Homebrew Forgeling Species Details
Lore
Mortals are most vulnerable as they sleep, Devils, Fiends and Demons know this. Therefore created a small unit of “infiltrators” to assault their victims as they sleep. Disguised as a child’s stuffed animal they would effectively hide in plain site and wait ti’l night time. Often would they gain the child’s trust, and be carried all over.
Upon hearing of such attacks the Druids of Circle of Dreams create their own versions. Often infusing stuffed animals with magical essences. Tasking them with protecting the innocent, as they sleep, warding off the evils that would dare attack. Soon after Desna deems that she must intervene to this process and at times will place the soul of a former Knight or Wizard into the creature in attempts to match the cunning of the evil version.
Forgeling Traits
Forgelings channel magic from the deity that created them, storing it to be released at opportune times.Ability score increase.
Forgelings Charisma is increased by 2.
Age.
A forgelings physical age is dependent upon the object that they inhabit. However, their actual age is not known as their spirits have been known to shift from object to object.
Alignment.
Forgelings alignment depends on the alignment of their creator. Having being created by a creature splicing their magic into an object, Forgelings can be beings of extreme evil, or even beings of light and justice.
Size.
Your size is Tiny to Medium. Most Forgelings are created using small objects that the creator can keep with them, but typically evil creatures have been known to infuse Forgeling magic into suits of armour and some larger objects.
Speed.
Your base walking speed is dependent on the object you are inhabiting. Larger objects require more effort to move, resulting in a slower speed.
- Tiny - 30ft
- Small - 25ft
- Medium - 20ft
Increased upon reaching 10th level.
- Tiny - 40ft
- Small - 35ft
- Medium - 30ft
Forgeling Resilience
You were not created of flesh and blood, represented by the following benefits.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease and effects causing bleeding.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Mystic Protections (working title)
Your body has been infused with powerful magic to animate you, giving you an a natural barrier of magic to block damage. You gain no benefits to wearing armour, and will inherit all negative effects to wearing heavy armour.
You can alter your magical energies to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Mystic Protections table, provided you meet the mode’s prerequisite.
| MODE | PREREQUISITE | EFFECT |
|---|---|---|
| Fleeting Protections (unarmored) | Infused with Tiny Object | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) |
| Reactive Protections (armor) | Infused with Small Object and Medium armour proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus. |
| Concentrated Protections (armor) | Infused with Medium Object and Heavy armour proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks. |