Warforged Infiltrator (5e Race Variant)

From D&D Wiki

Jump to: navigation, search

Warforged - Infiltrator[edit]

by Lance Henriksen

Infiltrators are living constructs designed with infiltration, information gathering and achieving mission adjectives in mind. They feature unsurpassed biomimicry showing visible emotions, such as sorrow, anger and even bashfulness, to deceive enemies and targets in order to misdirect or avoid being detected. Nobody knows how many of these artificial operatives were created or where the location of their creator or creators reside.

dndbeyond.com


Type You are a living construct.

Ability Score Increase. Your Dexterity score increases by 2, and one ability score of your choice increases by 1.

Age. With their regular maintenance regiments of internal components, Infiltrators show no signs of deterioration due to age. But their living hide will age as per their 'Living Flesh' trait.

Alignment. Infiltrators tend toward the particular alignment that serve their mission.

Size. Your size is based on your 'Living Flesh' selection.

Speed. Your speed is based on your 'Living Flesh' selection. Your speed is not reduced by wearing heavy armor.


Constructed Hardiness. You were created to have remarkable versatility, represented by the following traits:

  • Your thaumaturgy construction converts healing magic in to mending magic, but has the side effect of blocking normal mending magic, allowing you to be healed by spells such as cure wounds and you can make use of magical consumables like potions. Any type of mundane healing only effect your Living Flesh.
  • You have intricately enchanted clockwork organs powering both your organic and inorganic components requiring you to eat and drink like other humanoid races. You absorb air alchemically making it unnecessary to breathe.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
The T.A.L.C.I.M


Sentry's Repose. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state you perform system maintenance, which include repairs, and you appear inert, but it doesn’t render you Unconscious, and you can see, hear and smell as normal.


T.A.L.C.I.M. The Talcim is a Thaumaturgy Algorithm Learning Clusters of Interlaced nano Moignos and one of the most powerful devices of such kind ever built. The Talcim is about the size of an average human's fist and is housed within magical shielded, lead lined inertial damper located in the head. Removal would result in the shut-down of the Infiltrator it belonged to, making it the "soul" of the unit. You have the following traits:

  • Your algorithm mind allows you to have advantage on Intelligence checks and you always know the direction you are facing. You always know the time of day or night. You can accurately recall anything you have seen or heard.
size comparison between human neuron and nano Moigno


Pseudo Training. You learn one Fighting Style option of your choice from the fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this Fighting Style with another one from the fighter class that you don't have. You have proficiency with 2 martial weapons of your choice.


Living Flesh. You are granted a sheath of artificially engineered tissues including flesh, skin, hair, blood, and other bodily fluids, it radiates warmth, secretes sweat and can even bruise and bleed when cut. Your outer appearance is based on the size of your endoskeleton and the different configurations of living disguises, each one giving the appearance of a different humanoid race and gender, though none of your Racial traits change beside your Size and Speed. Your Living Flesh has enhanced regeneration and can heal most damage within days or minor wounds in hours, but any underlying mechanical damage remains until you take a Sentry's Repose or until magical healed. Your flesh is also not immune to magical aging effects. You do not feel pain, but can sense "injuries".


Fitting in. You can don and doff armor similar to other humanoid races, your artificial organs and Talcim is protected by your metal alloyed endoskeleton giving you a +1 bonus to your AC.


Languages. You can speak, read, and write Common, Modron and two alternative Languages, one being from your selected race.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsRace Variants

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dungeons & Dragons franchise, and/or include content directly affiliated with and/or owned by Wizards of the Coast. D&D Wiki neither claims nor implies any rights to Dungeons & Dragons copyrights, trademarks, or logos, nor any owned by Wizards of the Coast. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCharacter OptionsRace Variants

Home of user-generated,
homebrew pages!


Advertisements: