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Prerequisite: Requires a warforged
 

Roll on each of these tables, and gain features from the roll.

Where were the materials to make you obtained:

[roll]1d20[/roll] 

1 Aberration : You can speak deep speech.

2-4 Human : Increase one stat by 1.

5 Celestial : You can use an action to make a charisma check contested by any nearby fiends wisdom saving throw. any fiend that fails the check is frightened of you, And you halve your weight.

6 Dragon : You can speak draconic.

7 Drow : You halve your weight and gain proficiency in stealth.

8-9 Dwarf : Your constitution increases by 1.

10 Elemental Air :  Your dexterity increases by 1, and you halve your weight.

11 Elemental Earth : Your constitution increases by 1.

12 Elemental Fire : You deal 1 fire damage to any creature that hits you with a natural weapon or unarmed strike.

13 Elemental Water : You gain proficiency with a trident.

14-15 Elf: Your intelligence increases by 1.

16 Fey: You learn Faerie Fire and can cast it once per day.

17 Fiend: You can use an action to make a charisma check contested by any nearby celestial's wisdom saving throw. any celestial that fails the check is frightened of you

18 Giant: Add 1d8 inches to your height, and adjust weight properly.

19 Gnome: You gain the affects of a Clockwork Amulet.

20 Undead: You gain the Undead Fortitude trait, but your intelligence decreases by 1

 

What Minor Property Do You Have:

[roll]1d12[/roll]

1 Beacon : You can toggle shining bright light in a 10-foot radius and dim light for 10 more feet or no light as a bonus action

2 Compass : You always know which direction is north

3 Delver : You always know the location of the nearest exit when you are underground

4 Language : You learn an additional language of your choice

5 Harmonious : It only takes you 1 minute to attune to a magic item.

6 War Leader : You can cause your voice to be heard up to 300 feet away, if you wish.

7 Waterborne : You have advantage on ability checks made to swim

8 Illusion : You can use the change appearance ability of Alter Self  at will.

9 Sentinel : You instantly know when a kind of creature (your choice) is within 120 feet of you.

10 Guardian : If you're not incapacitated, you gain a +2 bonus to initiative.

11 Temperate : You do not suffer effects of extreme heat or cold.

12 Roll twice, rerolling any additional 12s.

 

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