Homebrew Fleshforged v3 Species Details

"A living abomination!"               a wizard who had the misfortune of meeting you.

 

Ability Score Increase

Your strange biology grants you a chosen score increase of 1, and a strength score increase of 2.

Age

A Fleshforged must not let their core be destroyed, but do not age or die fully when its intact.

Alignment

Fleshforged have no consistent alignment, they are too rare to survey.

Size

Fleshforged are limited only in the size of the parts they make use of.

Speed

Your base walking speed is 25 feet.

Franken Core

Your body is composed of various foreign parts, but a single piece of it contains the last essence of your true self. If you fall below 0 hit points and die this core piece remains dormant for 12 hours before reanimating, or having a spell such as Revivify cast on you. However, if this core is destroyed none of your body parts can reanimate and you truly die. This core can be any limb or organ in your body; leg, hand, brain, beard. So long as you have other body parts, damage to your body is prioritized on them over your core unless it is specifically targeted. If your core remains separate from any body parts for a week it is destroyed.

Constructed Nature

As a Construct, you don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. You can still benefit from a long rest by spending 6 hours in an inactive state.

Patchwork Resilience

Your stitched form can be restored through both magic and craftsmanship. If the mending spell is cast on you, you can spend a Hit Die, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

You can also repair yourself using tinker’s tools. By spending 10 minutes working on your body, you can restore hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). You cannot perform this repair if you are at 0 hit points.

Patchwork Artisan

Your stitched form demands constant maintenance. Whether replacing seams, tightening screws, or sewing new pieces in place, you’ve become adept at repair. As such, you gain proficiency with Tinker’s Tools when working on yourself.

Detachable Limbs

As a bonus action, you can detach one of your smaller body parts and animate it. It becomes a Tiny Construct that follows verbal command.

You can detach one limb at a time, and you can reattach it as a bonus action while within 5 feet of it. If reduced to 0 HP, it falls inert and must be reattached with a 10-minute repair or a Mending spell.

AC: 11 + your proficiency bonus

HP: equal to level +4

Speed: 20 ft., climb 20 ft. (if a hand or foot)

Senses: same as yours, 5 ft sight

Actions: It shares your initiative and, following your verbal commands, can take the Help action, perform minor tasks a Mage Hand could do (lifting, fetching, manipulating objects, etc.).

Range: Must stay within 60 feet of you.

Languages

You can speak, read, and write Common and one other language.

 

Fleshforged v3 Traits

Your fleshforged 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 Strength score increases by 2, and one other ability score of your choice increases by 1.

Age

A typical fleshforged is between two and thirty years old. The maximum fleshforged lifespan remains a mystery; so far, fleshforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment

Most fleshforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

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 + (2 × your size modifier)

Speed

Your base walking speed is 30 feet.

Constructed Resilience

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

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Patchwork Artisan

Your stitched form demands constant maintenance. Whether replacing seams, tightening screws, or sewing new pieces in place, you’ve become adept at repair. As such, you gain proficiency with Tinker’s Tools when working on yourself

Patchwork resilience

Your stitched form can be restored through both magic and craftsmanship. If the mending spell is cast on you, you can spend a Hit Die, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

You can also repair yourself using tinker’s tools. By spending 10 minutes working on your body, you can restore hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). You cannot perform this repair if you are at 0 hit points.

Languages

You can speak, read, and write Common and one other language of your choice.

Unnatural Core

Your body is composed of various foreign parts, but a single piece of it contains the last essence of your true self. If you fall below 0 hit points and die this core piece remains dormant for 12 hours before reanimating, or having a spell such as Revivify cast on you. However, if this core is destroyed none of your body parts can reanimate and you truly die. This core can be any limb or organ in your body; leg, hand, brain, beard. So long as you have other body parts, damage to your body is prioritised on them over your core unless it is specifically targeted. If your core remains separate from any body parts for a week it is destroyed.

Detachable limbs

As a bonus action, you can detach one of your smaller body parts and animate it. It becomes a Tiny Construct that follows verbal command.

You can detach one limb at a time, and you can reattach it as a bonus action while within 5 feet of it. If reduced to 0 HP, it falls inert and must be reattached with a 10-minute repair or a Mending spell.

AC: 11 + your proficiency bonus

HP: equal to level +4

Speed: 20 ft., climb 20 ft. (if a hand or foot)

Senses: same as yours, 5 ft sight

Actions: It shares your initiative and, following your verbal commands, can take the Help action, perform minor tasks a Mage Hand could do (lifting, fetching, manipulating objects, etc.).

Range: Must stay within 60 feet of you.

Previous Versions

Name Date Modified Views Adds Version Actions
11/13/2026 3:58:35 AM
3
1
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Coming Soon

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