Homebrew Heavy Frame Warforged Species Details
A specially designed Warforged made specifically for increased damage and destruction.
Feared by many for their destructive capabilities.
Appearance
- Heavy Frame Warforged are usually 8 feet tall, yet taller variants do exist
- Weigh around 800lb depending on what they have equipped
- Have a single hand, as the other arm as detachable appendages that can be replaced for other forms of weaponry, such as a magical cannon.
- Has a large metallic box on their backs that acts as a generator
- On the front of their large armored hull it has one optical sensor that can see in the dark
- Has Large, Heavy metal plates covering the frame beneath it, where their internal robotic "organs" are hidden.
Wanderers
The Heavy Frame Warforged were mostly decommisioned after the war, yet the few that managed to stay online were sent out and wander aimlessly in search of the next big battle, still thinking they are on their war march. Some have been able to "tame" these beasts, by either reprogramming them through the pannel on the tops of their backs to see the person as friendly, or persauding them that theyll lead them to their next battle, if the person understands their history.
Purpose
Their main purpose was to act as a finishing force during the last war, as a group of them, with their destructive ability could easily demolish a town in hours. yet, once the battle was fought they had no purpose, and such, they were decommisioned and scrapped. yet some had managed to bond with certain mechanics, who let them free, to wander the world.
Heavy Frame Warforged Traits
Constructed Resilience, Defense Position, integrated protection, Specialized Design.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.
Defense position
When you take a long rest, you must spend at least seven hours in an inactive, motionless state, rather than sleeping, with increased wisdom . In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. if anything is spotted you can exit this innactive state, but it does not count as a long rest, and will have to activate another long rest for abilities to be recharged.
While in this state, you gain:
- +2 wisdom
- +1 strength
Advanced Integrated Protection
Due to your use as a heavy force, you were constructed with advanced metals and alloys, but it cannot be increased by any form of armor.
you can, however, modify your armor if you have enough resources,
some things you can modify your armor with is
- Bone, as make-shift spikes you can magically weld to your hull.
- You can paint your armor to match the surroundings, given you have enough paint.
you can unlock further options at further levels,
level 3,
- Armor plates, you can salvage off enemies and from armor that is bought
- Metal spikes, that you can strip from armor plates and weapons.
level 5,
- if you have bone spikes or metal spikes you can mantle heads of enemies you have killed as a way to intimadate foes.
Ability score increase
Your Constitution score increases by 2, and one other ability score of your choice increases
Specialty Design
You gain one skill proficiency and one tool proficiency of your choice.
chosen tool will be equipped as your secondary arm, but can be swapped for a regular arm.
language
you can choose one common language to read and speak in, and one language of your choice.
Built in magical cannon
A built in magical cannon that can cycle through different spells per use.
can replace the normal arm, or can be replaced by another tool or arm.
Once per day, you must take a long rest to recharge the magical cannon, or else it will not work properly and you will gain disadvantage to attacks with the cannon, and over the course of the next day, you will gain more disadvantage until you are unable to use it.
starting disadvantage
-
2d6
second disadvantage
- 2d10
third disadvantage
- 2d16 damage
Spell Damage
when using the cannon, you can calculate spell damage regularly, plus 1d6 for total damage
Usage before disadvantage
you can fire the cannon 5 times per day before a long rest is required to fully recharge it and not recieve disadvantage.
you must wait 4 turns during battle after every use of the cannon to re-use the cannon.
Dex Disadvantage
while the magical cannon is equipped, you gain a disadvantage to dexterity checks.
Previous Versions
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7/17/2020 3:51:12 AM
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