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Autognome Race Guide: D&D 5e (2014) Spelljammer
dnd 5e 2014

Autognome Race Guide: D&D 5e (2014) Spelljammer

17 min read
By Andrew Blase

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  4. >Autognome Race Guide: D&D 5e (2014) Spelljammer

The short answer

Autognomes from Spelljammer: Adventures in Space are Small Constructs with +2 and +1 (or three +1s) to scores of your choice, a base AC of 13 + Dexterity while unarmored, a d4 to add to rolls after seeing them, poison resistance and disease immunity, no need to eat, drink or breathe, and two tool proficiencies. Healing Machine lets cure wounds, healing word and three related spells work on them.

Introduction

Autognomes come from Spelljammer: Adventures in Space, and they are, on paper, the most mechanically generous race in the book: a natural AC floor that rivals starting armor, a d4 you can add to a roll after you've already seen it fail, on-demand healing that specifically routes around the one rule that normally shuts Constructs out of a cleric's spell list, and total immunity to hunger, thirst, and suffocation. Every one of those traits is strong on its own.

On this page

  • Introduction
  • Disclaimer
  • Racial Traits
  • ● Ability Score Increase: Floating +2/+1 or +1/+1/+1
  • ● Creature Type: Construct
  • ● Armored Casing
  • ● Built for Success
  • ● Healing Machine
  • ● Mechanical Nature
  • ● Sentry's Rest
  • ● Specialized Design
  • Ability Scores
  • Is Being a Construct a Trap?
  • Best Classes
  • ● Monk
  • ● Barbarian
  • ● Fighter (Dexterity builds)
  • ● Artificer
  • ● Cleric / Druid
  • Worst Classes
  • ● Paladin
  • ● Warlock (Hexblade / Fiend patrons with temp-HP-based survival)
  • ● Sorcerer / Wizard
  • Best Feats
  • ● Resilient (Constitution)
  • ● Tough
  • ● Lucky
  • Common Mistakes
  • Campaign Fit
  • Multiclassing Considerations
  • Example Build: Autognome Barbarian (Levels 1-10)
  • Example Build: Autognome Artificer (Levels 1-10)
  • FAQ
  • Final Notes

The honest question this guide has to answer is whether being a Construct is a trap. Healing Machine explicitly whitelists five spells so you can still be healed the normal way, which fixes the single problem every table notices in the first session. The rest of the Construct question has a concrete answer in the Player's Handbook: Lay on Hands, prayer of healing and mass heal have no effect on constructs, while hold person, charm person and dominate person can't target you because they only affect humanoids, and blight has no effect on you either. That makes the type closer to a fair trade than a trap.

D&D 5e Autognome Race


Disclaimer

Ratings use a four-color system reflecting overall power in the context of the 2014 rules:

  • ● Red - Poor. Avoid or situational at best.
  • ● Orange - Situational. Useful in specific builds or campaigns.
  • ● Green - Good. Reliable value in most builds.
  • ● Blue - Excellent. Best-in-slot or near it for the right build.

Racial Traits

Autognome has no subraces and no size choice - every Autognome is Small, and every trait below applies identically to every character of this race.

● Ability Score Increase: Floating +2/+1 or +1/+1/+1

Like all six Spelljammer races, Autognome uses the customizable format: +2 to one score and +1 to a different score, or +1 to three different scores. No wasted bonus, which matters for a race whose other traits already fit a wide range of builds.

● Creature Type: Construct

You are a Construct.

A trade rather than a pure downside. With Healing Machine covering the main healing spells, the remaining costs are Lay on Hands, prayer of healing and mass heal. The benefits are immunity to humanoid-only spells such as hold person and dominate person, and to blight. See the dedicated section below.

● Armored Casing

While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

A permanent mage armor from level 1: no gold, no armor proficiency, no spell slot. A Dexterity-focused Autognome sits at AC 15-16 unarmored, and a shield adds 2 more if you are proficient. It doesn't combine with Unarmored Defense; you use whichever formula is higher.

● Built for Success

You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Because you add it after seeing the d20, you only spend it when it might change the outcome. The timing matches Lucky and Bardic Inspiration, which are also used after the roll and before the result. The differences are size and ownership: Lucky rerolls the whole d20 and Bardic Inspiration is a d6 or larger, while Built for Success is only a d4, but it's yours and scales in uses with your proficiency bonus.

● Healing Machine

If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain hit points equal to the roll plus your Constitution modifier. In addition, cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying explicitly work on you despite your Construct type.

This is the trait that keeps the race playable at a normal table. It does two separate things: mending becomes a slow, no-slot healing option using your own Hit Dice, and five specific PHB spells are carved out as explicit exceptions to the general "these don't affect Constructs" rule. That second half is what makes the race playable - without it, an Autognome sitting next to a Cleric with cure wounds prepared would be untouchable by the party's primary healing, and the whole race would need a house rule before anyone could take it to a normal table.

● Mechanical Nature

You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.

A strong survival package that is situational rather than universal in value. Poison resistance, disease immunity, and advantage on two of the game's most debilitating conditions are useful in any campaign. The no-eat/drink/breathe half matters enormously in Wildspace, underwater, or any resource-scarce setting, and matters far less in a standard overland or urban campaign where rations were never a real constraint to begin with.

● Sentry's Rest

When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. You appear inert, but you remain conscious.

The same trait the Warforged has. You spend at least 6 hours of the long rest motionless but conscious, so you can see and hear threats while you rest. Unlike an Elf's Trance, it doesn't cover magical sleep: the Autognome has no immunity to the sleep spell.

● Specialized Design

You gain two tool proficiencies of your choice, selected from the Player's Handbook.

Two free tool proficiencies is solid, unconditional value that fills a gap most classes leave open. Pick tools that complement your build's skill gaps rather than defaulting to whichever sounds thematically clockwork.


Ability Scores

Floating +2/+1 (or +1/+1/+1): No wasted bonus. Dexterity is the natural pick for the +2 given Armored Casing's direct scaling, but any build works since nothing here is locked to a specific stat.


Is Being a Construct a Trap?

This is the question the race actually rises or falls on, and the honest answer is: it depends on your DM, more than any other race-defining question in this book.

What Healing Machine actually fixes: the single most commonly cited Construct problem in 5e is "my cleric's cure wounds does nothing," and Healing Machine solves that directly and explicitly for five specific spells. If your party's healing runs through cure wounds, healing word, mass cure wounds, mass healing word, or spare the dying, you are fully covered and this is a non-issue.

What Healing Machine does not fix: a Paladin's Lay on Hands, prayer of healing and mass heal all state that they have no effect on constructs, and none are on the list. Potions of healing and the Healer feat have no creature-type restriction, so they work without any ruling.

What the type gives back: charm person, hold person and dominate person only target humanoids, so they can't target an Autognome at all, and blight has no effect on constructs. Those are some of the most dangerous spells an enemy caster brings to a low- or mid-level fight. Ask your DM one question at session zero: will spells from other books that exclude constructs be read as written? The answer cuts both ways.

The honest verdict: read by the book, Construct is not a trap. The cost is three healing effects, and it only hurts a party whose healing is built on a Paladin. The benefit is immunity to the humanoid-only control spells. A party with a Cleric or Druid will barely notice the type.


Best Classes

● Monk

Monk's Unarmored Defense scales off Dexterity and Wisdom and stacks poorly with Armored Casing's own AC formula (they don't combine - you use whichever is better), so Armored Casing only helps a Monk whose Wisdom is below 16. Mechanical Nature's condition resistances and Built for Success still help a fragile front-liner.

● Barbarian

Rage plus Mechanical Nature's poison resistance and advantage against paralysis produces a front-liner that is hard to lock down. Two catches: Unarmored Defense already equals Armored Casing once your Constitution is 16, so the casing adds little, and a Small Autognome has disadvantage with heavy weapons, which rules out the greataxe and greatsword.

● Fighter (Dexterity builds)

A Dexterity Fighter with a shield gets AC 17 at level 1 from Armored Casing with 16 Dexterity, the same as studded leather would give only after the Fighter could afford it, and Built for Success adds a clutch save or attack-roll boost that a straightforward martial class doesn't otherwise have access to.

● Artificer

Thematically and mechanically coherent: an Artificer already builds and maintains constructs, tool proficiency from Specialized Design reinforces the class's own tool-based spellcasting, and Mechanical Nature's independence from food/water/air fits a character built around self-sufficient magical engineering.

● Cleric / Druid

Functional, but strange: playing the Construct who needs the cure wounds carve-out while also being the party's own healer is a fine mechanical fit, though Wild Shape interacts awkwardly with a mechanical body for a Druid at some tables, worth confirming before committing.


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Worst Classes

● Paladin

Lay on Hands is not on Healing Machine's whitelist, which means a Paladin playing an Autognome cannot heal themselves with their own class feature unless the DM extends the ruling - an awkward mismatch for a class whose core identity includes self-sufficient healing.

● Warlock (Hexblade / Fiend patrons with temp-HP-based survival)

Nothing here actively conflicts, but nothing reinforces this class's identity either - the AC floor and tool proficiencies go mostly unused by a Charisma-based blaster whose survivability plan usually runs through Armor of Agathys or temporary hit points rather than a Dexterity-scaling natural AC.

● Sorcerer / Wizard

Not bad, just generic: a squishy caster benefits from Built for Success on a critical saving throw and from Mechanical Nature's condition resistances, but nothing about Autognome specifically reinforces an INT- or CHA-based caster's identity the way a race with a free cantrip or spell slot would.


Best Feats

● Resilient (Constitution)

Constitution saves cover poison, disease-like effects and concentration. Mechanical Nature already gives advantage against being poisoned, so Resilient (Constitution) mostly helps a caster keep concentration. Skip it on an Artificer, which is already proficient in Constitution saves.

● Tough

Extra hit points compound well with a race that's already hard to disable via conditions and has a strong AC floor - the net effect is a character who survives a longer fight than the raw stat block suggests. Note the Wildspacer background already grants this feat for free (see Backgrounds Guide); check for overlap before spending an ASI on it twice.

● Lucky

A second layer of roll insurance alongside Built for Success. Both are used after you see the d20: Lucky rerolls it entirely, which fixes a bad roll, while Built for Success adds a d4, which fixes a near miss.


Common Mistakes

Assuming every healing effect works on you. Lay on Hands, prayer of healing and mass heal have no effect on constructs. Potions and the Healer feat work fine.

Spending Built for Success before seeing the roll. The whole value of the trait is that you see the d20 first. Using it preemptively on a roll you were going to make anyway wastes a limited daily resource.

Forgetting the Construct upside. Hold person, charm person and dominate person can't target you. Tell your DM, so the enemy caster's plan accounts for it.

Treating Mechanical Nature as a Wildspace-only trait. Poison resistance, disease immunity and advantage against paralysis are useful in any campaign, even if the no-eat/drink/breathe half is mostly a Wildspace or hazardous-environment perk.


Campaign Fit

Autognome fits any campaign, but its Construct-specific downsides matter most in a game with heavy monster variety where Construct-targeting or Construct-excluding effects come up often, and matter least in a game built around social intrigue, exploration, or a smaller monster roster where those interactions rarely trigger. It fits a Wildspace or Spelljammer campaign especially well given Mechanical Nature's independence from consumables, but nothing about the race requires that setting to function.


Multiclassing Considerations

Barbarian + Monk: Both classes' unarmored-AC formulas coexist with Armored Casing (you simply use whichever is highest at any given moment), and Mechanical Nature's condition resistances reinforce a frontliner build that's already trying to avoid being locked down.

Artificer + Fighter: A tool-and-tech-focused build that leans into the race's thematic identity, with Specialized Design's proficiencies feeding Artificer's crafting-adjacent playstyle and Fighter providing the combat chassis.

Cleric + anything: A one-level Cleric dip gives you healing word, which Healing Machine names, so you can heal yourself without any table ruling.


Example Build: Autognome Barbarian (Levels 1-10)

Race: Autognome (+2 CON, +1 STR) | Class: Barbarian (Path of the Berserker) | Background: Wildspacer (grants the Tough feat). Being Small, fight with a battleaxe and shield rather than a heavy weapon.

Starting Stats (Point Buy, 27 points): STR 15 (+1=16), DEX 13, CON 15 (+2=17), INT 8, WIS 10, CHA 10

LevelKey ChoiceNotes
1Barbarian 1Rage, Unarmored Defense (CON-based)
2Barbarian 2Reckless Attack, Danger Sense
3Barbarian 3Path of the Berserker: Frenzy
4Barbarian 4ASI: +1 CON, +1 DEX (17 to 18, 13 to 14)
5Barbarian 5Extra Attack, Fast Movement
6Barbarian 6Mindless Rage
7Barbarian 7Feral Instinct
8Barbarian 8ASI: +2 STR (16 to 18)
9Barbarian 9Brutal Critical
10Barbarian 10Intimidating Presence

Key Tactics:

  • Unarmored Defense (10 + DEX + CON) ties Armored Casing (13 + DEX) at 17 Constitution and pulls ahead at 18, so this build uses Unarmored Defense from level 4. Add a shield to either.
  • Rage's resistance to physical damage plus Mechanical Nature's poison resistance and paralysis/poison save advantage makes this Barbarian exceptionally hard to shut down with conditions.
  • Save Built for Success for a saving throw against a dangerous single-target effect rather than an attack roll, since a failed save at low levels is often more costly than a missed hit.

Example Build: Autognome Artificer (Levels 1-10)

Race: Autognome (+2 INT, +1 CON) | Class: Artificer (Battle Smith) | Background: Astral Drifter

Starting Stats (Point Buy, 27 points): STR 10, DEX 14, CON 14 (+1=15), INT 15 (+2=17), WIS 10, CHA 8

LevelKey ChoiceNotes
1Artificer 1Magical Tinkering, spellcasting
2Artificer 2Infuse Item
3Artificer 3Battle Smith: Battle Ready, Steel Defender
4Artificer 4ASI: +1 INT, +1 CON (17 to 18, 15 to 16)
5Artificer 5Extra Attack, 2nd-level spells
6Artificer 6Tool Expertise
7Artificer 7Flash of Genius
8Artificer 8ASI: +2 INT (18 to 20)
9Artificer 9Arcane Jolt, 3rd-level spells
10Artificer 10Magic Item Adept

Key Tactics:

  • Specialized Design's two free tool proficiencies stack with Artificer's own tool-based spellcasting focus - pick tools that cover a gap in your existing kit rather than duplicating tinker's tools you already have.
  • Armored Casing plus a shield puts you at AC 17 from level 1 with no armor bought. Once you can afford half plate (15 + Dexterity, max 2) plus a shield, that reaches 19 and replaces the casing.
  • Mechanical Nature's independence from food, water, and air removes a resource-management concern entirely for a Wildspace or long-expedition campaign, freeing infusion choices for combat or utility instead of survival gear.

FAQ

Can an Autognome be healed by normal healing spells?

Most of them. Healing Machine names cure wounds, healing word, mass cure wounds, mass healing word and spare the dying. Healing that has no creature-type restriction, such as potions of healing and the Healer feat, works anyway. The Player's Handbook exclusions that still apply are Lay on Hands, prayer of healing and mass heal.

Is being a Construct a trap for Autognome?

No. Healing Machine fixes the main healing spells, and the remaining costs are short: Lay on Hands, prayer of healing and mass heal don't work on you. In exchange, hold person, charm person and dominate person can't target you, and blight does nothing to you. For most parties that trade favors the Autognome.

What is Autognome's starting AC without armor?

13 + your Dexterity modifier, from the Armored Casing trait, with no armor proficiency needed. It only applies while you aren't wearing armor, but it does work with a shield, so a character with shield proficiency starts at 15 + Dexterity.

Do Autognomes need to eat, drink, or breathe?

No. Mechanical Nature removes the need for food, water, and air entirely, on top of granting poison resistance, disease immunity, and advantage on saves against being paralyzed or poisoned. This matters most in Wildspace, underwater, or any resource-scarce or hazardous-atmosphere campaign, and matters far less in a standard dungeon or city-based game where the party wasn't tracking rations closely anyway.

What is the best class for Autognome?

A Battle Smith Artificer or a Dexterity Fighter with a shield gets the most from Armored Casing. Monks and Barbarians already have Unarmored Defense, which usually matches or beats it, and a Small Barbarian takes disadvantage with heavy weapons. Built for Success helps any class.


Final Notes

Hot Take: The Construct type is a net win, and the guides that call it a trap are reading the wrong spells. Healing Machine restores the five healing spells a Cleric or Druid actually casts. What you lose is Lay on Hands, prayer of healing and mass heal. What you gain is that hold person, charm person and dominate person can't target you, which removes the single most common way an enemy caster takes a front-liner out of a low-level fight. Unless your party's healer is a Paladin, that trade favors you.

Autognome rewards a player willing to have one upfront conversation with their DM and, in exchange, gets a mechanically front-loaded race with almost no wasted traits. Skip the conversation and you're gambling on a table ruling you can't predict.

For the full race index, see the D&D 5e (2014) race guides hub. For the setting this race calls home, see the Spelljammer setting hub.


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