Homebrew Warforged Mimic Species Details
Very few know of the existence of these beings and even less are known about their origins and their history. Many historians who know of them theorize that these mimics come from a single original mimic and start to sprout by being abandoned by their original host. They often then become hosts of their own and usually form their own "colony" to hunt their host for abandoning them before going on and living lives of their own.
Warforged Mimic Traits
Your warforged 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.Mimicry
While holding any item it starts to become a part of your "colony" and slowly starts to transform into a mimic
- Non-magic items take a week to transform into their own mimic
- for every increase in rarity, it takes an additional two weeks to transform into a mimic
- if a mimic is abandoned it will seek the colony to achieve revenge, usually forming its own colony
Any items turned into a mimic this way have the ability to transform into another item of its likeness, any magic properties are also kept by the item ( such as a +1 greatsword turning into a +1 great axe)
For abandoned items, they eventually turn into a host of their own and the higher the quality of an item they were the better the host they end up being.
Adhesive
The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearence
While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler
The mimic has advantage on attack rolls against any creature grappled by it.
Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment
Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 × your size modifier)
Speed
Your base walking speed is 30 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.
- 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 other than a shield, 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, the armor incorporated into your body can’t be removed against your will.
Specialized Design
You gain one skill proficiency and one tool proficiency of your choice.
Languages
You can speak, read, and write Common and one other language of your choice.
Comments