Rise of the Machines – Robotic Options for D&D 5th Edition

Solace Rising by BobGarvinArt

Technological advances at some rate, as long as there are enough minds to push it.  When thrust into a full blown revolution, new types of machines seemingly appear out of no where.  Old tasks die as new tasks replace them, old technologies become obsolete as new ones replace them.  Many praise the future of tomorrow where the fruits of innovation and creation are rewarded.  Others fear a darker future where the machine takes over us, one way or another.

Whether or not the future is a bright one, there is one inevitability; we will share space with thinking machines that are capable of thinking independently.  Some of these robots will only do certain tasks, while others are capable of more advanced tasks.  From security robots to physical trainers, the machine will find its place without a society of tomorrow.  Some become corrupted by a very human enjoyment of violence.  These become bounty hunters or psychopaths, driven mad by the contradictory moralities and ideals of sentience.  Those who don’t aspire to be paragons of righteousness or wretchedness are forced to deal with a world they don’t quite understand; they are inorganic beings in an organic world.

AUTHOR’S NOTE: ROBOTS!  I’ve been wanting to make something with that for a while.  I was hoping to make rules for using mechs, but I sadly never got around to that.  I have a feeling I might do a follow up, using my vehicle rules from a ways back.  Who knows?  Also, I wanted to make a Sci-Fi race as well, so I made my own take on the Android (as seen in Pathfinder.)  Now, this version will need some modification, as I don’t think it’s particularly interesting or balanced at the moment.

Also, want more robots?  I’ve made some via conversions as well as some homebrew of my own recently.

 

Floating Eye

Tiny construct (robot, drone), unaligned

Armor Class 13 (natural armor)

Hit Points 7 (2d4+2)

Speed 0ft. land, 40ft. flight (cannot go farther than 40ft. off the ground.)

STR 4 (-3), DEX 15 (+2), CON 12 (+1), INT 10 (+0), WIS 17 (+3), CHA 10 (+0)

Skills.  Perception +7

Damage Resistances.  Bludgeoning/Piercing/Slashing from non-magical weapons

Damage Immunities.  Psychic, Poison

Condition Immunities.  Charmed, Frightened, Paralyzed, Poisoned, Prone, Sleep

Senses.  Darkvision 60 ft, passive Perception 17

Languages. Common, understands all (translator unit)

Challenge 1/8 (25 XP)

Data Archive.  The robot has a list of personnel in its system.  Anyone who does not identify themselves properly within the system will be registered as an intruder.

Machine.  Robots and other machines are immune to diseases, among various effects.

Immutable Form. The robot is immune to any spell or effect that would alter its form.

ACTIONS

Restraining Dart.  Ranged Weapon Attack: +4 to hit, ranged 15ft./30ft., one target.  Hit: 3 piercing damage.  The target must make a Constitution saving throw (DC 11).  Failure results in the target becoming stunned until the end of their next turn and falling prone.  Upon success, the target’s speed is halved for 1 round instead.

Alarm.  The Floating Eye can set off any alarms in an area it patrols.

REACTIONS

Alert!  When a target is either considered hostile or not found in the machine’s registry, it will signal off an alarm.  In an outdoor environment, it can be heard clearly for 120 ft. and heard faintly with a Perception check for upwards to 240 ft. more.

Flashpan.  A Floating Eye will take a picture of a creature not it its database.  When it does so, the target must make a Constitution saving throw (DC 11) or be blinded for 1 round.  The Floating Eye will only do this to a single target once.

 

Fire Walker

Small construct (robot, drone), unaligned

Armor Class 14 (natural armor)

Hit Points 27 (6d6+6)

Speed 30ft. land, 30ft. flight

STR 9 (-1), DEX 16 (+3), CON 13 (+1), INT 10 (+0), WIS 13 (+1), CHA 10 (+0)

Skills.  Acrobatics +5, Perception +3

Damage Resistances.  Bludgeoning/Piercing/Slashing from non-magical weapons, Fire

Damage Immunities.  Psychic, Poison

Condition Immunities.  Charmed, Frightened, Paralyzed, Poisoned, Prone, Sleep

Senses.  Darkvision 60 ft, passive Perception 13

Languages. Common, understands all (translator unit)

Challenge 2 (450 XP)

Immutable Form. The robot is immune to any spell or effect that would alter its form.

Machine.  Robots and other machines are immune to diseases, among various effects.

Versatile Transport.  The Fire Walker can change between land or air as a part of its movement.  By sacrificing half of its move speed for its turn, the machine switches between land speed or flight speed.  It never has access to both at once.

ACTIONS

Multiattack.  The drone may attack up to twice per round.

Mini Rocket.  Ranged Weapon Attack: +5 to hit, ranged 40ft./80ft., one target.  Hit: 5 (1d4+3) piercing damage plus 2 (1d4) fire damage.  Creatures within 5ft. of the attack must make a Dexterity saving throw (DC 12) or take 3 (1d6) fire damage.  Success results in not taking the splash damage.

ALTERNATE FIRE WALKER – FIRE FIGHTER

This version has fire extinguishing capsule bombs instead.  The attack is otherwise the same, except it deals cold damage and extinguishes all fire within 5ft. from where the bomb explodes.

 

Heavy Lifter

Large construct (robot), unaligned

Armor Class 15 (natural armor)

Hit Points 51 (6d10+18)

Speed 20ft.

STR 19 (+4), DEX 10 (+0), CON 17 (+3), INT 10 (+0), WIS 11 (+0), CHA 10 (+0)

Skills. Athletics +7

Damage Resistances.  Bludgeoning/Piercing/Slashing from non-magical weapons

Damage Immunities.  Psychic, Poison

Condition Immunities.  Charmed, Frightened, Paralyzed, Poisoned, Prone, Sleep

Senses.  Darkvision 60 ft, passive Perception 13

Languages. Common, understands all (translator unit)

Challenge 6 (2,300 XP)

Immovable. The robot is immune to forced movement or being pushed over.

Immutable Form. The robot is immune to any spell or effect that would alter its form.

Machine.  Robots and other machines are immune to diseases, among various effects.

ACTIONS

Multiattack.  The drone may attack up to three times per round.

Grappling Hand.  Melee Weapon Attack: +7 to hit, reach 10ft., one target.  Hit: 11 (2d6+4) bludgeoning damage and are grabbed.  Targets must use an escape action (DC 15) to break free.

Slamming Arm.  Melee Weapon Attack: +7 to hit, reach 10ft., up to two targets within 10ft. swiping arc.  Hit: 8 (1d8+4) bludgeoning damage and the target falls prone.

REACTIONS

Gratuitous Battering.  If a creature is knocked prone or grabbed, it may use its reaction to inflict more pain on the subject. The target must make a dexterity saving throw (DC 15) or take an extra 7 (2d6) damage.

 

Exterminator

Medium construct (robot), lawful evil

Armor Class 18 (natural armor)

Hit Points 82 (11d8+33)

Speed 35ft. land, 25ft. flight (rocket pack)

STR 18 (+4), DEX 19 (+4), CON 16 (+3), INT 15 (+2), WIS 14 (+2), CHA 10 (+0)

Saving Throws.  Constitution +7, Intelligence +6

Skills.  Perception +10

Damage Resistances.  Bludgeoning/Piercing/Slashing from non-magical weapons

Damage Immunities.  Psychic, Poison

Condition Immunities.  Charmed, Frightened, Paralyzed, Poisoned, Prone, Sleep

Senses.  Darkvision 60 ft, passive Perception 20

Languages. Common, understands all (translator unit)

Challenge 10 (5,900 XP)

Augmented Weaponry.  The Exterminator’s attacks count as magical for overcoming resistances and immunities.

Immutable Form. The robot is immune to any spell or effect that would alter its form.

Machine.  Robots and other machines are immune to diseases, among various effects.

Lock-On (1/Day).  The Exterminator tries to focus on a single target as a bonus action.  The target must make a Dexterity saving throw (DC 16) to avoid the robot’s focus.  Upon failure, the robot is locked onto the target and will focus on that target above all.  Upon success, the robot may try again or seek a different target.

One Track Minded Killer.  The Exterminator has advantage on all skill checks to track a target it has locked onto, as well as attack rolls against a locked on target.  It will only attack other creatures if they get in the way or act hostile towards it.

ACTIONS

Multiattack.  The robot may attack up to three per round with either automatic gun or metal fist.

Automatic Gun.  Ranged Weapon Attack: +8 to hit, ranged 40ft./80ft., reload 4 uses, one target.  Hit: 22 (4d8+4) piercing damage.

Metal Fist.  Melee Weapon Attack: +8 to hit, reach 5ft., one target.  Hit: 19 (3d10+4) bludgeoning damage.

Laser Blaster (Recharge 5 or 6).  Ranged Weapon Attack: +8 to hit, ranged 60ft./120ft., one target.  Hit: 30 (4d12+4) fire damage plus 26 (4d12) lightning damage. (Alternatively, if using my sci-fi tech post, treat it as 8d12+4 laser damage)

Sunbeam Rifle.  Ranged Weapon Attack: +8 to hit, ranged 160ft./320ft., reload 10 uses, one target.  Hit: 23 (3d12+4) radiant damage.

 

Android

Medium construct (robot), neutral

Armor Class 13 (light armor)

Hit Points 13 (2d8+4)

Speed 30ft.

STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 16 (+3), WIS 10 (+0), CHA 11 (+1)

Damage Resistances. Poison

Skills. History +5, Investigation +5, Perception +4

Senses. Darkvision 60ft., passive Perception 14

Challenge 1/4 (50 XP)

Barely Humanoid.  Despite looking much like their creator races and being augmented to function like them, they are much closer to constructs.  They have advantage on saving throws against diseases and poisons.  They also resist poison damage.  In addition, you have advantage on Deception checks (as well as Disguise checks) to pass off as the race that created you (which is typically human in most settings.)

One with Technology.  Since androids were born from technology, it should come as no surprise that they’re quite adept with it.  Most technological weapons are considered martial weapons in their hands.  They add their proficiency bonus when using a technology-related item, as long as they have used it for at least 24 hours.  They roll all checks to identify or understand technology with advantage.  At the DM’s discretion, they may gain this benefit when observing alchemical objects or magical items.

Recharge.  Androids only need 4 hours of “recharging” (or meditation) during a long rest period to gain the benefits of a rest, as they restore power to their systems.  However, they must take the full rest period to gain back abilities such as spells.

ACTIONS.

Laser Gun.  Ranged Weapon Attack: +4 to hit, ranged 80ft./160ft., one target.  Hit: 7 (2d6+2) fire and lightning damage (alternatively, use the laser damage type I used in another post.)

New Race: Android

To the naked eye, they look no different from the humanoid that created them.  But, to those who inspect further, they are far from their crafter.  Glowing lines, mechanical servo eyes, circuitry and plates underneath synthetic flesh; these creatures are far from the organic humaonids that populate the realm.

Despite this, many Androids seek to be treated much like any other creature.  They are capable of intelligent thought as well as complex emotions.  In the past, some had hunted them as they saw some of their reactions as a deadly malfunction… rather than a testament to their advanced nature.

Ability Score Increase.  Your Intelligence increases by +2 and your Constitution increase by +1.

Alignment.  Androids tend to be very orderly and rational, making neutral alignments and lawful alignments the most common.  However, other alignments are semi-common as well.

Speed.  Your movement is 30ft.

Size.  Most androids are built from human stock.  As such, Medium size is the most typical.

Darkvision.  You gain Darkvision out 60ft.

Barely Humanoid.  See Above.

One with Technology.  See Above.

Recharge.  See Above.

Languages.  You know and speak Common.  With DM’s permission, you may speak another languages from a chosen creator race, such as Gnomish or Dwarven.

IMAGE SOURCE: Solace Rising – Bob Garvin.  Starcraft II is copyright of Blizzard Entertainment.

Made by Doctor Necrotic, for Doctor Necrotic Media.  All rights reserved.

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13 thoughts on “Rise of the Machines – Robotic Options for D&D 5th Edition

  1. Pingback: Strange Things in Bloodied Wyvern Peak – A Mini Adventure for 5th Edition | Daemons & Deathrays

  2. yay more scifi, although some pictures would have helped, i thought the fire drone was a fire Fighting drone :\

    also you missed an oppotunity to give the floating eye drone a blinding camera flash a la halflife 2

    Like

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