[5e] The Forged : A warrior aided by warforged parts. (variant)

by Biozard01

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The Forged


A click is heard, in an instant, a barrage of missiles is fired from an orc reinforced back.

An elven man slams an ogre to the ground with a punch.

A malicious tiefling shoots down the last fleeing bandit with a weird weapon.

Forged are looking for perfection an power.

Pushing their complex machinery further beyond, is what gives an edge to forged.

Perfectionist and Loyal


A forged is always looking for improvement, may it be for him, or it's allies. Most of them, because of their nature are extremely loyal to their friends, even more so if it's a gnome or a person with mechanical knowledge. Often time, a forged will craft something to improve the life or fighting of it's companions.

Forged upgrades ranges from a heavier chassy to a new weapon and even scanners. Unlike paladins or barbarians, forged supplement their hand-to-hand combat with technological power.

Time Period


The many forged of the world have different appearances according to certain period of time or technology, each of which determines how they act and interact depending on the era. If your character appearance reflect a certain time period, what do they look like, and what do they represent?

Time Period
d4 Era
01 Steampunk-ish Era
02 Magicpunk-ish Era
03 Advanced Technology Era
04 Ultra Futuristic Era

Gunsmith


Your forged body, in most cases, was not made by you. The person who made your parts is also a helping hand when you need repairs or upgrades. What's your relationship like with this person ? Do you trust this person, do you care about them ?

Gunsmith
d4 Character Type
01 Player Character
02 Following NPC
03 Stationary NPC
04 Your Character
The Forged
Level Proficiency Bonus Heat Die Features
1st +2 2d8 (9) Forged Body, Heat
2nd +2 2d8 (9) Energy Blade
3rd +2 2d8 (9) Greater Evolution, Effective Cooling
4th +2 2d8 (9) Ability Score Improvement
5th +3 2d10 (11) Extra Attack
6th +3 2d10 (11) Greater Evolution feature
7th +3 2d10 (11) Enhanced Edge (1)
8th +3 2d10 (11) Ability Score Improvement
9th +4 2d10 (11) Heat Resistance
10th +4 2d10 (11) Greater Evolution feature
11th +4 3d10 (17) Power Move
12th +4 3d10 (17) Ability Score Improvement
13th +5 3d10 (17) Upgraded Body
14th +5 3d10 (17) Greater Evolution feature, Enhanced Edge (2)
15th +5 3d10 (17)
16th +5 3d10 (17) Ability Score Improvement
17th +6 4d10 (22)
18th +6 4d10 (22) Warmup
19th +6 4d10 (22) Ability Score Improvement
20th +6 4d10 (22) Dual-Core

Creating a Forged


As you make your forged character, spend some time thinking about it's origin.

How did you become a forged ? Did you get caught in a terrible accident, or did you willingly sacrifice parts of your body, maybe your part of a mechanical god cult ?

Did you steal parts of your body, or did a gnome make it ? Do you hide your warforged parts, or do you wield them proudly ? Work with your DM to determine how big a part of your past your warforged parts play in your character’s adventuring career.

Did you meet other forged ?

Quick Build

You can make a Forged quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and Strength or Dexterity. Second, choose the Hermit background.

Class Features

As a Forged you gain the following class features.


  • Hit Dice: 1d8 per forged level
  • Hit Points at 1st Level: 8+ Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per forged level after 1st level

Proficiencies


  • Armor: Light and medium armors
  • Weapons: Simple weapons
  • Tools: Tinker’s tools
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Acrobatics, Arcana, Intimidation, Investigation, Perception and History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a simple weapon
  • a light or medium piece of armor
  • Tinker's tools
  • (a) an explorer's pack or (b) a dungeoneer’s pack

Alternatively you can forgo this equipment for 5d4x10 gp to buy your equipment.

Forged Body


Your body is enhanced by warforged parts. You keep all your racial and background traits.

You also choose the source of energy for your core between: acid, cold, fire, lightning, poison, and thunder.

You can convert to another source of energy during a long rest.

Heat


You start with 10 Heat points and a number of Heat Die, you roll these dices every time you take a short or long rest (remaining heat points are discarded but your 10 base heat points are refilled), this die changes as you gain forged levels, as shown in the Heat Die column of the Forged table.

You can use these points to fuel various heat features. You start knowing three such features: Pressure Relief and . You learn more heat features as you gain levels in this class.

When you use 50% of your total heat points (including the maximuim value of your heat die), you enters the Red Zone, which gives bonus effects to your capacities. When you use all of your heat points, you are discharged, meaning that you can't use capacities that use heat points, you also can't take reactions while discharged.

Some of your capacities require your target to make a saving throw to resist the capacity effects.

The saving throw DC is calculated as follows:

Capacity save DC = 8 + your proficiency bonus +

your Intelligence modifier

Pressure Relief


You can use 7 heat points to do a make a 15 foot sphere of burning steam appears centered on you for 10 minutes.

A wind of at least 3 miles per hour blows it away, or until the effect ends. The steam is spreading around corners and heavily obscuring the area it fills.

Other creatures except for you have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks inside the steam.

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Energy Blade


At 2nd level when you want to hit a creature using the Attack action (you cannot use this on opportunity attacks) with a melee weapon attack, you can use 1 heat (this increases by 3 every 3 levels) to deal 1d6 (4) extra damage with the attack.

The damage type of the extra damage equals your energy type. This damage increases by 1d6 (4) when you reach 5th, 11th, and 17th level.

Greater Evolution


Beginning at 3rd level, you choose your greater evolution.

Choose Titan, Oblivion Cruiser, Requiem or Will Of Primus, all detailed at the end of the class description. The greater evolution you choose grants you features at 3rd level and again at 6th, 10th, 14th.

Effective Heating


At 3rd level, when you take a short rest the result of one of your Heat Die is always maxed.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Or you can choose a feat.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowered Edge


Starting at 7th level, your energy blade is now a lot more powerful. You can choose one of the following upgrades to add onto your Energy Blade features:

Energy Coating. When you use your Energy Blade feature, the damage of the weapon you use counts as magical.

Cooling Mechanism. When you use your Energy Blade feature, it costs 3 less heat points.

Plasma Blade. When you use your Energy Blade feature, you can add your proficiency bonus to the energy blade damage.

Laser Chainsaw. When you use your Energy Blade feature, your attack ignore resistance to your energy type.

Force Blade. When you use your Energy Blade feature, you can halve your attack (not counting your Energy Blade damage) damage to deal 1d8 force damage instead. This damage increases by 1d8 (5) when you reach 5th and 11th level.


At 14th level, you can choose one additional feature. You cannot take the same feature more than once.

Heat Resistance


Starting at 9th level, you gain resistance to a damage type according to your energy type.

Power Move


Beginning at 11th level, you gain a new heat feature that changes according to your current energy type.

*Usable if you have the Extra-Planear Core feature.

Energy Type Heat Feature
Lightning Short Circuit
Fire Fire Wave
Poison Venom Blast
Thunder Jolt
Acid Acid Splash
Cold Freeze Grenade
*Radiant Comet Bolt
*Necrotic Black Out

Short Circuit. You can use 15 heat points when you hit another creature with a melee weapon attack, the target must succeed on a Constitution saving throw or be incapacitated until the end of your next turn.

The incapacitated target takes 2d6 (7) your energy type damage at the end of your turn and an additional 2d10 (11) your energy type damage when you are in the Red Zone. A creature killed by this feature emits small electrics arc.

Fire Wave. You can use 15 heat points to do a 10 foot cone of energy has a special attack.

All creatures in the cone have to make a Dexterity saving throw, on a failure, you deal 3d8 (14) your energy type damage, or 6d8 (27) if you are in the Red Zone (success halves the damage). A creature killed by this feature is burned to ashes.

Venom Blast. You can use 15 heat points to, on a failed Constitution saving throw, poison and gives 1 point of exhaustion at the end of the effect (if the creature doesn't succeed at the saving throw) up to 3 creatures in a 40 feet sphere 20 feet away from you.

These conditions last 2d4 (5) minutes, affected creatures can roll again to cancel the effects every minutes. A success negates all the effects. A creature killed by this feature immediately suffers from heavy rigor mortis.

Jolt. You can use 15 heat points to deafen until the start of your next turn and knock prone one creature 5 feet away from you, on a failed Strength saving throw (size small to large) and deal 2d6 (7) your energy type damage or 4d6 (14) if you are in the Red Zone.

Success halves damage and the creature is not prone or deafen. A creature killed by this feature explodes.

Acid Splash. You can use 15 heat points to throw 10 feet away from you a 20 feet cube of your energy, that deals 4d4 (10) or 8d4 (20) if you are in the Red Zone, your energy type damage and gives the target vulnerability to slashing, bludgeoning and piercing damage until the end of your next turn on a failed Constitution saving throw (success halves damage and the target doesn't get vulnerability). A creature killed by this feature starts melting.

Freeze Grenade. You can use 15 heat points to make a ranged attack of 30 feet. On hit, the target takes 2d6 (7) your energy type damage or 3d6 (11) if you are in the Red Zone, and its speed is reduced to 0 until the start of your next turn. A creature killed by this feature is frozen solid.

*Comet Bolt. You can use 15 heat points to fire a 50-foot long, 5-foot wide comet from you in a direction you choose. Each creature in the line must make a Dexterity save. The comet deals 3d10 (17) or 6d10 (33) if you are in the Red Zone, your energy type damage on a failure, or half as much on a success. A creature killed by this feature is pierced by the comet.

*Black Out. You can use 15 heat points to summon darkness from the palms of your hand which spreads to fill a 30-foot-radius sphere for the duration. The darkness goes around corners. A creature with darkvision can see through this darkness, but nonmagical light can't illuminate it. Make each creature in the darkness make a Constitution saving throw, taking 2d10 (11) or 4d10 (22) if you are in the Red Zone, your energy type damage on a failed save, or half as much on a success. A creature killed by this feature is consumed by the darkness.

Upgraded Body


Reaching 13th level, you now have enough warforged parts to get a significant upgrade to your body. You choose one of the following upgrades:

Full Scan-Optics. You gain darkvision in non-magical darkness in a 100 ft. radius, you also have advantage on ranged attack roll against target that don't benefit from any form of cover and also on Perception checks to find camouflaged creatures or objects.

Energy Shield. When you are hit by an attack or spell, you may use your reaction to generate a phase shield at the point of impact, reducing the damage by 1d8 (5) + your Constitution modifier + your cyborg level, doing so you use 4 heat points. Enemies do not have advantage on attack rolls against you as a result of the help action, being flanked or other similar effects.

Heavy Chassis. You gain advantage on Strength saving throw related to knock back or falling from movements or effects. Your hit point maximum is increased by an amount equal to your forged level, and again by 3 whenever you gain a level in this class.

Displacement Pads. You gain a climbing speed equal to half your movement speed, you also gain the ability to walk on water or move across light, thin or narrow surfaces that would not normally bear your weight. Finishing your movement on such surfaces still imposes the normal conditions (meaning if you end your turn on water you drop in it).

This swiftness allows you, after a successful melee attack, to move up to 5 feet in any direction without provoking an opportunity attack.

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At 15th level,

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Reaching 17th level,

Warmup


Starting at 18th level, when you roll initiative, you can roll to 2 of your Heat Die.

Dual-Core


At 20th level, you can now have two energy type active at the same time, whenever you have to use your energy type you choose which one you use.

Multiclassing

Prerequisites.

To qualify for multiclassing into the Forged class, you must meet these prerequisites: 13 Constitution.

Proficiencies.

When you multiclass into the Forged class, you gain the following proficiencies: medium armor, Tinker's tools, simple weapons.

Greater Evolution


Your greater evolution represent what you want to become. The greater evolution you choose grants you features at 3rd level and again at 6th, 10th, 14th.

Titan


Titans feel best in the heat of battle. Those who follow this evolution utilize the heat they generate has a weapon.

Reinforced Body


Starting at 3rd level, you have a + 2 AC while in the Red Zone.

Heat Shield


Reaching 6th level, if you enter the Red Zone and you are not wearing armor you can gain temporary hit points equal to 5 + your Forged level once per short rest (twice with 15 level in this class and up to three time at level 20 in this class). They last until they are depelted or you finish a short rest.

Lazer Syringe


Beginning at 10th level, your energy blade class feature can now be used on any melee attack roll and can heal you for 1d4 (3) + your proficiency bonus using an additional 2 heat.

Firewall


Starting at 14th level, while you are in the Red Zone, having 0 hit points does not knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

When you would die due to falling death saving throws while you are in the Red Zone, you can instead drop to 1 hit point and gain temporary hit points equal to your hit point maximum, you lose all these temporary hit points after the end of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.

When you die while you are in the Red Zone, you let out a burst of energy in a 30-foot-sphere centered on you. Each creature in the sphere must make a Dexterity saving throw (Capacity save DC). A creature takes 8d12 (52) damage on a failed save, or half as much damage on a successful one. Creatures within 10 feet of you have disadvantage on the saving throw, and are knocked prone after taking damage, regardless of the save's result.

Oblivion Cruiser


Oblivion Cruisers are forged who prefer complicated strategies and superior fire power over blunt force. Those who follow this evolution utilize ranged weapons and magic to fight.

Infused Shotgun


Starting at 3rd level, your knowledge of mechanics and energy sources allows you to make a new weapon that you are the only one capable of using because it's a part of your body. You gain a special ranged attack you can use with the Attack action, the attack has a range of range 30 to 60 feet.

You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. On a hit, the attack deals 2d8 (9) or 4d8 (18) your energy type damage if you are in the Red Zone.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

High-Impact Power Improved Phase Explosive Barrage


Reaching 6th level, you can unleash an H.I.P.P.I.E barrage in a circle 5 foot and 60 feet away from you, the H.I.P.P.I.E barrage deal your energy type damage equal to 2d6 (7) + your Intelligence modifier on a failed Dexterity saving throw, success halves damage. Doing so uses 10 heat.

This damage increases by 1d6 (4) when you reach 5th, 11th, and 17th level.

Arcanic Aim


Beginning at 10th level, your energy blade class feature is now also usable with ranged weapon attacks, also, creatures that you don't see don't gain advantage on attacks against you.

Runic Magic


Starting at 14th level, you may cast a 1st level spell two times and a 2nd level spell once from the Wizard spell list without expanding any spell slots.

You need to take a long rest before you can cast or replace those spell again, Intelligence is your spellcasting ability for these spells.

Will Of Primus


Will Of Primus forged are ones who take their power the plane of Mechanus. Those who follow this evolution utilize divine powers from Primus to enhance their abilities.

Extra-Planear Core


Starting at 3rd level, you can now also choose radiant or necrotic energy has your energy type, you are also immune to the charmed condition.

Planear Sight


Reaching 6th level, you gain 30 feet of darkvision in non-magical and magical darkness, you also learn to speak Celestial and Infernal.

You can spend 1 hour to focus which allow you to look into the Etheral Plane for 10 minutes, at the same time, for you, all fiends, monstrosties and undead have a black aura around them while celestials, elementals and feys have a white aura.

Accelerated Slash


Beginning at 10th level, your energy blade class feature also gives you a temporary + 10 feet of movement for your turn after a successful hit, instead of gaining speed you can reduce a creature speed for the duration of it's turn by 20 feet if your attack hits, using 4 heat points.

Augmented Strikes


Starting at 14th level, your unarmed strike now deal 1d8 (5) + your Constitution and Intelligence modifer your energy type damage.

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Requiem


Requiems are forged that master shields to protect their allies and deal serious injuries. Those who follow this evolution utilize shields to control the battlefield.

Deployable Shield


Starting at 3rd level, you gain proficiency with shields (remember you can gain bonus from only one shield at a time). You gain a deployable shield. The deployable shield can be opened as a bonus action and gives +1 to your AC.

Razor Shield


Reaching 6th level, you gain an attachment for your shields (you can transfer it to another shield during a short rest), this attachment is a double set of razor sharp saw blades. When a creature is 5 feet away from you, on your turn, you can use your reaction to slash that creature dealing 2d6 (7) slashing damage on a failed Dexterity saving throw (no damage on a success). You also have advantage to cut through heavy vegetation.

Chaaaaaaaarge


Beginning at 10th level, your energy blade class feature can be used with the shield bash attack action (you need to have your shield in your main weapon hand unless you have the Dual Wielder feat). If you move for more than 25 feet in a straight line, you can use your action to make one shield bash attack or to shove a creature with your shield.

Face Ripper


Starting at 14th level, you have a saw-toothed steel ring that resembles an animal maw around one of your body parts that can deal an unarmed strike. The maw snaps shut when you make a successful unarmed strike, dealing an extra 1d6 (4) piercing damage. You need to use an action or bonus action to rearm the maw. If the maw is closed and you are wielding a weapon in this hand creatures have disadvantage to disarm you.

You can then force a creature hit by the unarmed strike to make a Dexterity saving throw. Thereafter, until the creature breaks free of the maws, its grappled. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 2 piercing damage to the trapped creature.

 

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