Homebrew Beloved Species Details
Any toy can become a Beloved. A patched stuffed bear, a porcelain doll, a wooden knight, a cloth dragon, or some other treasured plaything may awaken after being loved deeply enough. The person whose devotion first gave the toy life is known as its First Friend.
That bond begins a Beloved’s story, but it does not determine it. Awakening grants the toy a mind, a voice, and a will of its own. A Beloved is nobody’s possession. It may remain beside its First Friend, seek other companions, become an adventurer, or build an identity entirely separate from the purpose for which it was made.
Beloved do not grow old in the way mortal creatures do. Time may fade their fabric, chip their paint, or loosen their seams, but patient care can preserve them indefinitely.
Size. Your size is Small or Medium. You choose the size when you select this species.
Speed. Your Speed is 30 feet.
Beloved Traits
As a Beloved, you have the following species traits.Creature Type
You are a Construct.
Living Toy
You don’t need to eat, drink, or breathe. You sleep normally, and you do not age. Awakening grants you a functional voice, senses, and hands or equivalent manipulators. These manipulators count as hands for using equipment and providing spell components but grant no additional reach or movement modes.
Might Be Mended
You can regain Hit Points from spells, potions, and other healing effects as normal despite being a Construct.
The Mending spell can target you. When it does, you can expend one of your Hit Point Dice, roll it, and regain Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).
During a Short Rest, you or another creature can use an appropriate set of Artisan’s Tools, such as Weaver’s Tools, Woodcarver’s Tools, or Tinker’s Tools, to repair you. If the creature is proficient with those tools and you spend one or more Hit Point Dice to regain Hit Points as part of finishing that rest, you regain additional Hit Points equal to your Proficiency Bonus. You can receive this additional healing only once per Short Rest.
Neither form of repair can return you to life.
Irresistibly Adorable
When you make a Charisma (Persuasion) check to influence a creature that can see you, you can give yourself Advantage on that check. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Toy Stillness
As an Action, you become perfectly still. Until you move, speak, or take an Action, Bonus Action, or Reaction, you are visually indistinguishable from a nonsentient toy of your kind. This changes only your appearance; you remain a creature for all rules purposes. This trait does not make you Invisible or Hidden, and a creature that saw you move or otherwise knows your true nature isn’t fooled. Visible equipment, careful physical handling, or magical examination can reveal your nature, at the DM’s discretion.
Crafted Body
Your construction gives you a distinctive physical capability. When you select this species, choose one of the following Crafted Body options.
Cushioned. When you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce that damage by 1d6 + your Proficiency Bonus. Once you use this Reaction, you can’t use it again until you finish a Long Rest.
Reinforced. When an attack roll hits you, you can take a Reaction to increase your Armor Class by 2 against that attack, potentially causing it to miss. Once you use this Reaction, you can’t use it again until you finish a Long Rest.
Articulated. As a Bonus Action, you can move up to your Speed without provoking Opportunity Attacks. Once you use this Bonus Action, you can’t use it again until you finish a Long Rest.
Heart Gift
The love that awakened you left a particular kind of magic in your heart. When you select this species, choose one of the following Heart Gift options.
Comfort. As a Bonus Action, choose yourself or one willing creature within 5 feet of you. The chosen creature gains Temporary Hit Points equal to 1d6 + your Proficiency Bonus. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Mischief. As a Bonus Action, you become Invisible until the start of your next turn. The invisibility ends immediately after you make an attack roll, deal damage, cast a spell, or force a creature to make a saving throw. This effect does not make you Hidden. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Wonder. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for this Heart Gift. You know the Prestidigitation cantrip. Starting at character level 3, you can cast Heroism with this trait without expending a spell slot. Starting at character level 5, you can cast Calm Emotions with this trait without expending a spell slot. Once you cast either leveled spell with this trait, you can’t cast that spell with it again until you finish a Long Rest. You can also cast either spell using any spell slots you have of the appropriate level.
When you cast Calm Emotions with this trait, you and other willing Constructs in its area can be affected as though they were Humanoids. Those Constructs can choose to fail the saving throw.
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