Sparks are constructed beings that have been imbued with sentience through a magical infusion of starstuff dust. They have a broad variety of physical builds and appearances, as they were originally purpose-built by Esterfolk tinkerers as laborers.
A spark is distinguished from other constructed beings by the gift of sapience granted to them by starstuff, a technique that has thus far only been utilized in a limited capacity due to the rarity of starstuff on Mote and the poorly understood implications of granting intelligence to artificial beings.
There are no larger societal distributions of sparks, as the nature of their creation and the recency of their invention has not given sufficient time for them to propagate. Most sparks came to sentience at Balut's Academerie for the Magistically Inclinated and many still reside at the Academerie or in Bridgeport, but some who sought new destinies beyond their original constructed purposes have ventured to other areas of Lenya.
As a spark, you have the following special traits.
Mechanical Nature. Your artificial body grants the following benefits:
Power Cycle. As a Magic action, you quickly power down your systems and restart them to refresh your body, regaining a number of Hit Dice equal to your Proficiency Bonus. After you take this action, you regain the ability to do so when you finish a Long Rest.
Sentry's Rest. When you take a Long Rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Specialized Design. You were originally built to carry out a specific function. You may or may not continue to fulfill this function, but the associated skills remain innately embedded in your form. When you select this species, choose one of the specializations from the Specialized Design table to gain the listed traits, including proficiency in either a skill or a tool, and one cantrip. Constitution is your spellcasting ability for cantrips you learn with this trait, and you can cast them without material components. If this trait has an option that spends your Hit Dice, you can spend Hit Dice in this manner a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.
Specialization | Proficiency | Cantrip | Additional Trait |
---|---|---|---|
Acolyte | Religion | guidance | As a Magic action, you can spend and roll one of your Hit Dice to cause another creature you touch to regain a number of Hit Points equal to the roll. |
Courtier | Persuasion | friends | You learn one language of your choice, and each time you finish a Long Rest, you can replace this language with another one. |
Infiltrator | Stealth | minor illusion | Once on each of your turns when you take the Hide action, you can spend and roll one of your Hit Dice to add the number rolled to the check. |
Scribe | History | dancing lights | Once on each of your turns when you take the Study action, you can spend and roll one of your Hit Dice to add the number rolled to the check. |
Soldier | Athletics | true strike | You gain a +1 bonus to your Armor Class. |
Tinker | An Artisan's Tool of your choice | mending | Once on each of your turns when you take the Utilize action, you can spend and roll one of your Hit Dice to add the number rolled to the check. |