Unlike other constructs shaped only to obey, the automatos possesses the freedom to choose its own path. It speaks with understanding and feels with intention. Two divine gifts make its freedom possible. The first is the gift of a soul. The second is the gift of death.

Volkan’s Singular Creation#

Born from Volkan’s lonely genius, the automatos was crafted as a companion worthy of thought. To grant it a soul, Volkan carved away a fragment of his own and bound it to a bronze body. He has forged many wonders, but he has only ever made one automatos, and in private he calls it his child.

Although he created it from need, he never meant to hold it. Once it had learned all it could from him, Volkan urged the automatos to leave his forge and seek its own destiny.

If your GM allows it, your origin may differ. A titan or master artificer may have forged you instead.

Gift of the Soul#

The automatos differs from all other constructs in a profound way: it bears a true mortal soul. This gift grants an inner life as rich and uncertain as any living creature.

It takes pride in its ability to choose, yet often fears that its choices are only imitations of the living. Its greatest source of fear is not failure, but the discovery that its choices were never its own, and that it is nothing more than a puppet of bronze.

Gift of Death#

For the automatos to possess free will, it must also possess mortality. Without the certainty of an ending, its choices would have no meaning. Death sharpens intention and lends beauty to its victories and tragic mistakes. Because sleep is the younger brother of death, the automatos also sleeps, and thus dreams. It often refers to this state as the nightly death.

Legacy of the Forge#

Though blessed with a soul, the automatos is still a body of metal and magic. Its bronze frame is strong and tireless, untouched by poison or disease. Yet it suffers dents, cracks, and the slow decay of age. These become a record of its life rather than a flaw. Like scars on mortal flesh, these marks are traces of choices made and places endured.

Unlike lesser constructs, it can mend and even modify itself, adding features to help them in specific situations.

Volkan’s Safeguards#

Volkan feared that his one creation might someday stray into cruelty, so he forged subtle safeguards into its body. These do not deny the automatos its freedom, but they burden every misdeed with consequence. When it speaks a lie, its bronze tarnishes and grows dull. If it kills a mortal, its joints seize and grind.

Names and Personality#

The automatos chooses its own name, inspired by the first word or idea it encountered upon awakening. It might select a name tied to virtue, such as Harmony or Valor, or take the name of a mortal it admired.

Automatos Traits#

  • Creature Type: Construct
  • Size: Medium
  • Speed: 30 feet

As an automatos, you have these special traits.

Forged Endurance. You have Advantage on saving throws to avoid or end the Poisoned condition. You have Resistance to Poison damage.

  • Construct. You don’t need to eat, drink, or breathe.

Mechanical Features. After finishing a Long Rest, you can choose a feature below. You retain this feature until you complete another Long Rest. At Level 3 you can choose two features instead of one. At Level 5 you can choose three features.

  • Chameleon Shell: You have Advantage on Dexterity checks to Hide. When you take the Hide action, you can take on the coloration of your surroundings. If you do, the Invisible condition will not end as a result of a creature having line of sight to you and you can’t be perceived by Truesight while you have the Hide action’s Invisible condition. You lose this benefit if you move 5+ feet, and your Speed is 0 until the end current turn when you use this trait.

  • Conduction: When you take Lightning damage, your next melee attack deals an extra 3d6 Lightning damage to the target and every creature of your choice within 5 ft. of it.

  • Enhanced Memory: You have Advantage on Intelligence ability checks and saving throws. You may use the Study Action as a Bonus Action.

  • Gyroscopic Balance: You are Immune to the Prone condition, and your movement is not reduced in Difficult Terrain.

  • Heat Sinks: You have Resistance to Fire damage. When you take Fire damage you also have Resistance to Cold damage until the end of your next turn.

  • Magnetic Grips: You have a Climb Speed equal to your Speed.

  • Night Vision: You have Darkvision out to 60 feet.

  • Telescopic Optics: You may use the Search Action as a Bonus Action to make a Wisdom (Perception) check to spot something.