Avarice in Realms of Wonder | World Anvil
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Avarice

This article is original content by RoW authors.   Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Creature Type: Construct
Size: Medium
Speed: 35 ft
  Age. Avarice do not age, and are created in a matured state.
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.

  • Bleeding Cells. When taking damage, roll a d20. On a 2 or below, you will bleed a Cell. When this occurs, your Maximum Hit Points is reduced by your an amount equal to your Hit Die to a minimum of 1 HP (Ex. HD = 1d8 = reduced by 8). You begin life with 9 Cells, and cannot form a humanoid body without 3 or more Cells. In this state, you are considered dead, until more of your Cells are reunited.
    Cells are diamond-shaped and complex pieces of alchemical and magic machinery about one foot long, and 5 inches wide.
    Dull Senses. You have disadvantage on Wisdom (Perception) ability checks that rely on taste and smell.
    Languages. You can speak, read, and write Common and one other language spoken by your creator.
    Cell Aspects. The Avarice are created through a complicated and mystical process, leaving each one unique and powerful. When creating an Avarice character, pick one of the following features:

    Aspect of The Avian

    Because of your wings, you have a flying speed equal to your walking speed.

    Aspect of The Myth

    You can use your sharp claws to make an unarmed strike as a bonus action. If you hit with your claws, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, you may make an unarmed strike as an attack action using your tail. If you hit with your tail, you can deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Aspect of The Aquatic

    You know the shape water cantrip. When you reach 3rd level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Call Lightning spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Aspect of The Feline

    Your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.
     

    Aspect of The Ape

    You gain a climbing speed of 35 ft. In addition, if you move at least 20 feet straight toward a creature and then hit it with an unarmed attack on the same turn, that target must succeed on a DC 10 (+ your Strength modifier) Strength saving throw or be knocked prone. If the target is prone, the you can make one attack against it as an attack action.

    Aspect of The Insect

    Once on each of your turns, you can cause a swarm of insects conjured from your body to assist you in one of the following ways, immediately after you hit a creature with an attack:
    (a). The attack's target takes 1d6 piercing damage from the swarm.
    (b). The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
    (c). You are moved by the swarm 5 feet horizontally in a direction of your choice.

    An Avarice gains one Cell Aspect after absorbing 5 or more Cells belonging to one Avarice. An Avarice can gain more than one Cell Aspect by collecting additional Cells. An Avarice may not have more than 2 Cell Aspect features, before experiencing physical and mental ailments unique to every Avarice. The ailments should be decided by the DM.

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