Homebrew Artificed Species Details
By your own designs, the grace of an inventor, or happenstance along your travels you've become a living marvel of organics and machinery. You exemplify the Artifice craft by ascending the limits of a physical form. Motivated by the reflective gratitude of what you can still do when you previously lost the ability to, as a subject or colleague of another sage fabricator, or other means, you've become more arcane-organic machine than you are your organic self.
Hybridized
The design of every Artificed is beholden to its creators and melds fluidly with the form of the organic creature they enhanced. Using materials like Wood, Stone, Leather, Cloth, Metal, and more to create the scaffolds and bindings. Arcanery in Spells, Runic Carvings, Foci, Gemstones, and components to shape their functions. By what journey, which materials, and what magics your Augments are made for you are yours to decide within your DM's setting and allowances. Guidelines for them will be provided in the Augments and following traits of this race.
Artificed Traits
As an Artificed, you have the following racial traits (Organic Origins, Augments, Overdrive)Organic Origins
When you create an Artificed character, you decide what race they were or resembled most before their augmentations. Note down your choice on your character sheet by prefixing your organic race with "Artificed". Example: An Artificed Half-Elf, an Artificed Centaur, an Artificed Human, etc.
You inherit any Movements and Race specific Traits your chosen Race possesses. You may also discuss with your DM any differences in physical characteristics or capabilities you have as a result of losing previous or gaining new creature features from Augments.
Creature Type
You are Mechanized and the creature type inherited from your Organic Origins.
Size
You are the size of your Organic Origins race.
Augments
Your Augments are as natural to you as regular limbs to anyone else. Starting at 1st Level, you may have up to two Augments. From that point on, for every 6th Character Level (6, 12, 18), your Artificed character may gain one additional Augment. When selecting a Leg, Arm, or Single-Appendage Head Augment, you may choose either Left or Right of that Augment type. If you expend Two Augment choices, then you may take a Paired Augment of that type.
You may use these tables below to roll for a random Augment, as guidance for the Augments you'd like to equip, or invent an Augment with your DM following their allowances. The following features and abilities apply to Augments you select or create.
Reconfiguration
When you take a Long Rest, you may choose to reconfigure one Augment you possess. If you choose to, select one other valid optional ability that Augment has. That ability becomes the active ability of your Augment until you Reconfigure it again.
Difficult Configuration
A Difficult Configuration Augment's benefit can't be Reconfigured in the way stated in the Reconfiguration section above. Instead, at least one week's worth of Down Time in a sufficiently supplied workshop area would be required to Reconfigure this type of Augment.
Charge System [X]
This Augment operates with a Charge System and grants [X] Charges. If your character has multiple Charge System Augments, their charges can be used on any other Charge System Augment. Augments with a Charge System regain their Charges after finishing a Long Rest.
Paired
This Augment or Augment Ability can't be selected or used unless you have two of the same Augments of the same Region (Legs, Arms, Head).
Overdrive
Observed in the indomitable nature of many organic races across the Forgotten Realms, you know you can exert your organic self over 100% in dire straits. Your Augments, however, may not have the capacity for such strain.
You can use this feature a number of times equal to your Constitution Modifier plus one, with a minimum of once, per Long Rest. When you do, you can feed your life force to your Augments as additional power. For up to a number of minutes equal to you Constitution Modifier (with a minimum of one minute), you can select one of the following benefits:
- You may increase speed of Augment Abilities you use by one tier ( Action speed to a Bonus Action, or Bonus Action to Reaction )
- Any Augments that would be used for a Weapon attack or Unarmed Strike gain an additional Extra Attack.
- Single Charges you expend for Charge System Augments count as Two Charges instead.
When the Overdrive expires or you dismiss it, you take Unmitigatable Necrotic Damage equal to Hit Die times the number of minutes you used this feature to a minimum of one Hit Die. Additionally, if at any point an Ability or an Attack of an Augment is made with a roll of 1 on a D20, the Augment goes Critical and is inoperable until it can be repaired. The way the Augments go Critical can be resolved by your DM, and it is recommended you follow the rules for Reconfiguring an Augment for non-Difficult and Difficult Configuration Augments for the purposes of repairs.
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