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The Traveler's Guide to Aellorah

Forgeborn

The Forgeborn are a race of sentient automatons that were originally constructed by the Dwarves of Reshyk as part of their Runetech advancements. A Dwarf by the name of Dain Brawnanvil created the original design, but after his cousin stole the design and presented it to the Runesmith College as his own work, Dain left Reshyk in disgrace. Years later, while attempting to dismantle Forgeborn production after King Rangrim, under the corrupting influence of Maven, attempted to use the Forgeborn as a spy network in other countries under the guise of laborers, Dain initiated a signal intended to shut down the Forgeborn. However, due to actions taken years prior in which Dain and his companions had destroyed a powerful necromantic artifact by casting it into Lys' Wellspring, a Wellspring eruption corrupted this signal, and instead of shutting down the Forgeborn across Aellorah, it awakened them.

Upon awakening, the Forgeborn were childlike, like toddlers in an adult-sized metal body. However, they learn very quickly, and in areas where they were accepted, they adapted to society quickly. However, their arrival was followed by an aftereffect of the Wellspring eruption that created the Ferroplague, a disease that disturbed the world with its similarities in virulence to the Grave Rot Plague from centuries before. The symptoms of which pointed blame at the Forgeborn for the outbreak.

The Forgeborn are still fighting for acceptance in a world that was never designed to include them, and despite the potential to live indefinitely, they struggle with the idea that they are the one race of Aellorah that, should they die, their existence ends rather than continue into the afterlife.

The Forgeborn inherit the divine domains of Metal and Forge, as well as one other according to their subrace.

ability score increase: Your Constitution score increases by 2.
age: The Forgeborn do not age, and are immune to magical aging effects. As long as they maintain their bodies, they can theoretically live forever. Their bodies remain constant unless modified and they do not “mature”.
Size: Medium
speed: Your base walking speed is 30 ft. Your speed is not affected by wearing heavy armor.
Languages: You can speak, read, and write Aurum, Dwarvish, Myrian, and two other languages of your choice.
race features:

Steel Frame

Your steel body protects you better than the skin flaps of your fleshy comrades. You have a natural +1 to AC and can upgrade your body by replacing parts with other materials. You must find a specialized craftsman capable of producing these components or craft them yourself. Your body can be replaced with any metal found in Aellorah, though not all of them are practical or useful. See the list of available Forgeborn Chassis for your options.

Self-Repair

You can repair yourself as an action, restoring hit points equal to 1d10 + your proficiency bonus + your Constitution modifier. You can do this a number of times per long rest equal to your proficiency bonus.

Constructed Nature

You were created to have remarkable fortitude, but your body is not organic. This has several advantages and drawbacks:

  • You do not need to eat, drink, or breathe. Additionally, you do not sleep and cannot be magically put to sleep.
  • You are immune to poison damage and the poisoned condition. You cannot contract diseases that affect blood, but you can contract Flowborne diseases.
  • Potions and healing magic of all kinds have no effect on you. If the Mending cantrip is cast on you, you regain 10 (4d4) hit points. You can benefit from this healing a number of times per short rest equal to your proficiency bonus.
  • Revivify has no effect on you. After you fail 3 death saving throws, there is no coming back. There is no afterlife for Forgeborn. However, if your body is repaired, two other Forgeborn can reawaken your body, imbuing it with a new consciousness. This new consciousness retains no trace of your former self, including class levels.
  • You are unaffected by spells such as Antilife Shell, but Antimagic Field and similar effects will render you unconscious until you are removed from the field or the effect ends.
  • Your form cannot be changed magically. You are unaffected by spells such as Polymorph or a Druid's Wild Shape ability.

Stasis

You do not require sleep, but you must go into stasis during a long rest in order to recharge your Flow Cell. During a long rest while in stasis, you remain aware, but cannot move. You may choose to come out of stasis at any point as an action. A full 7 hours long rest can sustain you for 56 hours, but if you do not recharge for 56 hours, you will automatically fall unconscious and enter stasis, and be unable to exit stasis for 7 hours.


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