Living Heirloom
It's unknown what spurs the magic of the universe to create a Living Heirloom. Some scholars believe it to be the work of the gods, others believe that the ancestral spirits of the family are the forces at work. Regardless, these sentient constructs are born from either a statue, mannequin, or suit of armor that has been in the possession of a single family lineage. It slowly begins its tranformation into sentience over the span of a few years. Once it has completed its transformation, it feels compelled to the servitude of the family it awoke around, as a knight would feel compelled to serve a lord or lady.
Immortal Guardians
Since a Living Heirloom is immortal, it is likely for them to outlive their families. A Living Heirloom without ties will search for a new purpose, often finding a settleent to guard, a new family to serve, or a group of adventurers to join. Their loyal nature makes them stalwart allies and dependable friends. If news of a Living Heirloom spreads, it might catch the attention of scholars and wizards keen to uncover the secrets behind creating such loyal sentient constructs. Many Living Heirloom's have been killed in unsuccessful experiments.Scroll of Strange Races I
Statue Living Heirloom
You have awoken within a stone statue. For a statue to awake, it must have a head, body, arms, and legs. A Living Heirloom of this kind is imbued with proficiency in a skill that it was depicted as doing before it gained sentience.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
They reach full sentience after 3 years. A living Heirloom's body can be cared for and repaired, therefore they don't age.
alignment:
A Living Heirloom serves to the best of its ability. They tend towards lawful alignments.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can read, write, and speak Common and one language of your choice.
race features:
Sentient Construct. Even though you are made of nonorganic aterial, you are a sentient lifeform. You are immune to disease and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. Bloodless. You are immune to poison damage and the poisoned condition. Inanimate Disguise. While you remain motionless, you have advantage on ability checks made to disguise yourself as an inanimate version of your form. Skillful Depiction. You gain proficiency in one skill of your choice. Stony Exterior. Your body is completely made from stone, granting you a +1 bonus to Armor Class
Sentient Construct. Even though you are made of nonorganic aterial, you are a sentient lifeform. You are immune to disease and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. Bloodless. You are immune to poison damage and the poisoned condition. Inanimate Disguise. While you remain motionless, you have advantage on ability checks made to disguise yourself as an inanimate version of your form. Skillful Depiction. You gain proficiency in one skill of your choice. Stony Exterior. Your body is completely made from stone, granting you a +1 bonus to Armor Class
Scroll of Strange Races I
Mannequin Living Heirloom
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
They reach full sentience after 3 years. A living Heirloom's body can be cared for and repaired, therefore they don't age.
alignment:
A Living Heirloom serves to the best of its ability. They tend towards lawful alignments.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can read, write, and speak Common and one language of your choice.
race features:
Sentient Construct. Even though you are made of nonorganic aterial, you are a sentient lifeform. You are immune to disease and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. Bloodless. You are immune to poison damage and the poisoned condition. Inanimate Disguise. While you remain motionless, you have advantage on ability checks made to disguise yourself as an inanimate version of your form. Verbal Avidity. You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. When you finish a long rest, you can choose to replace the proficiency you gained from this trait with one of the other skills listed. Masquerade. You can cast the disguise self spell with this trait, using Charisma as your spellcasting ability for it. You can cast this spell a number of times equal to your proficiency bonus. After you use this trait, you can't use it again until you finish a long rest.
Sentient Construct. Even though you are made of nonorganic aterial, you are a sentient lifeform. You are immune to disease and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. Bloodless. You are immune to poison damage and the poisoned condition. Inanimate Disguise. While you remain motionless, you have advantage on ability checks made to disguise yourself as an inanimate version of your form. Verbal Avidity. You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. When you finish a long rest, you can choose to replace the proficiency you gained from this trait with one of the other skills listed. Masquerade. You can cast the disguise self spell with this trait, using Charisma as your spellcasting ability for it. You can cast this spell a number of times equal to your proficiency bonus. After you use this trait, you can't use it again until you finish a long rest.
You gained your consciousness in the body of a mannequin. You have sat idly through the years, modeling hundreds of articles of clothing and wigs of all kinds. A Living Heirloom of this kind is imbued with subterfuge, ever-changing their appearance and personality to suit the occasion.
Scroll of Strange Races I
Armor Set Living Heirloom
You awoke in a suit of full plate armor, watching silently over your family. For a suit of armor to awake, it must be a suit of full plate. A sentient suit of armor of this kind is imbued with military prowess.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
They reach full sentience after 3 years. A living Heirloom's body can be cared for and repaired, therefore they don't age.
alignment:
A Living Heirloom serves to the best of its ability. They tend towards lawful alignments.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can read, write, and speak Common and one language of your choice.
race features:
Sentient Construct. Even though you are made of nonorganic aterial, you are a sentient lifeform. You are immune to disease and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. Bloodless. You are immune to poison damage and the poisoned condition. Inanimate Disguise. While you remain motionless, you have advantage on ability checks made to disguise yourself as an inanimate version of your form. Innate Combat Prowess. You gain proficiency with one martial weapon of your choice, and shields. Fully Plated. Due to the fact that you are a sentient set of armor, you are ill-suited to wearing additional armor. However, you have a base AC of 16 (your Dexterity doesn't affect this number). You gain no benefits from wearing additional armor, but if you are using a shield, you can apply the shield's bonus as normal.
Sentient Construct. Even though you are made of nonorganic aterial, you are a sentient lifeform. You are immune to disease and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. Bloodless. You are immune to poison damage and the poisoned condition. Inanimate Disguise. While you remain motionless, you have advantage on ability checks made to disguise yourself as an inanimate version of your form. Innate Combat Prowess. You gain proficiency with one martial weapon of your choice, and shields. Fully Plated. Due to the fact that you are a sentient set of armor, you are ill-suited to wearing additional armor. However, you have a base AC of 16 (your Dexterity doesn't affect this number). You gain no benefits from wearing additional armor, but if you are using a shield, you can apply the shield's bonus as normal.
AC 16... but I'm a set of plate armor! Plate armor from the Player' Handbook grants the wearer an Armor Class of 18. Which makes sense considering the protective outer layers of the metal armor are covering the soft and squishy body of a humanoid underneath. This however is not the case for you. Your life force is intrinsically tied to the suit of armor. Damaging the armor is damaging your body; a tough resistant metal body, but your body none-the-less.
Civilization and Culture
Naming Traditions
A Living Heirloom is often given a name or nickname after it has awoken, dependent on the race or culture of the family it has awoken around.
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