Homebrew Arc Chained Species Details

Walking into the camp you could see them everywhere, abominations they were called, monsters some said, victims was another word thrown around about them regardless the arc-chained were a sight to behold, the combination of construct and man made them a formidable work force, they raised structures are a speed and precision surpassed only by Dwarves but they jealously guarded their secrets so what is an ambitious human mage to do when his petulant king demanded that his new palace be the equal to that of the Dwarven Lord, simply bring in a set of "volunteers" obtained from the jails and perform torturous experiments on them to arm them with incredible arcane implements and bring them under control. Anyway he needed them now as the builders had proven to be excellent at other tasks and he would need them to win this war.

General Horigal Yorington-

 

 

Arc Chained Traits

Their human physiology augmented by arcane implements give them certain benefits at the cost of their humanity

Arcane Augmentation

You as an Arc-Chained have received certain augmentations from your creator to assist in your work

Your arcane eye implant gives you dark vision in that eye up to 30ft.

You get one limb that is replaced with an arcane implement. This allows you to choose one of the three available traits:

1) Limb Augmentation. You gain proficiency in either Acrobatics or Athletics. At 5th Level you gain a +1 bonus to your Dexterity score if you chose Acrobatics or Strength if you chose Athletics.

2) Magical Shielding. You can make a Con saving throw instead of a Cha,Wis or Int saving throw against spell effects. You are considered proficient for Con. saving throws for this one if you aren't already. You can do this one time per Short Rest.

3) Gain thermal shielding against either Fire or Cold(Your choice). You are immune to weather effects from the matching weather(Immune to exhaustion from either heat or cold). You are also able to use a reaction to half the damage from your matching damage type(One time per Long Rest)

Reaction to Dispel magic

As a creature that relies on the powers of the arcane to keep themselves running, you are extremely vulnerable to dispel magic, however, you are not defenseless. With the aid of another source of magical energy, you can recharge your augments into running condition or simply take a rest to allow it to recharge off your own body's energy.

Ability Score Increase

You have a +2 to Constitution and a +1 to another Stat of your choice

Age

Mature at the same rate as humans but usually don't receive their more extensive augmentations until they reach adulthood and have a shortened live span as a result of the stress of the augments on the body. Live span from 50-70 years

Alignment

Their allegiances to either chaos and law are as flexible as any human but they rarely align to either good or evil

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Previous Versions

Name Date Modified Views Adds Version Actions
11/7/2019 9:35:12 PM
11
0
1
Coming Soon
11/7/2019 9:40:50 PM
12
0
--
Coming Soon
12/16/2019 3:51:56 AM
34
0
--
Coming Soon
12/16/2019 3:57:13 AM
24
0
--
Coming Soon
7/7/2020 3:23:59 AM
58
3
--
Coming Soon
7/7/2020 3:36:13 AM
28
1
--
Coming Soon
2/7/2022 3:59:45 AM
47
4
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes