Homebrew Warforged Assassin Species Details

Built during the Last War, along with its brethren, a Warforged Assassin was built to break into encampments or buildings housing either a target to kill or retrieve, which included intel. These Warforged were smaller than their counterparts, with a lean frame and more flexible material being used. Due to their ability to silently move and complete tasks at highly efficient rates, very few Assassins were made, as few were needed. In the case they were caught, Warforged Assassins were also highly skilled in battle. However, this situation rarely occurred.

These days, after the war ended, the Warforged Assassins tend to work as hired assassins, thieves, or intel gatherers for the richest of nobles. Those who do not partake in these jobs will simply blend in with a town or city or forest, and most citizens will accept them as a part of this community. There are few, however, who do not accept tend to be naturalists, those who only accept living beings and not artificial creatures, such as the Warforged. 

 

Warforged Assassin Traits

Slender Build - Your build is considered as Medium, however you have a very slim figure, with longer limbs and a slightly shorter body.

Darkvision

Thanks to your specific duties, you have been granted Darkvision. This allows you to see in dim light as though it were bright light and in dark light as though it were dim light. This does not grant vision to color, however.

Organic Crossbow

 As an assassin, you needed to carry a ranged weapon with you to eliminate targets from a great distance. This functions similarly to a normal light crossbow. You deal 1d8 damage per shot and have a range of 80/320ft. 

Silent Step

Your builders included a very thin layer of oak wood at the base of your feet with a layer of moss over it. This grants you a nearly silent footstep and grants you proficiency with Stealth checks. At level 12, you gain expertise in Stealth.

Natural Armor

Thanks to your artificial flesh being made of stone and wood, you have an AC of 13 without armor

Ability Score Increase

Your Dexterity score increases by 2 and your Wisdom score increases by 1

Artificial Being

Being an amalgamation of stone, metal, and wood, you do not need to eat, rest, or breath. You may rest to regain hit points and spell slots, and can drink any amount of alcohol without becoming drunk. 

Weapon Infusion

Because weapons clanking against each other make too much noise and their weight slows you down, you can choose a single, one-handed weapon you are proficient with and infuse it into your body. You can only do this once per day, the weapon will stay infused unless disarmed or a new weapon is chosen, in which case the previous weapon will reappear and defuse with your body. The weapon will seemingly disappear, however you can summon it into your hand at will. Anyone that tries to disarm you must roll with disadvantage. If you are disarmed, you take 1d4 damage, as a part of your body was ripped off. If you wish to, you can defuse the weapon from yourself without taking damage, but keep in mind you cannot refuse it until 24 hours have passed. If you infuse a magical weapon, you do not get the magical effects from it.

NOTE: THIS IS A REPLACEMENT FOR ORGANIC CROSSBOW, YOU CANNOT HAVE BOTH TRAITS

Speed

Thanks to your longer limbs, you have a 40ft speed

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