Homebrew Warforged Controlled by Magic Hat Species Details
It is a classic warforged controlled by a hat
Warforged Controlled by Magic Hat Traits
The warforged is very resilientConstructed Resilliance
- 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.
Sentrys 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.
Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Integrated Protection
- You gain a +1 bonus to Armor Class.
- 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 must 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 one skill proficiency and one tool proficiency of your choice.
Magic Hat
Hidden Appearance
Inanimate objects that have been given live, either by magik, dark necromancy, or dark devotions often try to be hidden. The average passerby would pay no attention to such item as it looks like a crumpled old hat. But closer inspection may reveal otherwise.
Magically Inclined
Being made from magic, these creatures are often imbued with forces that can be learned to be control. How the magic coalesces into use is often determined by the creature. Sorcerer's hats are natural spell casters, wizard hats have to study the arts to learn to control their runes, hats of great bards resonate with a natural harmony with their owners, and clerical hats have to be accepted by their owners god before being able to harness their abilities.
Appearance Change
Being constructs of magic they have power over their form and will normally change their appearance to match the location, maybe being a top hat in a bustling city or a Ushanka in a snowy climate, while the appearance change offers no assistance things like the cold cannot bother a Magic hat, they can be spotted easily enough however by their host who will have glazed over eyes in normally a silvery tone.
Possession
Possession: One being that the Magic hat is within 5 ft. of must succeed on a DC 13 Constitution saving throw or be possessed by the Magic hat; the target is Incapacitated and loses control of its body. The Magic hat now controls the body and deprives the target of awareness. The Magic hat itself can't be targeted by any Attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge.
The possession lasts until the body drops to 0 Hit Points, the Magic hat ends it as a Bonus Action, or the Magic hat is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, the Magic hat is removed from the body and the target is devoured by Cthulhu through a portal. If the hat is removed by magic or a spell the target survives and returns to normal. The target is immune to this Magic hat Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Languages
You can speak, read, and write Common and one extra language of your choice. Due to being created from the soul of a wizard you normally inherit the language they spoke in life.
Score Increase
Magic hats tend to follow most of the traits of its original creator
Ability Score Increase
Your host's intelligence increases by 2
Magically Built
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Limbless?
Not Quite. You know Mage Hand as a cantrip. This does not count against your known or prepared spells.
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