Homebrew Bioforged Species Details

Bioforged were created in the later parts of the Last War by House Cannith in a series of secret experiments that combined mechanical and biological systems to create a highly specialized, and very powerful weapon. Very few Bioforged were ever created, and due to their experimental and rare nature are not known to the public. 

Appearance:

Bioforged come in a variety of different forms, although there is one common theme throughout their design: they all seem to have segments of both flesh and machine, some blending the two together better than others. While most resemble humans in their organic parts, some can also take on the features of other medium humanoids such as elves, orcs, and even more exotic races such as tieflings or genasi in rare cases. Their artificial halves tend to be constructed with a variety of woods, stones, and metals such as copper, brass, and steel. They also have unique implements for their specialization. Such tools include pressure-powered fists for Brawlers, compact jump-jets for Skirmishers, an environment-matching cloak for Stalkers, thermal-vision eyes for Hunters, or reactive armor plating for Defenders.

Bioforged Traits

Your Bioforged has a multitude of unique abilities due to its specialized construction.

Darkvision

You gain darkvision out to a range of 30 feet.

Mechanical Composition

You gain resistance to poison, as well as advantage on constitution saving throws against poison and disease.

Specialized Construction

Choose one of the following options:

Brawler: Your unarmed strikes now deal 1d6+Str bludgeoning damage, and you make attacks against enemies you are grappling with advantage. Additionally, whenever you score a critical hit with a melee weapon attack or unarmed strike, your target’s speed is reduced by 10 until the start of your next turn.

Skirmisher: You gain a flying speed of 30 feet on your turn, however you must end your turn on the ground or you begin falling. Additionally, when an enemy ends its turn within 5 feet of you, you may use your reaction to move 10 feet without provoking opportunity attacks.

Stalker: You have advantage on Dexterity (Stealth) checks when in dim light or darkness. Additionally, you can use your bonus action to turn invisible until the start of your next turn or until you take an action or reaction.

Hunter: You have advantage on Wisdom (Survival) checks to track down an enemy you have hit with a weapon attack within the last hour. Once per turn, whenever you hit with a ranged weapon attack, you may deal an extra 1d8 necrotic damage if the target does not have all of its hit points.

Defender: Whenever you or a creature you can see within 20 feet is hit with a weapon attack, you may use your reaction to add 1d6 to the target’s AC, potentially causing the attack to miss. Additionally, whenever an allied creature within 5 feet of you takes damage, you may use your reaction to take the damage instead.

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