Homebrew Forgeling Species Details

Forgelings were created in experiments done by the Unsleeping Ones. While the first forgelings suffered from the Night Curse, some have been fortunate enough to keep their sanity. The minority of the forgelings found themselves more powerful than they were before. Forgelings are living beings with automaton parts built into them, and bound to them through magic. They were only meant to be an experiment, but some have found themselves to be so much more.

Part-Creature / Part-Construct

Forgelings are creatures that have been experimented on, resulting in parts of their body being constructs. Each forgeling looks different. Some may have parts of their arms replaced with wood and metal, or it could be that entire limbs are replaced with wood and metal. 

While they are still considered creatures, having parts of your body replaced with tougher materials comes with more strength and constitution. 

Forgeling Personality

The forgelings were built as experiments. Being experiments, there are no two forgelings that are exactly the same. 

The typical forgeling has trauma from the experiments done on them. Some forgelings even suffer from the Night Curse. Forgelings have varied interests, though each have a strong sense of purpose. Some forgelings struggle with relationships, since their warforged attachments may seem repulsive to some. 

Forgelings sometimes need to repair their attachments, so they often seek out artificers after brutal battles. 

Quirks

Forgelings often have a few different quirks, as a result of the horrifying experiments performed on them. The Forgeling Quirks table contains example quirks.

Forgeling Quirks

d8 Quirk
1 Your appendages sometimes have a mind of their own.
2 You sometimes blurt your thoughts out loud.
3 You are fiercely protective of your friends.
4 You have night terrors that result in you sleep walking.
5 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
6 Your attachments often make it hard to find clothing that looks good.
7 You are embarrassed about your attachments and often try to hide them.
8 It is hard for you to make friends.

Forgeling Names

Forgelings were given experiment numbers, which were often four letters and a number. However, many try to forget that time of their life altogether, so they just use the name they were given at birth. 

Forgeling Names: MONK-1, GRUD-36, REEK-304, LIBR-33

Forgeling Traits

Your forgeling 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.

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age

Due to the attachments and magic that have been applied to them, forgelings often live around 40 years longer than what their average lifespan of their original race is. Some human forgelings live to around 150 years old, and some elf forgelings live to about 670 years old.

Alignment

Most forgelings are neutral, but some forgelings have chaotic tendencies as a result of the experiments done to them. 

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 still need to eat, drink, and breathe. You can hold your breath for ten minutes.
  • You are resistant to disease.
  • You don’t need to sleep, and you have advantage on magic that puts you to sleep. You are immune to magic that makes you dream.

Sentry’s Rest

When you take a long rest, you must spend at least six hours in meditation. In this state, you appear asleep, but it doesn’t render you unconscious, and you can 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.

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