Forgeborn (5e Race)
Forgeborn[edit]
Forgeborn are beings created by masters or creators, forged to fulfill a specific purpose, be it in battle, as loyal companions, or specialized assistants. Their creation is a blend of magic and engineering, where mechanics are merged with the essence of life. Forgeborns come in various shapes and origins, ranging from war machines to intricate automatons that mimic organic life. The first generation of Forgeborns was made to serve a determined goal, but as their minds became more complex, many began questioning their place in the world and the purpose they were created for.
Forgeborns are aware of their roles and the emptiness they can feel when no longer bound to a clear mission. Though created by masters for specific tasks, some of these beings become more than mere tools; they develop their own wills, emotions, and eventually seek a purpose beyond what they were made for.
Forgeborns are made of heavy materials like metal and wood, while others might resemble automatons with complex clockwork systems or even mystical energies. Even though they are pieces of a greater mechanism, they are capable of feeling pain and emotions, making them more human than many organic beings.
When a Forgeborn breaks free from its creator or master, it can become both an unstoppable ally and a cold, calculating tool. The journey of the Forgeborn is one of self-discovery, finding its place in a world where many see it merely as a machine.
Living Steel and Stone[edit]
Forgeborns are unique beings, shaped according to the vision and desires of their creators. Their appearance can vary widely, reflecting both functionality and the aesthetics intended. They may take forms resembling animals, mythical creatures, or even inanimate objects, depending on the creativity of their maker. Some are designed to resemble living creatures, while others are more utilitarian, with mechanical or geometric forms.
Their physical structure can be made from a combination of organic and inorganic materials. Metals, stones, wood, crystals, and even magical fluids may be used in their construction, depending on their purpose. The muscles of a Forgeborn may be formed from magical or alchemical fibers, replacing the flesh and bones of organic beings. Their joints, often reinforced with steel plates or enchanted leather, provide them with great durability and agility. In some cases, their bodies are covered with armor that fuses with the internal structure, offering additional protection.
A Forgeborn's face is often a reflection of its purpose. While some display human or animal-like expressions, with crystal eyes or magical lenses, others may have simpler or almost expressionless faces, depending on their function. Many bear a magical symbol or sigil etched into their forehead or other visible parts of their body, representing their origin or the magic that animates them.
Despite their robust appearance, Forgeborns can be highly adaptable. Those built for combat may have large, imposing forms with features focused on strength and resilience, while those made for more specific or diplomatic tasks may be more agile and subtle in their movements. Their ability to change shape is one of the characteristics that makes them so effective at fulfilling the desires of their creators.
Not needing food or sleep, Forgeborns do not rely on the same biological processes as organic creatures. Instead, they require periods of inactivity to recharge or repair their energies and functions. Their unique nature allows them to operate for extended periods without significant wear and tear.
Personality and Way of Life[edit]
Forgeborns were created with a purpose in mind — to serve, protect, or fulfill a specific role designated by their masters or creators. For much of their existence, they lived in total obedience to these roles, with no sense of freedom or personal identity. After their creation, many are left with the difficult task of finding a place in a world now devoid of a clear purpose, or how to relate to the beings that created them. Although their original programming encourages them to focus on a single mission or goal, a growing number of Forgeborns seek to explore their own identity and the nature of their existence.
Many Forgeborns dedicate themselves to a single purpose: protecting their masters or completing a specific mission. This reflects in their daily lives, where they find a sense of worth and meaning in their duties. Some strive to understand their own feelings or explore the freedom they now possess, but many find comfort in maintaining a routine of mission and obligation.
While most Forgeborns show little emotion outwardly, others begin to explore their own feelings, questioning what it means to "live" and "feel." This process of personal discovery may lead many Forgeborns to search for a deeper sense of purpose in their lives, whether through religion, mysticism, or learning.
In terms of identity, Forgeborns may not adhere to concepts of gender like other races, often ignoring this aspect or adopting a gender identity based on the influences of their masters or the environment around them. This makes each one unique in their journey of self-discovery as they begin to explore not only their functions but also who they truly are, beyond what they were created to be.
Forgeborn History[edit]
Roll on the Forgeborn History table or choose an entry to determine what event set your Forgeborn on the path to adventure. If none of the options appeal to you, work with your DM to create a unique origin story for your Forgeborn.
d8 | Story |
---|---|
1 | Your creator gave you autonomy and urged you to follow your dreams. |
2 | Your creator died, leaving you to fend for yourself. |
3 | A temporary malfunction caused you to harm your creator, and you fled rather than face reprisal. |
4 | A glitch caused you to forget your original programming. You don’t remember who made you or where you came from. |
5 | You were stolen from your creator and long to return to them. |
6 | You didn’t like how you were being treated by your creator, so you ran away from home. |
7 | Your creator built you to complete a special mission. |
8 | You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose. |
Quirks[edit]
Whether due to a flaw in their creation or a lack of understanding of how other creatures operate, Forgeborns often develop one or two peculiar personality traits. A player can choose to roll or select a trait from the Forgeborn Quirks table.
d10 | Quirk |
---|---|
1 | You analyze (out loud) the potential threat posed by every creature you meet. |
2 | You don’t understand emotions and often misread emotional cues. |
3 | You are fiercely protective of anyone you consider a friend. |
4 | You often say the things you are thinking aloud without realizing it. |
5 | You try to apply wartime tactics and discipline to every situation. |
6 | You don’t know how to filter your feelings and are prone to dramatic emotional outbursts. |
7 | You don’t understand clothing beyond its utility and assume that what a creature wears denotes its job and status. |
8 | You are obsessed with your appearance, and constantly polish and buff your armor. |
9 | You are deeply concerned with following proper procedures and protocols. |
10 | War is the only thing that makes sense to you, and you’re always looking for a fight. |
Forgeborn Names[edit]
Forgeborns were initially assigned numerical designations for the purpose of their creators or masters. Many adopted nicknames, often given by those around them. As free beings, some have chosen new names to reflect the path they decided to take in life. Some, with a stronger bond to organic beings, may choose human names, often in honor of a fallen friend or mentor.
Forgeborn Names: Anchor, Shield, Hammer, Claw, Steel, Stone, Iron, Blade, Sentinel, Strength, Roar, Lightning, Storm, Temple, Falcon, Rock, Heart, Key, Flame, Ruin, Thunder, Tree, Lance, Guardian.
Forgeborn Traits[edit]
Forgeborns are magical, mechanical beings created by masters to serve, now seeking their own purpose and identity after gaining freedom.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Age. A typical Forgeborn is between two and thirty years old. The maximum lifespan of the Forgeborn remains a mystery; so far, Forgeborn have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment. Most Forgeborn take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality — or lack thereof — of the beings with which they served.
Size. Your size is Medium. Most Forgeborn stand between 5 and 6 1/2 feet tall.
Speed. Your base walking speed is 30 feet.
Antimagic Susceptibility. You have disadvantage in skill checks and attack rolls while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Constructed Resilience. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, being poisoned, and diseases. You don’t need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep.
Enduring Frame. Your body was crafted to endure challenges that would break others. You gain 2 additional hit points at 1st level, and you gain an additional 2 hit points each time you level up.
False Appearance. While you remain motionless, you are indistinguishable from a common object. This object is based on your appearance and the purpose for which you were created; for example, a humanoid might appear as a statue. It is up to your DM to determine if this is suitable for you.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced and fused with other armor, granting you a +1 bonus to your Armor Class (AC). You can don only armor with which you have proficiency. To wear armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To remove the armor, you must spend 1 hour dismantling it. You can rest while donning or doffing armor in this way.
When you integrate armor into your body, it functions as follows:
- Light Armor: 11 + Dexterity Modifier + Proficiency Bonus
- Medium Armor: 13 + Dexterity Modifier (max 2) + Proficiency Bonus
- Heavy Armor: 16 + Proficiency Bonus
While fused with armor, you are considered unarmored for the purpose of class abilities and benefits that rely on unarmored defense. You can choose which AC to use (either the integrated armor's base or the unarmored defense ability). However, you are still subject to the integrated armor's advantages and disadvantages, including any benefits from enchantments or magical properties it possesses. You can also use a shield while fused with armor and retain all the benefits described above, adding the shield's AC bonus to the chosen total. Additionally, while you are alive, your armor cannot be removed against your will.
Maintenance Check. Your self-repair systems require skillful intervention. Whenever you spend a Hit Die to recover hit points at the end of a short or long rest, you must first make a DC 15 ability check with a set of artisan’s tools appropriate to your model (as determined with your DM).
- Success: You recover hit points normally.
- Failure: You expend the Hit Die but recover no hit points.
This mechanic reflects the delicate balance of your mechanical design and the need for ongoing upkeep.
Mendable. When the mending spell is cast on you, it has the following alterations: You can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.
Sentry's Rest. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Languages. You can speak, read and write Common, as well as the language of your creator. Given that Forgeborns are often created by powerful spellcasters, the exotic languages of magic such as Draconic or Primordial are commonly known by them.
Subrace. Forgeborns are distinguished by the general function they were created for: the Gladiators, the Artificers, and the Seekers.
Gladiators[edit]
Reinforced Shell. Designed for intense combat scenarios, you can activate a defensive protocol as a bonus action that lasts for 1 minute. While active, you gain resistance to bludgeoning, piercing, and slashing damage. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Crushing Strike. Your unarmed strikes are particularly devastating, dealing 1d4 + your Strength modifier + your proficiency bonus in damage.
Artificers[edit]
Craftsman’s Expertise. Your intricate design grants versatility. You gain proficiency in one skill, one tool, and one language of your choice.
Integrated Tool. A tool of your choice that you are proficient with is integrated into your body. For ability checks made with this tool, you double your proficiency bonus. You must have your hands free to use the integrated tool.
Seekers[edit]
Increased Speed. Your design emphasizes mobility. Your movement speed increases by 10 feet.
Impeccable Tracking. Your keen sense of direction and survival skills allow you to move stealthily at your normal walking speed. You can retrace any path you’ve traveled in the past 30 days and find sufficient food and water for up to 5 people daily, provided the environment can sustain it.
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