonymous and the art appears near-instantaneously. Many gossip columns have speculated on the identity of this mysterious creator, but none have yet guessed correctly - Boxy, a rogue modron living in the Southern Ward.}} | ||
== Rogue Modron Names == | |||
Rogue Modrons have a serial number inscribed somewhere on their body and usually refer to themselves by that code, typically a string of three to five letters and numbers. Other modrons adopt names they believe to be common in the societies they mingle with, often before determining whether such names are either common or even names at all. This sometimes has humorous results. | |||
Example rogue modron names: Elizabeth, Exit, Hail, Hey You, J.Lo, Scrap Metal, That Thing, Tinman, Volo, and Wellmet. | |||
== Rogue Modron Traits == | |||
=== Ability Score Increase === | === Ability Score Increase === | ||
Your | Your Intelligence score increases by 2 and your Constitution score increases by 1. | ||
=== Age === | === Age === | ||
Your life as a normal modron could have been any length, from days to years. Your life as a rogue modron began when you received Primus's blessing. There is not a known maximum life expectancy for rogue modrons, but most die through accidents, disease, or adventuring within 100 years of their blessing. | |||
=== Size === | === Size === | ||
Although modrons vary in shape and size depending on their role, rogue modrons do not. All rogue modrons are a three-foot cube with two spindly arms and legs, each of which are exactly three feet long. You weigh exactly 128 pounds, and you have small, ornamental wings on your back that do not function. Your size is Medium. | |||
The only physical variation in rogue modrons is the serial number printed on their side, and how they choose to dress, move, speak, and otherwise present themselves. | |||
=== Speed === | === Speed === | ||
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=== Languages === | === Languages === | ||
You can speak, read, and write Common and | You can speak, read, and write Common and Modron. | ||
''(Note: the modron language must be added to your character sheet manually.)'' | |||
=== | === Humanoid === | ||
You | Your creature type is humanoid, rather than construct. You lack the Axiomatic Mind and Disintegration traits typical of modrons. | ||
=== | === Consistent Initiative === | ||
Your initiative count in combat is always equal to your Dexterity score. | |||
=== | === Vestigial Truesight === | ||
You | You have darkvision for a radius of 60 feet, and you are | ||
proficient in Investigation and Perception. | |||
=== Natural Armor === | |||
Due to your boxy shape, you are ill-suited to wearing armor. You have a tough, metal exterior that gives you ample protection. When you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your proficiency bonus. A shield's benefits apply as normal while you use your natural armor. | |||
[[category:homebrew 5e races]] | [[category:homebrew 5e races]] |
Latest revision as of 06:11, 6 February 2024
(OOC: This is an implementation of the rogue modron race from Tasha's Crucible of Everything Else volume 2)
A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. These units may become violent criminals, may contemplate abstract concepts like love or metaphysics while continuing their work, or may pursue any number of other new behaviors. When such modrons are discovered, Primus likes to meet with them.
During this meeting, Primus will try them for any crimes committed. These trials are fair, brief, and comprehensive. After the trial, if the modron has been deemed a violent criminal, it is lovingly sent to a rehabilitation clinic. Noncriminal and rehabilitated modrons are given a choice - continue to function in modron society as best they can or be given a complete autonomy and humanity. Those who choose humanity undergo a magical transformation of body, mind, and spirit, and often go to the material plane to pursue a life of free agency or to a rogue modron colony on any of the myriad of planes.
As a peculiar people, rogue modrons have peculiar habits. Going from a life of complete law and order to the neutral mishmash of the material plane is one of the greatest culture shocks in the known multiverse. Many rogue modrons develop unique idiosyncrasies that others may find equally irritating and endearing. The Rogue Modron Quirks table lists examples that can provide inspiration for quirks of your modron characters.
d10 | Quirk |
---|---|
1 | You are obsessed with the number 17 and see connections to it everywhere you go. |
2 | You are unable to recognize your reflection. |
3 | You keep small bugs in a hollow compartment in your foot. |
4 | You are fluent in Morse code. You have yet to find a plane of existence that uses it. |
5 | You are prone to fits of self expression, where you are compelled to draw or paint on the nearest unmoving surface. |
6 | You march in place when not moving. |
7 | Once per day at random, you eject a small metallic disc. |
8 | You have found and keep precious a set of six polyhedral dice. They remind you of home. |
9 | You repeat the final three words of every sentence you speak, but in reverse. |
10 | Whenever you see a new type of food for the first time, you take exact measurements of every dimension and add it to a catalogue you keep. |
Famous Face: Boxy |
---|
In the last few years, Waterdeep has been graced with improvised works of street art from a gifted mind. The creator is anonymous and the art appears near-instantaneously. Many gossip columns have speculated on the identity of this mysterious creator, but none have yet guessed correctly - Boxy, a rogue modron living in the Southern Ward. |
Rogue Modron Names
Rogue Modrons have a serial number inscribed somewhere on their body and usually refer to themselves by that code, typically a string of three to five letters and numbers. Other modrons adopt names they believe to be common in the societies they mingle with, often before determining whether such names are either common or even names at all. This sometimes has humorous results.
Example rogue modron names: Elizabeth, Exit, Hail, Hey You, J.Lo, Scrap Metal, That Thing, Tinman, Volo, and Wellmet.
Rogue Modron Traits
Ability Score Increase
Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age
Your life as a normal modron could have been any length, from days to years. Your life as a rogue modron began when you received Primus's blessing. There is not a known maximum life expectancy for rogue modrons, but most die through accidents, disease, or adventuring within 100 years of their blessing.
Size
Although modrons vary in shape and size depending on their role, rogue modrons do not. All rogue modrons are a three-foot cube with two spindly arms and legs, each of which are exactly three feet long. You weigh exactly 128 pounds, and you have small, ornamental wings on your back that do not function. Your size is Medium.
The only physical variation in rogue modrons is the serial number printed on their side, and how they choose to dress, move, speak, and otherwise present themselves.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Modron.
(Note: the modron language must be added to your character sheet manually.)
Humanoid
Your creature type is humanoid, rather than construct. You lack the Axiomatic Mind and Disintegration traits typical of modrons.
Consistent Initiative
Your initiative count in combat is always equal to your Dexterity score.
Vestigial Truesight
You have darkvision for a radius of 60 feet, and you are proficient in Investigation and Perception.
Natural Armor
Due to your boxy shape, you are ill-suited to wearing armor. You have a tough, metal exterior that gives you ample protection. When you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your proficiency bonus. A shield's benefits apply as normal while you use your natural armor.