Living Construct:
Your creature type is construct. While you were constructed, you are a living creature. You are immune to diseases and the poisoned condition. You are considered a humanoid for the purpose of magic that would recover your hit points. You do not need to eat or breathe in order to survive by normal means, but you must consume food and/or drink to convert the matter into energy internally. Instead of sleeping, you enter an inactive "sleeping" state. The time required for you to receive the benefits of a short rest is 2 hours, while a long rest is 4 hours. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. This state is also used to recharge your internal energy reserves, negating the need to consume food or drink for the purpose of receiving the benefits of a long rest.
Maintenance:
Whenever you are reduced to 0 hit points you deactivate and fall unconscious. You are stable in this state, but must receive maintenance to regain consciousness. Healing magic can be used to jump start your system and cause you to regain consciousness, however, you take a level of exhaustion until repaired which can be done over a short or long rest. Alternatively, a creature may make a DC 18 Tools check to repair you over the course of a short or long rest, if successful you gain 1 hit point and regain consciousness. Android's and the race you originated from have advantage on this check.
Light Frame:
The Lagos have built you with an exceptionally light build to increase your speed and mobility. Your base movement speed is 35 feet.
Instilled Bravery:
You have gained your masters bravery and unbreakable spirit. You have advantage on saves against being frightened.
Valuable Technology:
Due to the nature of who you are, you are seen as a valuable piece of technology, rather than a sentient being. People who see you might assume you belong to a fellow party member or that you work for a local business in town. Some people might even attempt to steal you and sell you off to the highest bidder or return you to your maker if possible.
Close Quarters Shooter:
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Improved Critical:
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Features & Traits