Homebrew Operation U.N.D.E.R.D.A.R.K. - Attempt 437 (Warforged) Species Details

This race has many lost features, due to being damaged. As the campaign progresses, they will slowly recover their features.

Operation U.N.D.E.R.D.A.R.K. - Attempt 437 (Warforged) Traits

Will obey it's master, in a lawful neutral state, unless it develops a conscience, where it becomes neutral good.

Ability Score Increase

You have a hard, resilient body, but can still have other properties.

Constitution score is increased by 2, and another ability score of your choice is increased by 1.

Age

A typical warforged is between two and thirty years old. The maximum lifespan of the warforged 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 towards law and neutrality. But some have absorbed the morality - or lack thereof - of the beings with which they served.

Size

Your size is medium, just nearly being large.

Speed

Your base walking speed is 30 feet.

Darkvision

As a robot, you are able to see in the dark with regular dark vision rules.

Range of 60 feet.

Rounded build

Because of the shape of your body, you will not be able to donn armour. Regardless, at 2nd level you recover reinforced Resilience.

Voiceless

You are unable to speak, but you can still understand, read and write languages you understand.

Sketchy metal

Besides being made of metal, it is dull and doesn't make sound, avoiding giving you disadvantage on stealth checks.

Despite being made out of metal, that doesn't give you disadvantage on stealth.

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 poisson 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.

Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather then sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.

Integrated Protection

Your body has built-in defensive layers, which are improved at second level with Reinforced Resilience. You gain a +1 bonus to armour class.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Languages

You can understand, read and write Common, Dwarvish and Undercommon.

Reinforced Resilience

At 2nd level, your Integrated Protection has improved, as you slowly recover from the damage taken in the past. You constitution modifier is now added to your AC. [Manually enable at level two, since I don't know how to make it so traits are enabled at certain levels].

Compressible Body

As you continue to recover, at 6th level, you realise you can tuck your limbs into your body, being able to roll like a ball with your round torso. It costs a bonus action to alternate between this form and your regular form.

While in a ball, you gain the following benefits:

. Your movement speed increases by 10 feet.

. While rolling down a slope, your movement speed increases by 20 feet instead of 10 feet.

. Opportunity attacks made against you are at disadvantage, and you obtain advantage is dexterity saving throws.

However, you gain a few burdens:

. Trying to roll up a slope becomes difficult terrain.

. You are unable to attack while rolling.

. You are unable to jump, unless it's off a ramp-like object or slope.

Hollow Inside

At 10th level, you finally restore the final feature that was forgotten. You realise that your interior is hollow, as someone can get inside and use you as a mech suit.

Features (recommended to read benefits first):

. The wearer can enter or exit the warforged as an action, through the top of the warforged's head, which cannot be forced open or closed, and can be opened and closed by the warforged.

. When the warforged is unconscious, whether it's on death saving throws, or simply rendered unconscious, the wearer can no longer control it's body, and the top of the warforged's head automatically opens. The wearer can escape as a reaction, or can stay inside and exit as a regular action later, but will be prone to enemy attacks while inside, and will be considered restrained until they leave or the warforged regains consciousness, which will also cause the top of its head to close again.

You and the wearer gain the following benefits:

. The wearer is able to control your body with your permission, such as moving limbs, walking, etc. The wearer cannot use your attacks and spells or use the Compressible Body trait.

. Since you are two different people, your initiatives are still separate, and using essentially the same body, take two different turns. Your right hand is used to cast spells and attack by the warforged, while the left hand is used identically by the wearer.

. The wearer is able to see through the white, visor-like material, which act like the eyes of the warforged, and can't be seen through from the outside.

. While inside the warforged, the presence of the wearer can't be identified, unless a character has a feature or spell that allows them to do so.

. While knowing about the presence of the wearer, any attacks directed towards the wearer are directed to the warforged.

. Within the warforged, the wearer has full cover and is hidden.

. When rolling, the arms and legs of the wearer, rather than being in the limbs of the warforged, the wearer is in a sitting position, held upright by the warforged's limbs, which are tucked inside the body. The wearer is unable to attack, just like the warforged.

 

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