Homebrew Cursed Living Artefact Species Details

Cursed Living Artefact Clusters
Cursed Living Artefact Clusters also known as Living Artefacts are a unique race. There are no two Living Artefacts alike, these beings are an assemblage of cursed, damaged or old magic items that came to life. While most were created as servants some just came to life from a discrded pile of defective magic items or other such unpredictable scenarios.

Origines Of Living Artefact
There are a numbers of reasons why a bunch of failed magic items would come to life: some bored otherworldly being created them on a whim, or they were failed experiments always thrown away through a magic trashcan that teleported them away only to be found by Kuo-toa who worshiped them to life, or the items were part of a dragon's stash and through exposure to magic they became sentient.

A Unique Morphology
Living Artefacts have what is called a dormant form, somewhat equivilent to sleeping for organic creatures. Some Living Artefacts' dormant form is nothing special such as a Living Armor just becoming motionless, making them indistinguishable from a normal suit of armor. But some have a dormant form that is radically different than their animated one. Maybe part of their body is a bag of holding and when they turn into their dormant form they go inside said bag.

Cursed Living Artefact Traits

Your character has the following racial traits.

Ability Score Increase

One ability score of your choice increases by 2, and an other increases by 1.

Age

Ageless, a Living Artefact never ages.

Alignment

Most Living Artefact tend towards chaos and evil due to the circumstances of their birth and the struggles of their cursed lives, but Living Artefact are so rare that they can really be of any alignment.

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 4d12

Height = 3 feet + 8 inches + your size modifier in inches

Weight in pounds = 44 + (4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.

 

Dormant Form

Living Artefacts have what is called a dormant form. You have the following features:

  • You can spend ten minutes meditating to enter your dormant form.
  • When in your dormant form and conscious you can exit your dormant form instantly at will.
  • When you take a long rest you must spend 4 hours in your dormant form.
  • In your dormant form you appear inert; you are petrified but not unconscious unless stated otherwise.
  • In your dormant form you can perceive your surroundings as normal.
  • You can communicate telepathically to any creature in physical contact with you. If you don't share a language you can still share images and emotions
  • If you drop to 0 hit points and fall unconscious, you instantly enter your dormant form. You do not make death saving throws but you still suffer death saving throw failures from being hit. If you spend 1 hour in this state you stabilize.
  • When in your dormant form a creature can attune itself to you. This is called having a Host (see below).

 

Living Construct

While you are considered Humanoid you are not made of flesh and bone. You are a Living Construct, this is represented by the following features:

  • 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.
  • You can integrate any item that can be worn, such as boot, jewellery, or armour by spending an hour with it. If an item requires attunement this counts as attuning to it. You can don only armour with which you have proficiency.
  • While you live, integrated items can't be removed from your body against your will.

Cursed Body

All Living Artefact are made of damaged or cursed items. With you DM choose two banes and a boon. Banes are curses and boons are the opposite: permanant beneficial effects. There may be ways to remove banes and add boons: your DM can find creative ways to make this happen, for example a quest or fortuitous encounter, obviously a remove curse spell wouldn't work but a wish spell shouldn't either.

Here are some examples of boons and banes:

  • A +1 (boon) or -1 (bane) bonus to AC.
  • When rolling a d20 treat a 19 as a 20 (boon) or a 2 as a 1 (bane).
  • A permanant modifier to a specific saving throw or skill.
  • A effect akin to feats like Keen Mind and Linguist without the stat bonus.

Languages

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

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