Homebrew Steel Born Species Details
Steel Born
A figure walks through the battlefield, covered with mortal wounds and lifeless eyes, yet its sword is raised in a permanent dignified stance, almost as if eternally seeking for a fight.
A young elf in a forest sits quietly in a bush, biding time with his bow, waiting for the perfect shot against the invading bandits. Time strikes, but unexpectedly, an animal startles the ranger, making him release a hopeless shot. Yet the arrow with a slight glow, as if having a mind of it's own, with a curve changes its route, striking true.
A scoundrel gets ambushed by a pair of thieves, and as the young kid tries to pull out a white crystal dagger, he quickly gets disarmed, with the dagger being thrown away. As the figures close in on the young kid, suddenly one of the attackers reels in pain as the dagger lifts off the ground and jams itself in its back.
A noble knight sits in prayer, preparing to take his oath. In front of him is a beautiful set of armor with a golden blade resting besides it, the quietness in the room almost observing him. Just as his father and grandfather did, he will take on the duty and the privilege of carrying the family blade, for never again will he be alone.
All of these people may at once have been regular people, but in some way they have found themselves side by side with a Steel Born - a living and thinking weapon. These weapons bond with their partners, sometimes even linking their souls in return for great power. Always by their side they shall have an ally that will know no fear, and whomever crosses their path shall face the judgment of steel.
Steel Born Traits
Ability Score Increase. Innate Magic. Weapon Physiology. Living Construct. Recharge. Living Weapon. False Appearance. Malleable. Limited Telepathy. Languages.Ability Score Increase
Ability Score Increase. Your Strength or Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Speed.
Speed. Your base walking speed is 0 feet. You have a fly (hover) speed of 30 feet. You cannot fly higher than 5 feet.
Weapon Physiology.
Weapon Physiology. You cannot wear armor, wield weapons or hold items. You can wear rings, amulets and other jewelry on your haft, crossguard, through holes in your blade or any other means of having it on your weapon.
Innate Magic.
Innate Magic. You can innately without any spell components cast mage hand cantrip.
Living Construct.
Living Construct. Your type is Construct and that fortitude gives you some 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.
- If the mending spell is cast on you, you regain 2d6 hit points. The caster additionally to casting this spell, may expend a spell slot to heal you for 1d6 extra hit points, for each spell slot level expended. Potions cannot heal you, as you cannot drink.
- If you are reduced to 0 hit points, while unconscious you lose all of your magical properties and return to your true form. Additionally you cannot be stabilized by a medicine check. Instead, you can be stabilized by a successful DC 10 Arcana or an appropriate Artisan's tools check(Up to DM's discretion)
- You are vulnerable to spells that directly effect items, like Heat Metal and Shatter.
Recharge.
Recharge 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.
Living Weapon.
Living Weapon. You resemble a weapon from the weapons list in the PHB. You are always considered to be wielding that weapon. You are only Proficient in a weapon from your class, or any Feats gained. You do not suffer disadvantage to your attack rolls due to being a Small creature attacking with a heavy weapon if you are a heavy weapon. You can allow yourself to be wielded by another creature. That creature must attune itself to you as though you were a magic item. If you are unwilling to be wielded, that creature must succeed on a grapple check against you. Additionally you gain the properties of the weapon whom form you take (such as a dagger, having light, finesse and thrown properties.). If the weapon you are has the thrown property, it can only be used when you are wielded. If you are a weapon that requires ammunition, you can conjure a singular piece of ammunition every time living weapon makes an attack, which uses a Bonus Action for reloading, after which the ammunition disappears.
False Appearance.
False Appearance. When you remain motionless and you are not flying, you are indistinguishable from a normal weapon. In combat, while motionless and as long as you haven't take any actions enemies can identify you as a threat and attack you if their Passive Insight is higher than your Passive Deception (Passive Deception is 10 + Your Deception Modifier) or by making a successful Insight check.
Malleable.
Malleable. As an Action you can change your form into any other basic non-magical weapon in the PHB. You can use this trait a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Limited Telepathy.
Limited Telepathy. You can telepathically speak to any creature you can see within 15 feet of you. You can only speak to the creature telepathically through languages you understand.
Languages.
Languages. You can speak, read and write Common and a language of your choice.
Comments