Warforged Expansion
Designed
for war and servitude, these constructs have grown far past their intended purpose
and most now forge their own path. That being said, most still take great
pleasure in the benefits of an engineered form, and the customization and
control that gives them over their body.
Lineage Feats
Adamantine
Body
Prerequisite: Warforged or Construct
Your
body has been coated with a form of liquid adamantine, allowing you to counter
substantial blows to your form. Now, as a reaction when you suffer a critical
hit, you can turn that attack into a normal hit. Any effects triggered by a
critical hit are cancelled.
You can
use this feature a number of times equal to your Proficiency Bonus. You regain
all expended uses when you finish a long rest.
Clockwork
Construct
Prerequisite:
Warforged or Construct
You are not
purely the makings of magic, but also mechanical engineering, gears and cogs
whirl within you. Keeping a steady beat, unless you choose to meddle. Once per
long rest you may roll any dice, on an odd number you are able to cast Slow at
3rd level, on an even number you are able to cast Haste at 3rd level.
Once you
cast this spell in this way, you can’t do so again until you finish a long
rest. You can also cast this spell using spell slots you have. The spell’s
spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with
this feat (choose when you gain the feat).
Modified
Motion
Prerequisite:
Warforged or Construct
You are
able to preserve your energy for the next turn. During combat, you can use your
movement to wind up for your next turn instead of moving, allowing you to
double your movement next turn.
In
addition, between this turn and next, when you are hit with an attack you are
able to use your reaction to deal Thunder Damage equal to half your level (rounded
down) and push the target back 5 feet. As the kinetic energy stored, buzzes
around you like static.
Due to
its ability to overstress your body, you can only use your movement this way a
number of times equal to your Proficiency Bonus. You regain all expended uses
when you finish a long rest.
Reinforced
Heart
Prerequisite:
Warforged or Construct
Perhaps
you have worked with an engineer to enhance your resilience, or simply have
been empowered by the growth of your arcane core. Regardless, you gain the
following benefits:
· Increase
your Constitution score by 1, to a maximum of 20.
· When you
make a death saving throw, a roll of 19 or 20 counts as a critical success for
you.
· When you
are healed while at 0 hit points, or critically save on a death saving throw,
you are able to add your proficiency bonus to your AC until the start of your
next turn.
Siege
Engine
Prerequisite:
Warforged or Construct
Your
mighty build makes you a terror to all inanimate objects and, now that you know
how best to use it, gives you the following benefits:
· Increase
your Strength score by 1, to a maximum of 20.
· Any melee
weapon attacks you make deal double damage against objects.
· You have
advantage on Strength checks made to break open or lift heavy objects.
Unique Items
Polish
of Protection
Potion,
uncommon
A
magical pot polish that leaves a soft glow on any item or person it is used on.
This item can be applied to any armour, construct or warforged, and takes 1
minute to do so. For 1 hour the creature it has been applied to, or wearing the
armour that it was applied, can roll 1d4 every time they are attacked and add
that number to their AC.
Each pot
contains 1d4+1 uses inside.
Sentry
of Slumber
Wonderous
Item, uncommon (requires attunement)
When you
take a long rest you are no longer conscious of your surroundings, instead your
energy is output into the spell tiny hut. This spell is now cast
automatically every time you begin a long rest, and continues until it has been
completed.
Wrench
of Rejuvenation
Wonderous
Item, rare (requires attunement)
A wrench
made of finely carved bone, allows the person attuned to it to gain the mending
cantrip, using either Intelligence, Wisdom, or Charisma as the spellcasting modifier,
your choice upon attunement.
In addition, this wrench has 3 charges. While attuned, you can expend one of these charges to heal a warforged or construct a number d4 equal to your proficiency bonus.
In addition, this wrench has 3 charges. While attuned, you can expend one of these charges to heal a warforged or construct a number d4 equal to your proficiency bonus.
You
regain 1 charge each time you complete a long rest.
Capsules
of Arcane Overcharge
Wonderous
item, uncommon (requires attunement by a warforged or construct)
After attuning to this magic item, three glass capsules integrate themselves into
your body. When you take spell damage from a level 1 spell or higher one of
these capsules fills with leftover magical damage.
When you
roll for damage you may expend the magic in one of these filled capsules to reroll
1 damage die of your choice. This damage is considered Force damage regardless
of what it was originally.
Additionally, if all 3 capsules are filled when you expend one in this way you may take the
maximum amount of damage instead of rolling.
Unstable.
If,
when taking spell damage from a level 1 spell or higher, while all capsules are
filled roll on the wild surge table (found on page 104 of the player's handbook)
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