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Ralcos
2016-01-30, 12:07 PM
I have decided to revise an old race I had made in the early days of 5e.


http://www.giantitp.com/forums/showthread.php?380351-Rogue-Modron-(PEACH)



Ability Score Increase. Your Constitution score increases by 2, while your Intelligence increases by 1.
Age. The races of the Prime Material Plane see the Modron as immortal, but they seem to live for many thousands of millennium without changing. They begin their life knowing all that they need to serve the God Being that they were birthed by.
Alignment. While the Modron that occupy Mechanus are the true essence of Lawful Neutral, the Rogue Modron seem to have preference for Lawful Neutral, Lawful Good, and True Neutral Alignments.
Size. The most common Rogue Modron are cubed or spheroid in shape (basically, either a box or a ball in shape), though there have been reports of other shapes (both geometrically normal or very odd polygons). Rogue Modron stand and weigh around the same as humans, despite being "mechanical" in nature. You are Medium-Sized.
Speed. Despite your nature as a walking machine, your base walking speed is 30 feet. Your speed is not reduced when wearing Heavy Armor.
Clockwork Covering. You cannot wear armor, being built with a "natural" covering to your clockwork insides. You cannot wear any armors made by other races, but your chosen class gives you your Armor Class with little penalties for you. This Armor Class can stack with class features, but you cannot change your starting class once you have chosen it at 1st level. This Armor Class starts at 10 + Dexterity Modifier, adding 1 every 3 levels (3, 6, 9, 12, etc.) until it reaches the set maximum based on your first class.
Set AC Maximums:

Class is Proficient in no Armor: 10 + Dexterity Modifier
Class is Proficient in Light Armor: 12 + Dexterity Modifier
Class is Proficient in Medium Armor: 14 + Dexterity Modifier (Max: +3)
Class is Proficient in Heavy Armor: 16 + Dexterity Modifier (Max: +1)


Logical Mind. A Modron's mind is able to calculate so many times faster than all of the races of the Prime Material. You can add your Intelligence Modifier when making Initiative checks (if your Intelligence Modifier is a Bonus).
Will of Order. The Modron are known to be the harbingers of True Balance in the universe, can naturally resist some things that a chaotic universe throws at them. Once per Long Rest, you may spend a Reaction to gain resistance to all damage until the beginning of your next turn.
Living Construct. The Modron are considered to be "living constructs", (in this case) born with a soul in their mechanical bodies. As such, you gain the following racial traits:

No need to eat, drink, sleep, or breath.
Are immune to all Poisons and Diseases.
Gain Advantage on all Saving Throws regarding Paralysis, Sleep effects, and Mind-Affecting effects.
Only heals 1/2 of its' normal Hit Dice during a rest (or when a healing ability is used on it).


Expansive Mind. The Modron are known for their vast knowledge of the multiverse, knowing even the most exotic pieces of trivia with ease (as long as it fits within the pervew of its job for Mechanus). You are proficient in one of the Knowledge Skills: Arcana, History, Nature, or Religion. In addition, you double your Proficiency Bonus when using that particular knowledge skill.
Languages. A Modron is easily proficient in nearly any language it comes upon, but usually speaking a binary code that was programmed into their collective memories. You can speak, understand, and are literate in Common and the Axiomatic languages.


Hopefully, you guys like it!

deathbymanga
2016-02-12, 12:58 PM
one question about the will of order power.

some attacks dish out multiple types of damage. Like a Hellhound's fire bite does Piercing and Fire damage. Do you get resistance to the piercing, followed immediately by vulnerability to the fire?

and does the Resistance get applied to only the immediate damage type (i.e. get hit by an arrow at the start of the match, you'll have resistance only to piercing damage for the entire fight, even if you get hit with nothing but acid damage afterwards?) or to each Succeeding attack (i.e. an arrow hits you, followed by 2 acid blasts. The first Acid blast you're vulnerable to, while the second now has resistance)?

But then you also get the problem that this power gives more harm than good either way

PoeticDwarf
2016-02-12, 03:36 PM
Clockwork covering is a little bit strange but nothimg wrong. 1 AC extra would be simple and cool too
Logical mind is WAY TOO STRONG for a racial feature. Even one of these would be.
Will of power is strange and seems big but is OK I'd say

I think you wanted to make it too unique, but I like it.

Ralcos
2016-02-12, 05:32 PM
one question about the will of order power.

some attacks dish out multiple types of damage. Like a Hellhound's fire bite does Piercing and Fire damage. Do you get resistance to the piercing, followed immediately by vulnerability to the fire?

and does the Resistance get applied to only the immediate damage type (i.e. get hit by an arrow at the start of the match, you'll have resistance only to piercing damage for the entire fight, even if you get hit with nothing but acid damage afterwards?) or to each Succeeding attack (i.e. an arrow hits you, followed by 2 acid blasts. The first Acid blast you're vulnerable to, while the second now has resistance)?

But then you also get the problem that this power gives more harm than good either way

I was trying to illustrate Will of Order as resisting/vulnerability to the immediate damage dealt in one attack. Remember, it stays until at least a short rest. Is this a bad feature?

Also, changed the Logical Mind feature.

JNAProductions
2016-02-12, 06:08 PM
Will of Order is much too strong. Unless the enemy knows about it and intentionally takes advantage of it, most of the time, you'll be facing one damage type. For instance, a bunch of bandits with slashing weapons, or a Hydra with a piercing bite attack. That's free resistance.

I'd make it a once per short rest resistance to all damage for one round, till the start of your next turn.

M Placeholder
2016-02-12, 06:26 PM
Agree with most of the critique here, and four extra languages is really strong too. Also, the lore seems really off. In the Planescape setting, Rogue Modrons were all one shape (a cube) and weighed way more than a human (500 pounds in the 3rd edition Planewalker conversion). The optional +1 to Wisdom also seems off, considering that they are constructs that are made for one purpose, and that they are "born" after breaking their programming, and thats when they first gain a semblance of self.

Ralcos
2016-02-12, 09:38 PM
Modified based on suggestions.