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.
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)

Comments

Popular Posts