Steelmen

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When the outer planes collided with the material, these enigmatic beings awakened. Like clockwork, the rose from the dark forgotten places where they had been left to the elements. Sustained by naturally occurring chroma which they syphon from the land itself, the Steelmen appear functionally immortal. The gears and wires that compose their frames are as complex as the inner workings of any visceral tissue. These creatures, forged in the image of man, bear the marks of an intelligent designer- but who? Why?
None of them appear to have the full picture. They take for names the words they feel best describe them and seek out places where their bodies can be made useful- wandering the earth in search of a purpose they cannot fathom.

Ability Score Increase: Your Strength and Constitution score increases by +1. It is believed that the steelmen were built to fight a long-forgotten battle
Age: As far as anyone can tell, Steelmen do not age
Size: An average Steelman stands between 5’-6’ and weigh between 350-450 lbs. Your size is medium.
Speed: Your base walking speed is 30 feet.
Living Construct: You are a Construct. In addition, you are immune to the poisoned condition, and disease effects. You have resistance to piercing damage. You have resistance to slashing unless the roll is a critical, hitting the inner workings of your musculature, then you take the full critical damage. You are weak to bludgeoning damage. You do not need to eat, sleep, or breathe, and cannot gain the magical effects from consumables, or recover HP from potions. As a Steelman you receive only 1/2 HP from recovery dice during a long rest and the effects of healing spells, unless a spell effect details otherwise. Your body’s machinery is miraculously capable of maintaining and repairing itself to a degree.
Artificial Anatomy: As a Steelman you gain advantage on all death saving throws. A Steelman can recover hit points through repairs using a ‘Repair kit’, which is a set of artisans tools that are specifically designed for this purpose. The amount of HP recovered from 1 week of maintainance is equal to the hit points that would be gained from a long rest. The following tools may be used instead of a full Repair kit at 1/2 efficiency: Jewelers, Masons, or smith’s kit.
Divine Watchmaker: All Steelman’s are proficient in the use of a repair kit. Work with your DM to determine the cost of Steelman repair kits, number of maximum uses, and where to find / purchase them (and cost).
Power Down: As a Steelman you go into an inert state every day at your choice. Your Steelman gains the benefits, except for restored HP, of a short rest after 4 hours of this. The time taken for repairs does not count toward this rest.
Forged for War: As a Steelman, your body is covered in a composite plating that makes you inherently armored. This plating takes the place of armor and thus cannot be worn with armor (this plating is considered light armor). Because of this trait, your Steelman body can be enchanted as armor (provided it is reinforced with meteoric iron). You can choose to remove your plating, or to have been constructed without it, which removes the AC bonus but frees the armor slot.
Languages: You can speak, read and write Common and up to one extra language of your choice based on your creator’s background.

Steelmen

Broken Tree davidmanderville11 davidmanderville11