Homebrew Eldritch-Forged Species Details
Originally created by celestial beings to help curve the overwhelming desires of lust in the kingdoms, Eldritch-Forgeds were created as a specialized unit of Warforged creations that can have their physical appearance and voice customized to serve the most bellicose purposes their creators have.
Even though you were constructed, you are a living creature. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Like clockworks, Eldritch-Forgeds are extremely courteous. If their companions are eating, drinking, or sleeping, many clockwork will mimic the actions as to not make their companions feel bad. The excessively courteous will feign disease and poisoning as well.
Alignment
Typically the Warforged will take on the alignment of the divinity it was created by, be it evil, neutral or good, but generally they are either lawful or neutral and rarely chaotic.
Size
Ranging between 4~8 ft tall and 200~600 lbs. Your size is Medium.
Languages
You can speak, read, and write Common, Celestial and two other language of your choice.
Age
Eldritch-Forged does not age and, when killed, triggers the effect of a long rest indefinitely until it receives outside assistance or is irreversibly destroyed.
Speed
You were built with magical propulsion. Your base walking and swimming speed is 30 feet, and your base flying speed is 60 feet
Ability Score Increase
Your Constitution score increases by 2, and two other ability scores of your choice increases by 1
Specialized Design
You gain one skill proficiency and one tool proficiency of your choice.
Grisly Design
You weren’t made to look alive, you were made to get the job done. You have disadvantage on all deception checks made to hide your clockwork nature.
Lantern
You can make your body parts lights up in some way, making a dim light within 30 ft of it, and bright light within 15 ft of you.
Sentry’s Rest
When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you knocked out, and you can see and hear as normal.
Constructed Resilience
Due to being forged in the fire of a divine being you gain immunity to radiant damage, resistance to cold and fire damage, and have advantage on being charmed
You were created to have remarkable fortitude, represented by the following benefits:
- You don’t need to eat, drink, or breathe.
- You are immune to disease and poison.
- You don’t need to sleep, and magic can’t put you to sleep.
- You can double the carrying, drag, and lift capacities of your character.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor, represented by the following benefits:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can’t be removed from your body against your will.
Magnetic Joints
You can throw your limbs in short distances from your body stretching their magnetic connection, represented by the following benefits:
- On your turn, your melee reach is increased by 5 feet.
- Other creatures provoke an opportunity attack from you when they enter your reach.
- When you make a melee attack against a target that is not adjacent to you, choose an unoccupied square that is adjacent to both you and the target. You are considered to occupy that square for the purpose of determining if you flank the target for the attack.
Aggressive Tactics
You can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Truesight
You can see with truesight for 60 feet. Beyond the reach of truesight, you have a superior vision even in the dark and dim conditions too. You are able to see in the dim light within the 150 feet of you like if it was the bright light and in the darkness like if it was dim light. You can’t discern the colour in the darkness and only shades of the grey.
Enhanced Senses
You gain proficiency with perception and, if you don't move more than half of your speed on your turn, you gain advantage on perception checks
Artificial Anatomy
Your simple mechanical workings give you advantage on death saving throws
Eldritch-Forged Traits
Grisly Design, Constructed Resilience, Sentry’s Rest, Integrated Protection, Magnetic Joints, Specialized Design, Truesight, Enhanced Senses, Lantern, Artificial Anatomy