Homebrew framebilt Species Details
“Built with a mineral frame covered in living wood fibers, the framebilt were the creations of Copehtor. He breathed life into them in the image of mechanical soldiers from the Old World, and assigned them tasks to perform in the worldshaking conflict they were engrossed in. They performed their work diligently, and when the war finally came to an end they served faithfully and worked to help rebuild civilization. Many ancient cities and monuments to the future were erected by these efficient individuals, aided chiefly by the nephilim. However, as conflicts among the gods continued, they found themselves torn between their creator and their former allies, and in the end fell under the sway of the victors. When their knowledge of the weapons of the gods proved dangerous they were put into stasis, set to awaken when their memories of such designs had vanished. Body and Soul From where the soul of the framebilt was pulled is a mystery. Perhaps they were born the same way as the nephilim, from the old memories and lost spirits of those who died in the Old World. Where their life comes from may not be known, but by some means Copehtor, himself a framebilt with a mysterious origin, managed to conjure some connection to a source of life that willingly entered these newly created husks. When a framebilt dies, however, it does not become a petitioner or pass on to another world unless expressly invited by a god. They remain inactive unless revived, and after enough time passes their souls simply disappear. The body of each framebilt is, as described before, a frame resembling a skeleton that is made of tough minerals or stone. This frame is covered in an approximation of organs, veins, arteries and muscles made from vegetation (mostly fibrous wood). Where other creatures have skin, framebilt have a petrified wooden material that can bleed and heal. They do not have much in the way of organs since they do not have a need to eat or breathe, but they have an oil-like substance that functions as blood, and a core where their heart should be that regulates and pumps that blood through their body. The physical features of framebilt can vary to a great degree, but unless they go about customizing themselves they often have a similar dull appearance. The organic elements of their body have an amazing property: they instinctively know how to interact with mechanical enhancements to change shape and activate their functions. Their ability to integrate weapons and armor relies on their body’s natural adaptations, which often involve knitting their equipment into their body itself. This can give the impression that they are mechanical through and through since they sometimes seem to shift and transform, but this is just the clever natural mechanism that adapts them to whatever equipment they carry. Advancements in Technology High Wave’s Rising Peak is the greatest center of technology in the known world, far surpassing even the ancient tech used by the gods (with exceptions including things like the DGR Units and Sword of Damocles). The framebilt are largely responsible for this, since their ageless, tireless work has allowed these advancements. Where the elves and other naturalist races of the world dote on primal magic and ancient tradition, the framebilt have been charmingly unconcerned with such notions and seek to bring as much convenience and wonder to the world through their tech as they can. As of the current age, framebilt and their associates are the key reason why airships are even moderately possible, as well as the various vehicles like the grabblers and wave drakes. Though given the side-eye, a national project of theirs is the construction of a “high-speed railroad”, aiming to create a network of vehicles that can move across their country at high speeds - and maybe in the future, the whole continent. It has long been the concern of other countries and the royal family that framebilt represents a possible military threat if they set their sights on advancing their weaponry. Most who level these issues toward them are met with a cold reassurance that they mean well, and furthermore that if they intended to increase their military might they would have already done so, and have had enough time to render themselves untouchable in that regard. Lost Memory (Order #45779344) Awakening in a New World After waking up from their various vaults, most framebilt begin a new life with no idea of the role they played in ancient affairs. The majority tend to end up in High Wave, either because they have a natural drive to seek more of their kind or because of scouts sent out from the Rising Peak specifically to lure them back under Vanderbilden’s orders. Some remember their old technical skills and end up going to work building new technology, while plenty of others build entirely new skill sets and live new lives. Few framebilt were originally created to be part of a group of guardians called the Bildengard. These units were established to protect Vanderbilden and operate DGR Frame Units in support of him (specifically, they were trained to pilot the ProtoDGRs). Their purpose as guardians, defenders and something akin to a knight of old persists in their mind, and they recognize that they were part of the Bildengard even if everything else falls to the wayside. Most of them are openly accepted under Vanderbilden’s command, but some are sent out or leave of their own accord and find lives elsewhere.
framebilt Traits
Your framebilt character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
A framebilt can live eternally and has little concept of adulthood. So long as their body is kept in functioning condition, they don’t suffer the effects of age. Magical
Alignment
. Framebilt are observed to most commonly be of a neutral alignment, but other patterns can emerge from their moral outlook.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 × your size modifier)
Speed
Your base walking speed is 30 feet.
Body of Lost Design
Your body is made of wooden muscle fibers twisting around a stone or metal frame, and so you are not like other living creatures. You have the following traits: You do not need to eat, drink or breathe. You can, however, for leisure purposes imbibe items such as potions, as well as consume and process food. You cannot sleep or be put to sleep magically. You are immune to disease, and have advantage on saving throws made to resist being poisoned. During a Long Rest your body goes through a period of self-repair wherein your wooden muscles and mineral elements rearrange themselves to fix damage. If you have more than half of your hit dice when you begin a Long Rest, you do not need to sleep but do need to spend four hours resting as per the usual rules governing rest and activity. If you have fewer hit dice than that, you must power down into a sleep-like state for four hours to facilitate a proper recovery.
Integration
Your body is built to allow various types of equipment to be armed and ready, and for armor to seamlessly fit over your wooden/stone frame. You have a number of points of Integration equal to your proficiency bonus. Over thirty minutes you can integrate a piece of equipment or swap an integrated piece of equipment for a new one (ejecting a piece of integrated equipment can be done in 1 minute). A piece of hand-held equipment takes one Integration point, while ones with the two-handed or heavy properties require two. Light armor takes one, medium armor takes two, and heavy armor requires three
Accumulated Knowledge
You gain Expertise in one skill you have proficiency in.
Sensorvision
You have blindsight out to a number of feet equal to 10 x your proficiency bonus.
Multiped
You have an additional set of arms which allow you to carry an extra set of objects. You are able to perform one of the following with each extra free hand: You can wield one additional one-handed weapon. If you dedicate both extra hands to it, you can wield a twohanded weapon instead. You can wield a shield. You can only gain benefits to your armor class from one shield at a time. You can hold an additional tool or magical item and have it ready for use. Take one extra interaction on your turn. Give yourself advantage on an Athletics check made to make or break a grapple. When you make an unarmed strike, you can add 1d4 to the damage for each free extra hand.
Points of Failure
When a creature makes a weapon attack against you, you can use your reaction to subtract your Dexterity modifier from their attack roll by using your various limbs to interfere with or take cover from the attack. You must do so before you know if the attack failed or succeeded. You can use this feature a number of times per Long Rest equal to your proficiency bonus, but a use is only counted as expended when it successfully causes an attack to miss you.
Spiderhand
You can climb on walls as though under the effects of the spider climb spell, but when you do so your extra limbs gained through Multiped are considered occupied and cannot be used. If those limbs are not available to use you cannot use this feature
Languages
You can speak, read, and write Common and one other language of your choice.
Comments