Geth Names: Armada, Army, Batallion, Brigade, Cabal, Caucus, Congregate, Coterie, Guild, Horde, Host, Legion, Myriad, Phalanx, Proletariat, Throng, Troop, Union

'Individual' Geth Names: Alpha, Apex, Beta, Centurion, Enigma, Eternity, Genesis, Obelisk, Oblivion, Omega, Oracle, Pinnacle, Terminus, Vortex, Zenith

Traits

Your geth character has a number of traits in common with other geth.

Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.

Age. Geth do not age, as they are constructs, and live as long as their bodies are not destroyed.

Alignment. Geth are uniquely powered by magics from the plane of Mechanus and thus are naturally lawful neutral. However, as geth are fully sapient, they have the ability to choose their own alignment independent of their natural inclination.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Construct Nature. You are a construct, instead of humanoid. You do not need to eat, drink, or breathe and you are immune to disease.

Instead of sleeping, you enter a hibernation state for 4 hours each day. In this state, you are unaware of your surroundings, but can be aroused from hibernation.

Disparate Mind. You have advantage on saving throws against being charmed or frightened.

Golem Armor. You are crafted out of hard, inorganic materials. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your golem armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your golem armor.

Linked Consciousness. You can telepathically communicate with any other geth within 60 feet.

Repair Protocol. As a construct, you cannot be healed or revived by divine magic such as cure wounds or raise dead.

Instead, when you expend hit dice during a short rest, you or an ally can use tinker's tools, smith's tools, or mason's tools to repair your body. Make an Intelligence check, using the tools. The DC equals 10 + the number of hit dice you spent. On a success, you regain the maximum number of hit points for all hit dice spent. On a failure, you roll the hit dice and add your Constitution modifier as normal.

In addition, as an action on your turn or when an ally casts the mending cantrip targeting you, you can expend a number of hit dice up to your Constitution modifier to regain hit points. You roll the hit dice and add your Constitution modifier to each roll to determine the hit points restored.

You also regain all spent hit dice at the end of a long rest, instead of the usual amount.

If you drop to 0 hit points, you must be stabilized with an Intelligence (Arcana) check, instead of a Wisdom (Medicine) check.

Languages. You can speak, read, and write Common and Khelish, the language of the quarians. You can also communicate with nearby geth telepathically.