Homebrew Bulerwark- Species Details

The Bulerwark are a long-lost war construct built with powerful protection magic and spells during wartime to assist allies in moving towards an objective or helping the wounded back to safety. They have nearly gone extinct due to scrappers hunting them for parts and magic wielders searching out their magical ability. The Bulerwark are mostly humanoid in shape, but are able to interlock their body parts, allowing them to act as a moving wall that can negate even some of the most powerful magics.

Bulerwark- Traits

Bulerwark's gain these abilities.

Fortified Protection

People you are protecting add +2 to their armor class and can be effected by Ward Spells that you cast.

Ward

You gain access to certain abjuration spells as you level up. Your spell casting ability is your strength. You do not require any components when casting these spells. The spell slot level you can cast a spell at is based upon the highest level spell you know. If you cast a spell at a higher level, you mark it off of the amount of that spell level you are able to cast. Spells you cast that target allies effect all allies within your protection at the same time, if a creature effected by Ward Spells within your protection leaves your protection area, then the effects on them end immediately. Spells you cast that don't target an ally can be cast as normal as long as you are in Wall Form.

  1. At level 1 you know the Resistance cantrip.
  2. At level 2 you know the Absorb Elements spell.
  3. At level 4 you know the Mage Armor and Warding Bond spells.
  4. At level 6 you know the Magic Circle spell.
  5. At level 7 you know the Protection from Elements spell.
  6. At level 10 you know the Death Ward spell.
  7. At level 15 you know the Guards and Wards spell.
  8. At level 17 you know the Primordial Ward spell.
  9. At level 18 you know the Antimagic Field spell.
  10. At level 20 you know the Prismatic Wall spell.

You can cast each level of spell a certain number of times between long rest. And you can cast a maximum of 7 Ward Spells between long rest.

  • Cantrips can be cast at will outside of Wall Form and don't count towards your Ward Spells.
  • 1st level spells can be cast 5 times
  • 2nd level spells can be cast 5 times
  • 3rd level spells can be cast 4 times
  • 4th level spells can be cast 4 times
  • 5th level spells can be cast 3 times
  • 6th level spells can be cast 3 times
  • 7th level spells can be cast 2 times
  • 8th level spells can be cast 2 times
  • 9th level spells can be cast 1 time

 

Hulking Form

Due to your massive, squared fist, you are unable to wield weaponry, armor, or shields as a normal humanoid, but your fist act as powerful unarmed strikes that deal 1d8 + Strength modifier damage when you swing them. While not in Wall Form, when you attack, you can hit two creatures that are adjacent to each other and within your melee range at the same time. You roll separate attacks for each creature. Alternatively, when not in Wall Form, you can smash the ground below you, causing a shockwave that deals 2d4 + proficiency bonus + Strength modifier of force damage to all adjacent creatures touching the ground around you.

Languages

You know common, but your use in war never required any further knowledge of languages.

Construct

You are not physically alive, so you do not require food or drink, air, or sleep. Instead of sleeping, you power down for the same length of time as it would take appropriate to the rest you are taking, and you cannot be magically put to sleep. You have immunity to disease and advantage against saves to stave off the poisoned condition, as well as resistance to poison damage. Anything that startles or jolts you awake causes you to immediately enter Wall Form without taking any action. You are also unaffected by spells that effect humans (such as control person), but you are effected by spells that effect constructs (such as mending). The mending cantrip heals you for 2x your character level, plus your constitution bonus.

Wall Form

You can form into a wall shape as an action, which adds 5 to your armor class, reduces your movement speed by 5 feet, prevents any creatures, regardless of size or magical ability, from moving through you, and takes 5 from your damage rolls. All friendly creatures behind you that you are protecting gain special benefits, and spells cast by non-friendlies that target them are instead redirected towards you. You can take an action to end Wall Form on your turn. Your protection reaches up to 10 ft. behind you.

Ability Score Increase

Your large frame and thick, magical armor give you nearly unparalleled defense and power. Your Constitution score increases by 4 and your Strength score increases by 2, but your dexterity score decreases by 2.

Natural armor

Your armor class is 16+ your proficiency bonus + your dexterity bonus.

Previous Versions

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12/24/2021 11:47:23 PM
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