Living Constructs exist as a paradox, poised betwixt the realms of life and death. Crafted with meticulous artistry and infused with vital energies, they manifest as sentient beings walking the fine line that straddles existence and nonexistence.
choose between subraces available
Ability Score Increase: +2 Constitution
Speed: 30ft
Inanimate Nature:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
A mere handful of years past, a most peculiar phenomenon unfurled its eerie embrace across the vast expanse of the Blues and the enigmatic Grand Line. In a haunting twist of fate, the dearly departed began to stir from their eternal slumber, their reawakening tethered to the strength of their indomitable wills while they were yet amongst the living. The realm of the unknown shrouds this enigmatic occurrence, casting a shadow of bewilderment and trepidation upon the hearts of those who dare ponder its inexplicable origins.
Ability Score Increase: +1 Strength
Size: Small, Medium, or Large
Ancestral Legacy: Pick another race as the base (Including subrace). You can keep the following elements of that race: any skill proficiencies, senses and movement speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Deathless Nature: Rolling a 1 on a death save counts as a regular failure instead of two failures.
Knowledge from a Past Life: You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Undying Resilience: You have resistance to necrotic damage.
Grave Resurgence: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Automata are a type of robot found deactivated in the ruins of an ancient city on Fairy Vearth that have recently been reactivated by a renown scientist. Despite the similarity, they should not be confused with cyborgs.
Ability Score Increase: +1 Intelligence
Size: Small or Medium
Lightning Resistance: You have resistance to lightning damage.
Armored Casing: You are encased in a thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Built for Success: You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Machine: If the Mending technique is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from healing techniques.
Clockwork Precision: You have proficiency in one tool or skill of your choice.
Breathing life into existence through the enigmatic power of the Soul Soul Fruit, these extraordinary entities bear the whimsical title of "Homies." With the soul's magic, inanimate objects don humanoid forms and awaken to consciousness, striding the curious path between life and mere existence.
The origin of the mysterious creator of these Homies, an enigmatic figure known as "Father" remains shrouded in obscurity. Whispers suggest madness and the desolation of utter loss have left them unburdened by thoughts and heedless of consequences. In their unbridled frenzy, they've summoned countless objects into newfound vitality and sent the world into uncharted territories.
Ability Score Increase: +1 Charisma
Size: Small, Medium or large
This race assumes you are playing a roughly human shaped Homie such as a Scarecrow or Mannequin.
Strong Soul: You have advantage on Wisdom and Charisma saving throws.
False Appearance: Whilst being completely still, you are indistinguishable from a regular inanimate object.
Innate Charm: You gain proficiency in the Persuasion skill.