Homebrew Seige Warforged Species Details
The Siege Warforged were built as experimental beings to be used battle during the Last War. The first of the Siege Warforged were mindless automatons, due to an unknown party pouring vast resources into improving the basic designs of the sentient Warforged created by House Cannitht, they had created sentient monoliths, weapons, walking battering rams used to destroy anything they were pointed at. They must now find a purpose beyond the war. A Seige Warforged can be a steadfast ally, a loose cannon, a cold-hearted killing machine, or a visionary in search of purpose and meaning.
Seige Warforged Traits
...- Ability Score Increase.
Your Strength score increases by 2.
- Age.
The Mental age of a Siege Warforged is that of an Adult Human ranging from 20 and up. The maximum lifespan of the Siege Warforged remains a mystery; so far Siege Warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
- Alignment.
Siege Warforged were built to destroy, tending toward neutrality and chaos, some have absorbed the morality of the beings with which they served.
- Size.
Siege Warforged are massive and stand between at 10 and 13 feet tall, and weigh between 500 and 900 pounds. Your size is Large.
- Speed.
Being so large, it takes you more time to move. Your base walking speed is 20 feet. You cannot swim and have no swim speed, you can walk underwater with no hindrance to movement speed.
- 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.
- Sentry's 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.
- Integrated Protection.
Your body has built-in defensive layers, which can be enhanced with armor.
- 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.
- Massive Presence.
You have proficiency in the Intimidation(CHA) skill. You have disadvantage on Stealth(DEX) checks. You can't fit comfortably through most doors, in most buildings, or in tight spaces (dm's/gm's discretion).
- Natural Armor.
You are built with thick layers of armored metal. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
- Powerful Build.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Crashing Charge.
As a bonus action you rush 40 feet, no less than 15 feet in one direction and power through anything in your way. Anything caught in your path takes 2d8 bludgeoning damage and pushes them 5 feet away from their original position if possible. This trait can help you to break down objects such as doors, walls, and supports (dm's/gm's discretion). You cannot use this trait again until you finish a long rest.
- Languages.
You can speak, read, and write Common and one other language of your choice.
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Posted Oct 12, 2021First thing I've ever made here, pretty bare-bones but to all that see it I hope you Like, if not I would love to hear some constructive criticism in the comments.