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War Forged

Creatures of ancient scraps and failing mechanisms roam the earth, pushed onward by an ancient decree long fading. A purpose so entwined to their soul, almost as if they were one since the creatures creation. War forged are the servants of the ancient races, each sub model has its own traits and weaknesses imbued by the creature that made it, some of these weaknesses even a fail safe of sorts by the more cruel masters.

Each warforged has a "Directive" which shapes their actions and goals as a character, for some this is a stern command which forces their hand. For others it is a long faded echo which occasionally guides their actions, for all, to directly disobey this directive is difficult nigh impossible task whenever it truly rings in their ears. Many a Warforged have gone mad from the constant words bouncing endlessly for an eternity long after a dead war. Stories also tell of vaults forever protected by a scale forged, or a spell forged curating a long forgotten astral library.

Talk with your DM about what your directive will be, and how it will effect the game.

Ability Score Increase. Your Constitution score increases by 2.
Age. A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.
Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.
Speed. Your base walking speed is 30 feet.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language based on your submodel.

Sub Models

Choose one of the following "sub models", this determines which ancient creature created you.

Scale Forged Draconic(+1 Str)
When a dragon needs something small to clear out the outer reaches of its horde, or gaurd a separate cache of treasure it creates a scale forged. Built to withstand the dragons breath and surrounding environment, but not the strong will of the dragons commands.
-Resistant plating: Choose one of the following damage types, you are resistant to that damage as it is the element of your creator. (Fire, Cold, Thunder, Lightning, Acid, Poison, Force, Radiant, Necrotic, Psychic)
-Horde Guard: If you are in a space such as a tunnel or hallway where your weapon reach covers the width of the space and a creature leaves your weapon reach, you may use your reaction to make a melee attack against that creature.

You also gain advantage on attacks when you are within 1 mile of a horde.
-Weak Willed: you gain disadvantage on saves against charm/dominate spells

Colossal forged Giant(+1 Con)
Some giants get tired of carrying everything around with them, some just need someone on the ground to talk to the small folk. either way, they certainly didn't figure out how to get up easily as it is a problem they struggle with themselves.
-Powerful frame: You count as one size larger when determining your carrying capacity, grappling, and the shield bearer trait, and the weight you can push, drag, or lift. In addition, if you exceed the min str requirement of a L weapon by 2 or more, you may treat it as if it had the versatile property, instead of the 2H property
-ShieldBearer: you body is naturally built for serving as an extra line of defense for those around you, When wielding a shield, You count at 1/2 cover for creatures no more than one size category larger than you, and 3/4 cover for any creatures smaller than you.
-Bulky Construction: you have disadvantage on stealth and sleight of hand checks, it also takes your entire movement to become un-prone

Trick Forged Sylvan(+1 Dex)
It's not often a fey needs a set of helping hands, but when they do it's often for the sake of spreading good natured chaos. sometimes even an ambitious coven of hags will create one to assist in their nefarious agenda. built with mischief in mind, when caught in areas of absolute truth they freeze.
- Manipulate Illusion: as an action, you may "merge" with an illusion that you aren't the caster of, you may unmerge on this turn or any following as a bonus action and automatically unmerge when the illusion is dispelled. while merged with an illusion, you give it substance causing all saves or checks to discern its legitimacy to be made at disadvantage. While merged, the illusion counts as concealment for the purposes of you making stealth checks and the illusion can move with you, if the castor allows it.
- Displacement: You aren't quite where you appear to be, the first attack a creature makes against you on its turn gains disadvantage.
-Tricky heart: while you are targeted by an effect that would cause you to be unable to lie, or dispell/ignore illusions, your speed becomes 0, you cannot teleport, and your displacement trait is suppressed.

Spell forged Spell weaver(language of your choice)(+1 Int):
Almost as strange and enigmatic as their creators, spell forged often serve as even more sets of hands. Holding spell components or alchemical catalysts, often also serving as another set of eyes with their ability to identify. They struggle from one of the greatest flaws amongst the warforged, completely going dormant upon losing their connection to the weave.
-Secondary arms: you have a second, weaker pair of arms. They cannot wield weapons or shields, but can hold spell foci or use objects and adventuring gear. They also provide an additional item interaction action on each of your turns.
-Spell sight: You have a dim sense of any magic presences within a 10ft aura around you, as per detect magic. You must use your action to sense to school or precise location. Once per Long rest you may also cast identify without using a spell slot.
-Weave Soul: If you are targeted by, or in the AOE of an effect that would dispel or suppress spells/magic, you are paralyzed until you are removed from the area, no longer a target, or the effects duration ends.

Root forged Treant/dryad(primordial)(+1 Wis)
Able to walk and roam much more freely than their creators, root forged are often created as scouts or emissaries. They also often end up protecting and nurturing hard to reach groves that have a weak connection to the world tree. Built of the same wood and plants of their home grove, they are ill suited to fighting the fires that would ravage their creators as well.
-Snaking Roots: as an action, choose one creature within (pb * 5) ft of you, that creature must make a str save dc (8 + pb + wis) vs being restrained for 1 minute, they can end this early by succeeding on an athletics or acrobatics check against the original dc, or if they take any fire damage.
-Conduit of Vitality: Whenever you are within the area of effect originating from primal magic, choose one of the following options to enhance the effect
1) Creatures in the aoe have disadvantage on the save
2) The aoe gains pb additional squares to its size
3) The area becomes difficult terrain.
4) if it is a spirit being summoned in your space, you may increase its number of uses by your proficiency bonus.
-Tinderbuilt: whenever you take fire damage, you must make a dc 10 constitution or half the damage, whichever is higher. On failure you gain the burning condition.

Song Forged Siren(Aquan)(+1 Cha)
Resonating with the song of their creator, the song forged gracefully dance beneath the sea. Often times they are created to expand the reach of their maker's voice or lure. However, if they ever become out of sync with the guiding noise of their souls, they become sluggish and weak.
-Ocean Explorer: You gain a swimming speed equal to your walking speed, and also gain darkvision out to 60ft while underwater
-Sonic amplifier: If you can hear a spell or other effect that is sound related, or deals thunder damage you may use your reaction to amplify it. You create either a 30ft cone, or a 15ft radius aura centered on yourself, the source also effects this area in addition to its base aoe.
-Vital Note: if you are under the silenced or deafened condition, you are also under the dazed condition.


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