Homebrew Furi Species Details

Physical Decription:                                                                                                                                                                                                                       The Furis (fyr-ees) are the arcane/mechanical creations of artificers from the plane of fire and through some means have gained independence from their creator. Thier bodys are made of brass or iron and are normally black but can be painted other colors. They resemble a skeleton of a female tiefling with sharp claws on their hands and feet, horns petruding form their foreheads, and long tails that are much thinner. In between their "ribs" is glass magically enchanted to not be melted by laza or shatter by an extremely loud sound. Their body is filled with lava that houses their core. The back top of their head is missing leaving a gap where flames continually come out.

History:
Automata are created by Artificers and necromancers by takimg the soul of a once dead entity and placing it in the core. They serve their masters loyally, However, very rarely, under strenuous circumstances such as the death of their master, or some powerful arcane surge, their minds become truly their own. Such a trauma often fragments their memories or wipes them completely. Furis often spend their time trying to understand their own creation, hunting fragments of memories or clues about their kind.

Society:
Furis are often have a bounty put on their head after gaining sentience and are hunted by bounty hunters . For this reason, many move often or join groups of adventurers in hopes that they will keep them safe.

Racial Names:
Furis are given names upon their creation. These givennames could be anything, influenced perhaps by their creator’s origin and manner. However, some give themselves new names after gaining sentience.

Furi Traits

Racial traits

Ability score increase

Your constituition score increases by 1,dexterity score increases by 1,and charisma score increases by 1

Age

As long as their core survives they will live forever and never age

Alignment

Furis morality depends case to case but they will usually lean towards the chaotic alignment

Size

Furis can be from 5 to 7ft tall. Your size is medium

Speed

Your base walking speed is 30ft

Eternal light

You constantly produce bright light in an 20ft range. When attempting to hide from an enemy said enemy has advantage on their perception check when they rely on sight

Immunities and weaknesses

You have immunity to fire and poison but have weakness to cold and lightning damage

Every 30 seconds spent in rain or snow your core takes 1 cold damage. Every 10 seconds underwater your core takes 2 cold damage

Languages

You know common and ignan

Core

The furis power source is their cores. When your body is reduced to zero hit points your core will eject from the back of the head 15ft behind you. The core has a hit point maximum of 5+your constitution modifier and increases by five every level. The core has a flying speed of 30ft. Your body is enchanted to repair itself once the core exits and will take 1 minute and 30 seconds to repair itself. An extra 30 seconds is added for every point of damge is taken is added each time the body takes damage conversely time can be taken away by an ally taking an action and making a tinkers tools check to halve the time. You can heal your core 1 hit point by consuming 10lb of flamable material, by taking a short rest healing 1 hit point for every hit die used, or taking a long rest which will heal 2 hit points times your current level

Natural weapons

Your fangs,claws,and tail are all considered simple weapons you are proficient in.

Fangs: your fangs have a reach of 5ft and deal 1d4 piercing damage+your strength modifier and 1d4 fire damage.

Claws: your claws have a reach of 5ft and deal 1d4 slashing damage+your strength modifier and when you attack with a claw you can use your bonus action to attack with the other.

Tail: your tail has a reach of 10ft and deals 1d4 peircing damage

Overcharge

Your core starts to produce an excess amount of energy that resembles purple electricity that courses through its body.

As a bonus action you can activate or deactivate the overcharge feature

When attcking with your natural weapons or a metal weapon for the first time on your turn add 1d6 lightning damage to the attack.Every level you increase the amount of die by one 

When the core is out of the body and overcharged at the begining of your turn you deal 1d6 lightning damage to all creatures in a 10 foot range and can use your action to fire out a lightning bolt at a creature within 30ft of you dealing 1d10 lightning damage.Every level you increase the amount of die by one 

Every turn you are overchared you must make a constition check of 15 or take 1d6 lightning damage times half your level

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