Homebrew Craft Forged Species Details

The craft forged were created in an attempt to further integrate artificial beings into normal society on the Sword Coast. Although they are still exceedingly rare, the emergence of the practice of artifice has lead to the birth a new race of constructs, the craft forged.

Living Steel and Stone

Craft forged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Craft forged are often unique and vary dramatically from one another. Their form is first determined by their creator, although it is nearly certain that a craft forged will alter their own appearance over time.

Although they were manufactured, craft forged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to craft forged that they do to other humanoids.

Craft Forged Personality

The warforged were the first constructs to stand among the other races on the Sword Coast. They were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. Craft forged do not share that fate. They were designed as artisans and workers that could live as true equals among the other races. They are not compelled into subservience, but very often they are inclined to help others in need, and often prefer to take a supportive role to a craftsman or worker. Craft forged are designed to be modified and altered over time. The earliest craft forged were created by gnomes, and were imbued with a whimsical nature and a curious mind. Although some nuance of language, communication, and emotion may elude them, the craft forged are designed to become expressive and creative individual beings. A craft forged's nature and morals are initially influenced by their creator, but their identity is theirs to forge as they live among the denizens of Faerun.

The typical craft forged has a sexless body shape. Some craft forged ignore the concept of gender entirely, while others adopt a gender identity.

The more a craft forged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.

Craft Forged Traits

Your craft forged 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

You may increase your Dexterity, Intelligence, Wisdom, or Charisma score by 2, and one other of those scores by 1. You may not choose the same ability score twice.

Age

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

Alignment

Most craft forged start their lives as a reflection of their master's will. They are clever and individualistic by design. Often they absorb the morality, or lack thereof, of the beings with which they serve. However, over time they will begin to form their own ideas and values. Generally, craft forged love to cooperate, and often have good natures.

Size

Your size is Small.

Speed

Your base walking speed is 25 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.
  • Unlike warforged, you must "sleep" to recharge your alchemical batteries. You can be put to sleep by magic, and are not alert while resting.

Integrated Armor

Your body has built-in defensive layers, which allows you to integrate your armor.

  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can’t be removed from your body against your will.

Specialized Design

You gain two skill proficiencies and two tool proficiencies of your choice.
You can integrate  up to 4 sets of tools you are proficient with into your body. This process takes one hour, and they can be removed the same way over the course of an hour.  Integrating these tools requires 25g worth of materials which are consumed.
When you make a skill check using these tools, roll 1d4 and add that roll to the total for the check.

Alchemical Overdrive

You have the ability to overdrive your alchemical batteries, which increases your efficiency and speed when working. This boost can also give you a temporary edge in battle. Using a bonus action (or a reaction for Super-Shield), you can activate one of the following abilities. You may use Power-Pace  once per short rest. Using Turbo-Toil or Super-Shield  disables your ability to use any abilities of Alchemical Overdrive until you finish a long rest.

  • Power-Pace:  For one minute, you increase your speed and evasion on the battlefield. During this time, your movement speed is increased by 10 feet, and you may use a bonus action to take the Dash or Disengage action. For the duration, you have advantage on dexterity saving throws. When you first activate this ability, you may immediately move your movement speed without triggering opportunity attacks.
  • Super-Shield: As a reaction, you can discharge an enormous amount of battery power to shield yourself from energy. If you are targeted by an attack roll or fail a saving throw against an attack or spell that deals fire, lightning, acid, thunder, or lightning damage, you can use your reaction to automatically avoid that attack or succeed on that saving throw. If you still take damage when using this ability, you are granted resistance against the damage type. This puts enormous strain on your battery, and disables the use of Alchemical Overdrive until you finish a long rest.
  • Turbo-Toil: For 1 hour, you improve your ability to use your artisan tools. For the next hour, you will accomplish 1d4 additional hours of work when using artisan tools, whether it be a magic item, a potion, or some other project or repair. This puts strain on your battery, and disables the use of Alchemical Overdrive until you finish a long rest. (NOTE: This ability is not doubled by an Artificer's ability to work twice as fast on magic items. Add 1d4 hours of progress onto your project, and do not double that value.)

Languages

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

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