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Myr 5e Homebrew
Armor Class: 13
Hit points: 12 (3d6+3)
(Does not heal. Must be repaired.)
Speed: 25ft
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
11 (+0) |
12 (+1) |
-- |
9 (-1) |
10 (0) |
-- |
Skills: Myr have one skill and that is the one it was
created to do (See Myr Specializations).
This is dependent on the creator.
Whatever one the creator picks, it receives. Whichever skill it is created to do it will
receive a +10 to that skill as it is only proficient in one.
Unrelenting Motivation: Myr
are given one skill upon creation. When
ordered to do the skill it was created for it will not stop. Until the Myr is ordered to do another action
by its master, it will continue to do its intended action despite ones best
efforts to make it stop.
Automatic Advantage: Myr
have automatic advantage on whatever skill check they were created to do. They only have one job and they do it
well.
Immunities (Unless
otherwise noted): Immunity to
poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy
effects. Immunity to any effect that
requires a Fortitude save (unless the effect also works on objects, or is
harmless).
Passive Perception:
11
Languages: Myr,
Common
Challenge: ¼ (50xp)
Actions:
Claw: Melee
Attack +2 to hit, reach 5ft., one target.
Hit: 3dmg (1d4+2)
Costs:
Type: |
Iron
Standard |
Mithral |
Anamantiam |
Bonus: |
You have a cute myr |
+2 AC +5 sp |
+4 AC DR2 |
Cost: |
100 gp |
300 gp |
500 gp |
Myr Specializations:
Climbing Myr: These
Myr specialize in climbing. They will be
of great assistance to you if you need them to ascend to a high place to retrieve
and item. If you bring your myr along
with you to fight and then you climb to a high spot you will not be able to
carry your myr. How convenient is it to
have your myr climb with you!
Extra
Materials: Climbers Kit
Cost of installation:
25 gp
Bonus: Acrobatics
Check +10 Dex
Investigator Myr: You
often find these little guys running around with the police force, or the
equivalent thereof, in your city. These
myr are particularly trained and equipped with knowledge and tools to track
down even the toughest of bad guys. If
you are a thief be on the lookout because they will find you.
Extra Materials:
Magnifying Glass and Binocular eyes.
Cost of
installation: 20 gp
Bonus: Perception Check +10 Wis
Torch Myr: Sick
of having to give up an arm to carry a torch through the dimly lit or dark
dungeon. Have no fear Torch myr is
here. This little guy can solve your
lighting issues no matter how dark the dungeon.
Tell him to light the way and light away he will.
Extra
Materials: Oil, Lantern
Cost of
installation: 15 gp
Bonus: Gives off normal lantern light.
Bonus Ability: Combustion. When the myr is hit by a fire based attack it
has a 20% chance of explosion. If it
explodes the myr does 2d6 damage to those within 5ft and 1d6 within the next 5
ft.
Lie Detector
Myr: Also another myr favorite by
the police force, or the equivalent in your cities. These myr are particularly adept at detecting
when someone is lying. They lock onto
the persons arms under question and detect the pulse and muscle tension of the
person being questioned. They let of a series of continuous beeps when the
victim is caught in a lie.
Extra materials:
Pulse monitor (equivalent to a stethoscope in our time)
Cost of
installation: 30 gp
Bonus: Perception Check +10 Wis
Lock Pick Myr: Upon
its creation it was an instant favorite of rogues. No longer did they have to worry about
operator error when unlocking a lock.
The lock pick myr are hard to come by as they are illegal to make in
many areas. If you wish to have one it
will cost you a hefty price.
Extra
Materials: Thieves kit +5
Cost of
Installation: 100 gp
Bonus: Acrobatics Check +10 Dex
Medicine Myr: They have found a majority of their homes
within infirmaries in cities or barracks in military outposts. They are used to aid in the healing of those
wounded in combat or sick and need to be healed. They may also be found in the homes of the
wealthy as they do not trust that the common medical myr was properly sanitized.
Extra
Materials: Healers kit
Cost of
installation: 30 gp
Bonus: Medicine Check +10
Scribe Myr: These myr have found a particular home among
Bards. They travel along side of their
bard companions and when ordered to write, they begin to write. They are used by many historians that want
to accurately transcribe old manuscripts or write some for the first time.
Extra Materials:
Quill and parchment
Cost of
Installation: 10 gp
Bonus: +10
intelligence
Shield Myr: Favored by many of the same size
category. They are able to a lot of the
brute force that would come anyone’s way in battle. They have shields for hands, a shield for a
helmet, and attached to its back is another shield. It has one job to defend its companion at all
costs. It must be ordered to defend at
the beginning of combat to ensure that it does its job properly.
Extra Materials:
Shields (which ever kind the buyer deems necessary)
Cost of
installation: 45 gp
Bonus: +4 AC
Keep in mind you may
adjust any of these stats to make them fit your game. These are just base stats that I would use
for a campaign I am doing.