Homebrew Dragonforged, Production Line B Species Details

The Warforged were build to fight in the Last War. While the first Warforged were mindless automatons, there were countless improvements made to their design that ultimately culminated in sentience. The Dragonforged are a new production line of Warforged, borne out of the need for stronger soldiers. Regular warforged are already created with a blend of organic and inorganic materials, dragonforged simply have the addition of dragonscales to their recipe. In addition, Dragonforged design sees a larger focus on the inclusion of metal plating. Production line B incorporates hidden weapons and interchangeable attachments, allowing them to be a very versatile race.

Dragonforged, Production Line B Traits

Your Dragonforged character has the following traits.

Ability Score Increase

Your Constitution score increases by 2 and your Strength and Dexterity score each increase by 1.

Age

A typical warforged is between between two and thirty years old, however the dragonforged line is much younger, averaging at around 6 months. The maximum warforged lifespan 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. In contrast, the dragonborn that this line takes its inspiration from tend to extremes, often making a conscious choice for one side or the other in the cosmic war between good and evil. As a result, dragonforged are usually lawful in nature, but never neutral.

Size

Dragonforged, much like regular dragonborn, are taller and heavier than humans, standing well over 7 feet tall and averaging a hefty 380 pounds. Your size is Medium.

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.

Mechanical Construction

You are a Construct. Because of your mechanical nature you are immune to any effect that would capture or otherwise effect your soul.

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. The same traits apply to a short rest, except you must spend three hours inactive, not six.

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor:

  • You have resistance to slashing and piercing damage
  • 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.

Night-Sight

Designed to be superior to the dragonborn you are modeled after, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages

You can speak, read, and write Common, Draconic, and one additional language of your choice.

Attachments

You have various attachment that you can switch out as an action or over the course of a short or long rest. Each attachment gives you a unique feature or ability. You cannot use multiple attachments at once. Choose from:

Hidden Blade:One of your hands folds back to a dagger blade that you can make a melee natural weapon attack with it and it deals 1d6 + your strength modifier + your proficiency bonus piercing damage. This damage increases to 2d6 at 5th level. This weapon cannot be detected unless you reveal it and it cannot be taken from you. You gain proficiency with daggers.

Thrusters:Fins and thrusters are visible on your lower arms and legs giving you a base swimming speed of 30 feet. You gain proficiency with a trident.

Wings: Mechanical wings apear on you back granting you a base flying speed of 50 feet. You gain proficiency in the acrobatics skill. This feature becomes available at 5th level.

Helm: A shovel like helmet is attached to the front of you head, giving you a base burrowing speed of 25 feet. You also gain a +2 to armor class. This feature becomes available at 3rd level.

Breath Weapon:As an action you can produce a white-hot laser of fire in a 50 foot by 5 foot line that deals 2d10 fire damage. This fire is so hot it ignores resistance. This damage increases to 3d10 at 4th, 4d10 at 8th, 5d10 at 13th, and 6d10mat 17th level. You can use this a number of time equal to your proficiency bonus per short rest. At level twenty you can use it an unlimited amount of times.

Hookshot: As an action you fire a small projectile from the palm of your hand with a range of 120/300 feet. It deals 1d4 bludgeoning damage and any creature that is huge or smaller that you it with it must succeed a DC 20 strength save or be grappled and pulled 20 feet towards you at the start of each round. A creature may repeat the save at the start of its turn, ending the effect on itself on a success. You may also shoot an object, if it is large or smaller it is pulled towards you in the same way. If it is not moveable, instead you are pulled 50 feet towards it at the end of each of your turns, until you reach to object or someone or something stopes you.

Warrior’s Creation

You gain proficiency in four simple or martial weapons and two tools of your choice.

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