Homebrew Fuseling Species Details
Fuselings are born from the centre of planets thru volcanoes. Upon their fiery birth, they gain sentience. Newborns are very instinctual and immiediately seek out heat and metal. This means they are often found in the heat of the forges, assisting master smiths in crafting weapons and armor. Built to withstand extreme temperatures, Fuselings can endure the intense heat of molten metal and are capable of shredding through metal with their razor-sharp limbs and jaws.
Despite their constructed nature, Fuselings are sentient beings with their own desires and motivations. They are not forever bound to their primal urges, but can stay chaotic throughout life, making them unpredictable and sometimes difficult to control. However, Fuselings possess a strong sense of group identity, thriving in the presence of others they admire. This communal instinct allows them to work together seamlessly in forges, cooperating in a manner that seems almost organic.
When outside of the forge, Fuselings can be seen wandering the lands, driven by an insatiable hunger for metal. They are known to consume all sorts of metallic objects, from scrap to precious ores, savoring every bite as if it were a delicacy. Though this makes them troublesome for miners and craftsmen, it also means they can be valuable allies when guided properly. While they can be temperamental and erratic, Fuselings are highly skilled at what they do, making them indispensable assistants in any forge. Their unique mix of mechanical precision and magical essence gives them a special place in the world, one that bridges the gap between machinery and arcane power.
Fuseling Traits
As a Fuseling, gain the following traits:Metallic Apprentice
You gain proficiency with Smith's Tools.
Expertly Forged
You have immunity to the Fire Damage
- You have resistance to Cold Damage
- You don't need to drink or breathe.
- You don't need to sleep, and magic can't put you to sleep
Water Vulnerable
A bucket quantity of water deals 1d10 damage to you and causes a hardening effect. This amount of water causes you to have disadvantage on your next turn as you begin to harden. If you drop to 0 HP due to water exposure, you instead have 1 HP remaining, and have the petrifed condition until someone reheats you. Healing will restore HP, but will not fix petrification unless stated in the healing effect.
Slumbering State
When you take a long rest, you must spend at least six hours in an inactive, motionless state instead of sleeping. While in this state, you appear inert, but you are still conscious and can see and hear as normal.
Molten Plates
You can cast the 'Fuseling Heat Metal' "spell" by touch only. In addition you passively and naturally hot physique means you can't handle flammable objects with any part of your body. Touching or being touched by a creature deals 1d6 Fire Damage. This damage increases to 2d6 at level 3, 1d10 at level 5, 2d10 at level 10, 3d10 at level 15, and 4d12 at level 20. After level 10 you gain more control over your Molten Plates and can choose to deal only 1d6, 1d8, 1d10, 1d12 or full Fire Damage.
Alloy Appetite
You don't eat regular food, but you have an insatiable hunger for metals. If you fail to consume at least 2 lb. of metal in a day, you suffer 1 level of exhaustion at the end of that day. This exhaustion can only be removed magically or by consuming at least 2 lb. of metal.
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