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D&D: ‘Spelljammer’s Autognome Abilities Unveiled

2 Minute Read
Aug 1 2022
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Robognomes are confirmed for Spelljammer. And these handy gnomedroids do more than you think! Check out the unveiled Autognome abilities.

Things are getting robotic for the upcoming Spelljammer: Adventures in Space. Not only will it take you into the furthest reaches of space, it will also mechanize you. If you’re a gnome.

In a new video, we get a look at some of the new abilities of the Autognomes.

Autognome Abilities Unmasked – The Mind Behind The Machine

To start with, Autognomes are robots. Or androids. In D&D terms, they’re all full constructs. And not even necessarily a “living construct” like Warforged. They are creations of gnomes, automated assistants now given their own sentience and sapience. Autognomes come in a wide variety of shapes and sizes.

And they have a variety of abilities as well. Like most constructs, they have enhanced defensive abilities. This in this case means higher than normal base armor (AC 13 + Dex modifier), though as soon as you wear armor, you lose that.

They are also built for success which means they have an extra d4 that they can add to an attack roll, ability check, or saving throw. And as constructs, they gain a number of qualities, including immunity to disease, resistance to poison, and paralysis, and you don’t have to eat, drink, or breathe.

In addition, they have been specially designed to work with “widely available healing magic,” which in this case means cure wounds, healing word, and spare the dying.

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The design team reveals that autognomes are not objects. They have consciousness and explicitly have souls. An autognome is the height of gnomish invention because they actually created life.

They are small size constructs. Each one is custom crafted and built out of unique materials. For a reason. Whether that’s to carry out the great work of a creator or just to set them loose in the world to see what happens is up to you.

Happy Adventuring!

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Author: J.R. Zambrano
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