Dungeons & Dragons is a game filled to the brim with an ever-growing roster of diverse races for players to choose from when creating their characters. While the majority of races in D&D can be commonly found on Earth of the Material Plane, the recently released Spelljammer: Adventures in Space introduces six playable races to D&D's fifth edition that can be found within the far reaches of Wildspace and even within the Astral Plane!
RELATED: One D&D: The Biggest Background Changes
Among these new races are the robust and mechanical Autognomes! As this race hasn't appeared since the days of D&D's second edition and brings a lot to the table mechanically as a race, we're going to explore everything you need to know about playing an Autognome in D&D!
First and foremost, one of the most immediately notable elements of Autognomes is that they are the first fully playable Constructs in D&D's fifth edition! While the previously released Warforged race are a similarly artificial people, they were classified as Humanoids, while Autognomes is the first race to be given the Construct treatment.
Being a Construct comes with a variety of benefits that include:
Many of the most common healing spells in D&D, such as Healing Word and Cure Wounds, explicitly state that they don't function when cast upon a Construct or Undead creature. Luckily, Autognomes can get around this rule for many of these common healing spells, as their Gnomish creators had the foresight to build them in a manner that allowed them to be healed.
This means that the following spells can still affect an Autognome, regardless of their Construct typing:
Not only can Autognomes be healed by spells that normally can't heal Constructs, but they actually have access to
Read more on thegamer.com