Homebrew Fleshforged Species Details

When House Cannith first brought their sentient Warforged to bear on the battlefields of the Last War, they inspired fear and awe in those who fought against such relentless, tireless forces. Many rightfully feared these new creations, but others found inspiration in House Cannith's machinations. Sentient soldiers, who could follow complex commands and execute logical and pristine maneuvers, who required neither sleep, nor food...there was much to be envied about such creations, and The Crimson Covenant, leaders of the Blood of Vol, envied such creations greatly. Lorelea Kraal, 12th among the 13 of the Crimson Covenant, believed she could use the combined ingenuity of House Cannith's new creations with the old necromantic magics of The Blood of Vol to create something truly remarkable. But House Cannith would not give up their secrets to one not of their House. So, in the chaos of the Last War, Lorelea Kraal, in secret, kidnapped one of the heirs of House Cannith. She conducted unspeakable rites, and through them wrenched the information from his very soul, destroying him, mind, body, and soul, in the process.

Armed with the secrets of House Cannith and the creation of the Warforged, Lorelea began the process of creating the first of the Fleshforged, who would become the greatest generals of her undead army and secure her eventual ascension to 1st among the 13.

Of Flesh and Steel...

Fleshforged are a creation of both organic and inorganic materials, much like the Warforged designs on which they are based. Unlike the Warforged however, whose forms are quite obviously inhuman due to their construction of steel and stone, the Fleshforged are built in a similar fashion to flesh golems, utilizing real flesh embedded with machine components and magic to create an unerring facsimile of life. For the Blood of Vol, so used to working with the undead armies they command, this life is merely that: an exquisite imitation of life, but the fleshforged themselves, if they were allowed such dissension, might disagree.

Fleshforged, like the warforged, were often built in specialized designs, some utilizing the incredibly dense musculature of the stone giants concealed beneath the appearance of a normal man to create soldiers with strength far beyond the limits of normal men, others concealing tools within their very bones, to be extracted when the time came. Still others were created to match the prowess of other races, sometimes even combining their strengths into new, often ghastly forms. An orcish body with the concealed fire-breathing glands of a dragonborn, a goliath with the spines of a barbed devil concealed beneath its skin,  and once, it is rumored, even a cyclops whose eye was replaced with one stolen from a beholder. The creator of a fleshforged gathers together the desired components, constructing the fleshforged in the image and composition of their desire.

Despite being unnatural constructs more closely related to golems than humans, fleshforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to fleshforged that they do to other humanoids.

Fleshforged Personality

The fleshforged were built to serve, to fight, and, occasionally, to infiltrate unexpectedly. For the most part, fleshforged serve their creators or those they have been commanded to serve by their creators, performing tasks and duties to the specification and expectations lain upon them. However, since their creation, there are a few who have desired more from their newfound lives, opting instead to escape their masters and go out into the world. Those who serve willingly serve ruthlessly and without question, while those who escape are often conditioned by their time with the agents of the Crimson Covenant to be self-serving, distrustful, and suspicious of all those around them.

Unfortunately, most of the fleshforged who manage to escape the service of the Crimson Covenant are hunted down immediately and destroyed. The Crimson Covenant wishes to keep the existence of the fleshforged a secret for as long as they can, and they are ruthless when dealing with defectors, living or otherwise.

The physical forms of the fleshforged are as varied and twisted as the minds of the Crimson Covenant, though most have a humanoid appearance that they might be concealed among the living.

Fleshforged Names

Fleshforged receive names during service as often as they receive new duties. Very few among the 13 or their servants ever deign to give their fleshforged servants names outside of those required for their missions. Those who escape service and live typically take a name from among the people they hide amongst, attempting to conceal their true nature from those around them, lest they are discovered by agents of the Blood of Vol and slain. 

Fleshforged Traits

Your fleshforged character has the following traits.

Ability Score Increase

Your Constitution score increases by 1. Additionally, your Strength or Charisma score increases by 2.

Age

A typical fleshforged is between two and twelve years old. The maximum lifespan of the fleshforged remains a mystery, as most do not survive more than 10 years in service to the Crimson Covenant, and even those that do are often "repurposed" every few years, their minds wiped and replaced when they fail to perform exactly to specifications.

Alignment

Most fleshforged serve the Crimson Covenant, and as such have absorbed their evil intents and alignments. However, some, those who have escaped or who secretly serve the Covenant unwillingly, may have different alignments. Those serving the Crimson Covenant tend towards a Lawful Evil alignment, while those who have escaped and are hiding tend towards either a Chaotic Evil or Chaotic Neutral alignment, as self-preservation takes precedent over any sort of honor or morality.

Size

Your size is Medium. Most fleshforged stand between 5 and 6 1/2 feet tall, though some rare exceptions occur depending on their intended function.

Speed

Your base walking speed is 30 feet.

Fleshforged Resistance

You were created to have remarkable fortitude, represented by the following benefits.

  • You have advantage on saving throws against any spell or effect that would alter your form, and you have resistance to lightning damage.
  • You are immune to disease.
  • You don't need to eat, drink, or breathe, although you are capable of performing any of these actions.

False Rest

When you take a long rest, you must spend at least 6 hours in an regenerative stasis rather than technically sleeping. In this state, you appear to be asleep, but it doesn’t render you unconscious, and you can hear as normal.

Unnatural Enhancement

Your body has been altered to incorporate certain unnatural characteristics, some stolen and others entirely unnatural. You choose 2 unnatural enhancements at 1st level and a third enhancement at 5th level.

At 1st level, choose 2 of the following options:

  • Devil's Spines - You have spear-like protrusions that can be retracted or extended from your fingers, forearms, or another part of your body. These claws or spines can be used as natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Merfolk Amphibious Adaptations - You have gills that can be hidden and webbing that can be disguised on your hands and feet. You can breath air and water. You gain a swim speed equal to your walk speed.
  • Muscles of Giants - Your muscles were created out of the denser muscular fibers of giant-kin. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Legs of the Minotaur - Your lower body has been crafted from the legs of minotaurs. Your cloven hooves give you disadvantage to move silently, but also impart you with the charging power of those great beasts. Your move speed increases by 5 ft, and immediately after you use the Dash action on your turn and move at least 20 feet, you can attempt to make an unnarmed strike or shove a target within range as a bonus action.
  • Eyes of Night - Your eyes were harvested from one of the many races with enhanced night vision. You gain darkvision out to a range of 60ft.
  • Vampiric Bite - You have fangs embedded in your jaw that were harvested from a vampire and still retain some of its potent bite. You gain access to a bite attack, which deals piercing damage equal to 1d4 + your Strength modifier. In addition, once per long rest when you make this attack, you may drain the blood of the target, if it has any, and heal yourself for an amount equal to the damage dealt.
  • Orcish Fortitude - You have been grafted with the heart of an orcish creature. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

At 5th level, you gain access to further enhancements locked within your form. Choose one of the options you didn’t take at 1st level, or one of the following options:

  • Dragon Glands - You can use your action to exhale fire from glands stolen from dragons and implanted in your throat. When you use your breath weapon, each creature in a 15 ft. cone originating from you in a direction of your choice must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your dragon glands ability, you can’t use it again until you complete a short or long rest.
  • Psionic Mind - You gain an internal reserve of psionic energy, known as psi points. You get 3 psi points, which recharge on a short rest.  You may spend a point to utilize one of the following abilities:
    • Mental Influence - As an action, you can spend 1 psi point to attempt to read the thoughts of a creature you can see within 30ft. The target can make a Wisdom saving throw to prevent you from gaining access to their thoughts. The DC for this save equals 10 + your Constitution modifier.
    • Psychic Parry - As a reaction to an attack against you from a source you can see, you can spend 2 psi points and roll 1d4. Add the number rolled to your AC against that attack. The attacker also takes psychic damage equal to the number rolled.
    • Limited Telekinesis - As an action, you can spend 1 psi point to cast the Mage Hand. The 'hand' is invisible for you as it is a psionic construct rather than a magical hand.

Aberrant Appearance

You have proficiency in one of the following skills of your choice: Intimidation or Deception.

Languages

You can speak, read, and write Common.

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