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Autera: Unique Races
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Elves
\pagebreakNum ## A Dance of Destiny ### The Elves' Role in Shaping Autera In the ancient annals of Autera, where the tapestries of reality are woven with threads of magic and mystery, the story of the elves emerges as a tale of enigmatic elegance and timeless devotion. Born from the looms of celestial realms beyond mortal comprehension, the elves stand as emissaries of grace, bearing gifts of wisdom and wonder to the realm of mortals. With forms as lithe and graceful as moonlit shadows, the elves are beings of both ethereal allure and indomitable spirit. Guided by the nimble hand of fate, they crossed the celestial veils that separate planes, leaving the luminous lands of their origin behind. Drawn by a destiny intertwined with the weave of Autera, they ventured into realms previously uncharted by their kind. Upon their arrival, the elves unfurled their wings of benevolence, touching the lives of mortals with a tender grace that matched the swaying of ancient trees. From the vales of eldritch forests to the bustling thoroughfares of cities, their presence was felt like a gentle breeze, carrying whispers of secrets long forgotten. Elves, adorned with an innate agility that mirrored the dance of stars, moved through life with an aura of both elegance and purpose. In their wake, communities flourished, arts blossomed, and realms were safeguarded from the encroaching shadows of chaos. With every step, they infused their surroundings with a delicate balance of tranquility and resilience, like the delicate harmony between moonlight and midnight. As artisans of arcane arts, their fingers wove spells into the very fabric of existence, mirroring the harmonic symphony of the cosmos. With each incantation, they brought forth eldritch energies that wove tales of enchantment and protection. Yet, despite their extraordinary prowess, they walked the earth with an air of humble guardianship, their presence a reassurance of enduring safety. In the scrolls of Autera's history, the elves etched tales of heroism and sacrifice, standing resolute against the tides of adversity that sought to shroud the world in darkness. From the heart of enchanted groves to the towering spires of ancient citadels, they nurtured the flames of hope that illuminated the path of the mortal races. So, dear reader, as you embark on a journey through the tomes that chronicle the realms of Autera, let your heart be enchanted by the elves' legacy—a tale woven with threads of courage, magic, and unwavering dedication. For they are more than mere characters within these pages; they are the living embodiment of an eternal promise, an enduring covenant between the realms of the celestial and the earthbound. \pagebreakNum
Constructs
\pagebreakNum ## Magic and Metal ### Pioneers of the Warforged Age In the realm of Autera, amidst the mists of time and the tapestry of magic, there exists a remarkable and enigmatic breed of beings known as Warforged. Born from the crucible of creation, their origins are shrouded in mystery, a puzzle that even the most erudite scholars struggle to piece together. The story of the first Warforged is one of whispers and speculation, passed down through generations like a cherished secret. Some say they were conjured into existence by the gods themselves, while others insist they were shaped by ancient titans in ages long forgotten. Their arrival heralded a new era, an age of artifice, where the boundaries between the natural and the constructed became ever more blurred. Over time, visionaries, inventors, and arcanists took up the mantle of crafting Warforged, infusing them with purpose, skill, and specialization. Like artisans shaping masterpieces, they honed the craft, creating variants that stretched the limits of imagination. Each variant, an expression of the creator's artistry and vision, transformed the once-mysterious Warforged into a diverse tapestry of abilities, traits, and forms. From the clang of metallic footsteps echoing through bustling cities to the whispered enchantments that bring these beings to life, the tale of the Warforged and their variants is one that captivates hearts and ignites imaginations. They have become more than mere constructs; they are vessels of creativity, innovation, and above all, an embodiment of the infinite possibilities magic and craftsmanship can conjure. As you delve into the pages of this tome, you will uncover the intricate web that connects the history of Autera with the forging of Warforged. From the first sparks of creation to the myriad specialized forms that walk among the denizens of this world, their legacy is etched into the annals of time. So, take a step into the realm of wonder and artifice, and unravel the tales of these wondrous beings that have forever changed the landscape of Autera. \pagebreakNum ## Synthmorph In the vast workshops of Autera's master artisans, a fusion of innovation and arcane mastery brought forth the remarkable Synthmorph race. Forged from a unique metal known as Metallium, these constructs bear the imprint of both craftsmanship and enchantment. Metallium's malleable nature allows Synthmorphs to assume myriad forms, reflecting their adaptable nature. Created through intricate rituals involving ancient texts and the essence of magic, the Synthmorphs embody versatility, shifting between humanoid and liquid metal states with mesmerizing grace. ### Ability Score Increase: Your Constitution score increases by 2. ### Metallium Resilience: You gain the Warforged's integrated protection and proficiency with light and medium armor. ### Morphic Transformation: As an action, you can transmute your Metallium body to take on the appearance of any Medium humanoid you have seen before. This transformation lasts for 1 hour, and you gain the physical attributes, size, and general abilities of that form. You retain your mental abilities and personality. You can use this feature twice before requiring a long rest. ### Chameleon's Camouflage: While in your humanoid form, you have advantage on Dexterity (Stealth) checks to hide, and you can mimic the appearance of specific individuals or creatures you've seen. ### Liquid Metal Form: Once per long rest, you can enter a plasmoid-like liquid state for up to 10 minutes. While in this state, you can move through small openings, under doors, and through cracks as if you were a liquid. You are immune to non-magical damage and conditions while in this form, but you cannot take any actions other than movement. After using this feature, you must finish a short or long rest to use it again.
\pagebreakNum ## Draakanforged Upon the scalding anvil of time itself, the Draakanforged race came to be, a marvel of creation forged by the breath of dragons. Crafted from alloys unknown to most, their existence is a tapestry woven from the flames and scales of dragons. The energy of dragon fire courses through their metallic veins, endowing them with both the strength of dragons and an affinity for their elemental breath. Each Draakanforged is birthed through a rare and sacred ritual where dragon fire fuses their metal forms and grants them the gift of draconic power. ### Ability Score Increase: Your Constitution score increases by 2. ### Dragonfire Fusion: You have resistance to the damage type that matches the breath weapon of the dragon whose fire brought you to life (acid, cold, fire, lightning, or poison). You can speak, read, and write Draconic. Draakan Breath: You can exhale a mighty breath weapon in a 30-foot cone. Each creature in that area must make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus), taking damage equal to the resistance type you gained from Dragonfire Fusion on a failed save, or half as much on a successful one. The DC increases by 1 at 6th, 11th, and 16th levels. After using this breath weapon, you must complete a short or long rest before using it again. ### Draakan Resilience: You can calculate your Armor Class by adding your Dexterity modifier and your Constitution modifier to 10, granting you an Unarmored Armor Class. You cannot wear traditional armor. Draakan Legacy: You have advantage on saving throws against effects that manipulate or control your mind.
\pagebreakNum ## Temporal Guardian In the cosmic weave of fate, the Temporal Guardians stand as sentinels of equilibrium. Wrought by the divine hands of Chronos, the god of time, these constructs are vessels of temporal insight and wisdom. Their purpose, unwavering and noble, is to mend the threads of destiny, ensuring harmony across the tapestry of existence. These enigmatic beings, blessed by the very essence of time, are brought into being through ceremonies that resonate with the pulsing heart of the cosmos, binding them to the fabric of reality itself. ### Ability Score Increase: Your Constitution score increases by 2. ### Guardian's Insight: As a reaction, when a creature you can see makes an attack roll, an ability check, or a saving throw, you can use your temporal insight to grant them a chance to reroll the roll. The creature must use the new roll. Once you use this feature, you can't use it again until you finish a short or long rest. ### Chrono Magic: You can cast "Haste" (without needing material components) once per long rest without expending a spell slot. Constitution is your spellcasting ability for this spell. Starting at 5th level, you can also cast "Slow" (without needing material components) once per long rest without expending a spell slot. Constitution is your spellcasting ability for this spell. ### Time's Resistance: You have advantage on saving throws against effects that manipulate or alter time, and you have resistance to psychic damage. ### Balance Aura: You emit an aura of calm and balance. Friendly creatures within 10 feet of you gain advantage on Wisdom saving throws against being frightened, and they have advantage on Dexterity saving throws to avoid being knocked prone. ### Temporal Recall: Once per long rest, you can take a moment to tap into your connection to time, allowing you to regain expended uses of your "Guardian's Insight" ability and your "Chrono Magic" spells.
\pagebreakNum ## Construct Enforcer Warforged: The Construct Enforcer Warforged is a master of crafting, summoning, and commanding constructs, an embodiment of mechanized prowess born of knowledge and arcane ingenuity. ### Ability Score Increase: Your Constitution score increases by 2. ### Conjuration Magic: You can cast the "Conjure Minor Elementals" spell (using constructs instead of elementals) once per long rest without expending a spell slot. Constitution is your spellcasting ability for this spell. ### Mending: You can cast the "Mending" cantrip at will. ### Command Constructs: You have a unique ability to control constructs of a certain challenge rating (CR). You can have a number of controlled constructs under your command equal to your proficiency bonus. These controlled constructs must have a combined CR equal to or less than half your character level (rounded down). ### Construct Resonance: Your understanding of construct mechanics grants you advantage on Intelligence (Arcana) checks related to identifying, crafting, or controlling constructs. ### Arcane Upkeep: As an action, you can spend a short rest reinforcing and maintaining your controlled constructs, restoring hit points equal to your character level to each construct. You can use this feature once before requiring a long rest. ### Construct Synergy: When controlling constructs, your presence enhances their abilities. While you are within 30 feet of a controlled construct, it gains a +1 bonus to AC and attack rolls. ### Construct Overdrive: Starting at 6th level, you can temporarily amplify the capabilities of your controlled constructs. As an action, you can grant one controlled construct within 60 feet of you advantage on its next attack roll or saving throw. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after a long rest.
\pagebreakNum ## Steamforged: The Steamforged is a marvel of technological innovation and steam-powered engineering, embodying the marriage of magic and machinery. ### Ability Score Increase: Your Constitution score increases by 2. ### Steam-Powered Resilience: * You gain proficiency with heavy armor and gain a +1 bonus to your Armor Class when wearing heavy armor. * You have resistance to fire damage. ### Mechanical Flight: Steamforged can harness steam power to achieve controlled flight. You have a flight speed of 30 feet. You can hover in place during your turn and can ascend vertically up to 15 feet at the start of your turn. You must land at the end of your turn. ### Steam Vent: As a reaction, you can release a burst of steam to impose disadvantage on an attack roll made against you. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after a short or long rest. ### Boiler Blast: Starting at 6th level, you can channel steam energy into a devastating blast. Once per long rest, you can unleash a blast of scalding steam in a 15-foot cone. Creatures in that area must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus), taking 2d8 fire damage on a failed save, or half as much on a successful one. ### Steam Recharge: As a bonus action, you can release excess steam, granting yourself temporary hit points equal to your character level + your Constitution modifier. You can use this feature once before requiring a short or long rest. ### Pressure Surge: At 10th level, you can overcharge your steam power to gain temporary flight. For 1 minute, you gain a flying speed of 60 feet. Once you use this feature, you can't use it again until you finish a long rest.
\pagebreakNum ## Runeforged: The Runeforged are living embodiments of arcane symbols and magical scripts, possessing a deep connection to the power of runes and enchantments. ### Ability Score Increase: Your Constitution score increases by 2. ### Rune Interpretation: You can read and interpret magical runes with ease. You have proficiency in the Arcana skill, and you can use your Intelligence modifier instead of Charisma when making Persuasion checks involving the discussion of magical topics. ### Runic Insight: You have advantage on Intelligence (Arcana) checks made to study or decipher runes and magical inscriptions. You can identify the properties of magical items during a short rest by studying their runes. \columnbreak ### Rune Crafter: Runeforged possess the ability to inscribe magical runes onto items, weapons, and armor, imbuing them with arcane properties. During a long rest, you can choose to inscribe one of the following runes on a non-magical item, weapon, or armor: #### Rune of Protection: Grants the target item a +1 bonus to AC. #### Rune of Flame: Once per long rest, the wielder can imbue a weapon with fire damage on a hit, dealing an additional 1d6 fire damage. #### Rune of Warding: The wearer gains resistance to a specific damage type (chosen when inscribing the rune). #### Rune of Swiftness: Once per short rest, the wearer can use a bonus action to gain an additional 10 feet of movement for that turn. #### Rune of Precision: The wielder gains a +1 bonus to attack rolls made with the weapon. #### Rune of Healing: Once per long rest, the bearer can use an action to regain hit points equal to their character level. #### Rune of Frost: Once per long rest, the wielder can imbue a weapon with cold damage on a hit, dealing an additional 1d6 cold damage. #### Rune of Disruption: Once per long rest, the wielder can use an action to force a creature within 30 feet to make a Wisdom saving throw. On a failure, the creature is frightened until the end of its next turn. A Runeforged can inscribe a number of runes equal to their proficiency bonus. Once inscribed, a rune cannot be changed until the next long rest. The effects of the runes can't stack; only one rune can be active on a given item at a time. \pagebreakNum ## Wildmetal Dryad: The Wildmetal Dryads are an extraordinary fusion of living wood, precious gems, and the essence of the natural world. Each Dryad is a guardian of nature, its heart beating in harmony with the wilderness. ### Ability Score Increase: Your Constitution score increases by 2. ### Nature's Grace: You have advantage on Intelligence (Nature) and Wisdom (Survival) checks. You can communicate with animals and plants as if using the "Speak with Animals" and "Speak with Plants" spells. You understand their responses, though they might be cryptic. ### Natural Affinity: You are proficient in the Nature and Survival skills. You have advantage on Wisdom (Survival) checks made to track creatures and navigate through natural terrain. ### Earthen Resilience: Your body's composition grants you resistance to poison damage and advantage on saving throws against being poisoned. ### Gemheart Connection: As an action, you can touch a non-magical gem or mineral, gaining insight from the Earth itself. You can ask the DM one question about the terrain, creatures, or features within 1 mile of your location. You can use this feature once before requiring a short or long rest. ### Nature's Whisper: You have an inherent understanding of the natural world. You gain proficiency in the Nature skill if you don't already have it, and you can add double your proficiency bonus to Nature checks you make.
\pagebreakNum ## Seaforged: The Seaforged are living mariners, forged from materials that resonate with the heart of the sea. Their existence is a testament to the enduring mysteries of the ocean's embrace. ### Ability Score Increase: Your Constitution score increases by 2. ### Aquatic Adaptation: * You have a swim speed of 40 feet. * You can breathe both air and water, allowing you to survive comfortably underwater and making you immune to drowning. ### Tidal Defense: In aquatic environments, your body becomes more resistant. You have a +1 bonus to your Armor Class and saving throws while underwater. ### Fluid Affinity: You have advantage on Strength (Athletics) checks made to resist being grappled, restrained, or moved against your will underwater. You can communicate with aquatic creatures and understand their responses. ### Wave Manipulation: As an action, you can manipulate water to create small waves or currents within 30 feet of you. This can be used to knock creatures prone or manipulate objects. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after a short or long rest. ### Ocean's Insight: You have proficiency in the Nature skill and can add double your proficiency bonus to checks made to identify aquatic creatures and navigate the sea. ### Ebb and Flow: Starting at 6th level, you can tap into the rhythmic patterns of ocean currents to grant yourself advantage on Dexterity saving throws made to avoid being knocked prone or moved against your will while underwater.
\pagebreakNum ## Stormforged: The Stormforged are born from the explosive fusion of advanced metal and the raw power of lightning storms. Each Stormforged is a living testament to the overwhelming forces of nature. ### Ability Score Increase: Your Constitution score increases by 2. ### Lightning Infusion: * You gain resistance to lightning and thunder damage. * You have advantage on concentration checks made to maintain concentration on spells during a storm. ### Tempest Resilience: During a storm, you gain additional benefits: * Your movement speed increases by 10 feet. * You have advantage on Strength saving throws made to resist being moved or knocked prone by strong winds. * Your ranged weapon attacks ignore disadvantage due to heavy rain or wind. ### Electric Charge: As a bonus action, you can infuse your body with electric energy. For the next minute, your unarmed strikes and melee weapon attacks deal an additional 1d6 lightning damage. Once you use this feature, you can't use it again until you finish a short or long rest. ### Thunderous Roar: Starting at 6th level, you can channel the energy of storms to create a powerful thunderous roar. As an action, you can unleash a thunderous blast in a 15-foot cone. Creatures in that area must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus), taking 2d8 thunder damage on a failed save, or half as much on a successful one. After using this ability, you must finish a short or long rest before using it again.
\pagebreakNum ## Divine Spark: The Divine Spark Warforged are the living embodiment of divine will, forged from sacred metal and infused with the essence of the gods. Each bears a divine purpose, their existence intertwined with the will of their creator deity. ### Ability Score Increase: Your Constitution score increases by 2. Divine Affinity: You are proficient in the Religion skill. You have advantage on saving throws against being charmed and frightened. ### Channel Divinity: You can use your Channel Divinity to tap into the divine purpose bestowed upon you by your creator deity. As an action, you can choose one of the following effects: #### Divine Radiance: You emit a radiant aura of divine energy. For 1 minute, bright light shines from you in a 30-foot radius, and dim light extends an additional 30 feet. Undead and fiends within this aura have disadvantage on attack rolls against you and must make a Wisdom saving throw when they hit you with an attack. On a failed save, they are blinded until the end of their next turn. #### Divine Vengeance: You harness your deity's wrath to smite a foe. Make a melee weapon attack. On a hit, the target takes an extra 2d8 radiant damage. If the target is an undead or a fiend, the damage increases to 3d8. You can use this feature once before requiring a short or long rest. ### Divine Sense: As an action, you can detect the presence of celestial, fiend, or undead creatures within 60 feet of you until the end of your next turn. You can use this feature once before requiring a short or long rest. ### Sacred Resilience: Your connection to divine power grants you advantage on saving throws against spells and effects cast by celestials, fiends, and undead.
\pagebreakNum ## Hellforged: The Hellforged are born from the infernal forges of the Nine Hells, shaped by devilish power and fueled by the agony of lost souls. Each Hellforged is a chilling embodiment of the torment and mastery of the fiendish realms. ### Ability Score Increase: Your Constitution score increases by 2. ### Infernal Immunity: * You are immune to fire damage. * You have advantage on saving throws against spells and effects that deal fire damage. ### Hellfire Strike: You can channel the hellish flames within you to deal devastating fire damage. Once per turn, when you hit with a melee weapon attack, you can choose to deal an additional 1d6 fire damage. ### Infernal Fright: As an action, you can unleash an aura of infernal terror. Each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a short or long rest. ### Infernal Legacy: You know the "Thaumaturgy" cantrip. At 3rd level, you can cast the "Hellish Rebuke" spell once per long rest without expending a spell slot. At 5th level, you can cast the "Flame Blade" spell once per long rest using Constitution as your spellcasting ability.
\pagebreakNum ## Aerial Avengers: The Aerial Avengers are masters of the skies, constructed with specialized mechanisms that enable them to soar, dive, and strike from above. Each Aerial Avenger is a high-flying force of precision and agility. ### Ability Score Increase: Your Constitution score increases by 2. ### Swift Flight: You have a flying speed of 40 feet. You can hover in place during your turn and can ascend vertically up to 15 feet at the start of your turn. You must land at the end of your turn. ### Evasive Maneuvers: You can take the Disengage action as a bonus action a number of times per day equal to your proficiency bonus. This allows you to dart away from enemies without provoking opportunity attacks. ### Dive Bomb: As an action, you can execute a Dive Bomb attack. You descend from the sky, targeting a creature within your flying speed. Make a melee weapon attack against that creature. On a hit, you deal additional damage equal to your proficiency bonus and the target must succeed on a Strength saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be knocked prone. You can use this ability once before requiring a short or long rest. ### Aerial Precision: You have advantage on Dexterity (Acrobatics) checks made to maintain balance while flying. You can use your Dexterity modifier instead of Strength for attack and damage rolls with melee weapons while airborne. ### Skyward Surge: Starting at 6th level, you can expend your action to soar vertically into the air, ascending up to 60 feet. This movement does not provoke opportunity attacks. On your next turn, you can choose to dive down and make a Dive Bomb attack as a bonus action.
\pagebreakNum ## Corrupted Construct: The Corrupted Constructs are twisted beings, brought to life through dark rituals and fueled by the essence of death. Each Corrupted Construct embodies the macabre art of necromantic craftsmanship. ### Ability Score Increase: Your Constitution score increases by 2. ### Undying Resilience: * You have advantage on Death Saving throws. * You are immune to the poisoned condition and poison damage. ### Life Drain: As an action, you can drain the life force of a creature within 5 feet of you that you can see. The target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus). On a failed save, the target takes necrotic damage equal to 1d8 + your Constitution modifier, and you regain hit points equal to half the damage dealt. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after a long rest. ### Master of Undeath: At 6th level, you can cast the "Animate Dead" spell once per long rest without expending a spell slot. Starting at 10th level, you can cast the "Control Undead" spell once per long rest without expending a spell slot. ### Dark Embrace: You have resistance to necrotic damage. You can speak the language of the undead and have advantage on Charisma (Intimidation) checks made against undead creatures.
\pagebreakNum ## Shadow Walker: The Shadow Walkers are enigmatic beings, born from the melding of unique metal and the ethereal essence of the Shadowfell. Each Shadow Walker embodies the eerie mysteries and shadowy magic of that plane. ### Ability Score Increase: Your Constitution score increases by 2. ### Unwavering Composure: * You have advantage on saving throws against being frightened. * You are resistant to necrotic damage. ### Shadow Step: You can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You must finish a short or long rest to use this ability again. ### Umbral Casting: You can cast the "Inflict Wounds" spell once per long rest without expending a spell slot. At 5th level, you can also cast the "Darkness" spell once per long rest without expending a spell slot. Constitution is your spellcasting ability for these spells. ### Shadow Sight: You have darkvision with a range of 120 feet. Additionally, you can see through magical darkness. ### Ethereal Attunement: Starting at 6th level, you can use an action to touch a willing creature and grant it the ability to cast "Misty Step" once without expending a spell slot. The creature must use this ability within 1 minute or lose the opportunity. Once you use this feature, you can't use it again until you finish a short or long rest.
\pagebreakNum ## Juggernaut: The Juggernauts are formidable creations, crafted by the mighty giants and infused with elemental magic. Each Juggernaut embodies the raw strength and power of the giants that birthed them. ### Ability Score Increase: Your Constitution score increases by 2. ### Elemental Resilience: You have resistance to a damage type that corresponds to the type of giant who created you: fire (fire giant), cold (frost giant), lightning (storm giant), or acid (stone giant). ### Titanic Strike: Once per turn, when you hit a creature with an attack, you can deal additional damage equal to your Constitution modifier. ### Giant's Might: Starting at 6th level, you can use a bonus action to grow in size for 1 minute. While in this state, your size becomes Large, and your reach increases by 5 feet. Your melee weapon attacks also deal an additional 1d6 damage. Once you use this ability, you can't use it again until you finish a short or long rest. ### Giant Kinship: You have proficiency in the Athletics skill and can add double your proficiency bonus to Strength checks you make. ### Rumbling Presence: Starting at 10th level, when you move within 10 feet of a creature, you can force that creature to make a Strength saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be pushed 5 feet away from you.
\pagebreakNum ## Pyroforged ### (Fire Elemental Warforged): The Pyroforged are creatures of living flame, forged with elemental fire and a connection to the inferno itself. Each Pyroforged embodies the raw energy and destructive potential of the flames. ### Ability Score Increase: Your Constitution score increases by 2. ### Elemental Resilience: * You have resistance to fire damage. * You can touch a flammable object as an action to ignite it. ### Inferno Strike: You can channel the flames within you to unleash a fiery attack. Once per turn, when you hit with a melee weapon attack, you can choose to deal an additional 1d6 fire damage. ### Fire Form: As a bonus action, you can assume a semi-ethereal form made of fire. While in this form, you can move through other creatures and objects as if they were difficult terrain, and you take half damage from nonmagical bludgeoning, piercing, and slashing damage. This form lasts for 1 minute and can be used once before requiring a short or long rest. ### Fiery Command: Starting at 6th level, you can use your action to command a flame within 60 feet to ignite or extinguish, and to create simple shapes out of fire, such as letters or symbols. Additionally, you can cast the "Produce Flame" cantrip once per long rest without expending a spell slot. ### Infernal Endurance: At 10th level, you gain proficiency in Constitution saving throws. Additionally, you have advantage on saving throws against spells and effects that would restrain you.
\pagebreakNum ## Aquaforged ### (Water Elemental Warforged): The Aquaforged are beings shaped from the currents and tides of elemental water, carrying the essence of the ocean within them. Each Aquaforged embodies the fluidity and strength of the waters. ### Ability Score Increase: Your Constitution score increases by 2. ### Elemental Resilience: * You have resistance to cold damage. * You can hold your breath indefinitely and swim at a speed of 40 feet. ### Tidal Strike: You can harness the power of water to enhance your attacks. Once per turn, when you hit with a melee weapon attack, you can choose to deal an additional 1d6 cold damage. ### Hydroform Defense: As a reaction when you take damage, you can temporarily become water-like, gaining resistance to the triggering damage type until the start of your next turn. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after a short or long rest. ### Fluid Manipulation: Starting at 6th level, you can cast the "Shape Water" cantrip once per long rest without expending a spell slot. Additionally, you can cast the "Create or Destroy Water" spell once per long rest using Constitution as your spellcasting ability. ### Aqua Master: At 10th level, you gain the ability to breathe underwater and move freely through underwater terrain. You also gain advantage on saving throws against being grappled or restrained.
\pagebreakNum ## Terraforged ### (Earth Elemental Warforged): The Terraforged are constructs shaped from the very earth and stone of the land, embodying the strength and stability of the mountains. Each Terraforged carries the weight of the earth within its very core. ### Ability Score Increase: Your Constitution score increases by 2. ### Elemental Resilience: * You have resistance to bludgeoning damage. * You can use your reaction to impose disadvantage on a Strength (Athletics) check or Strength saving throw made against you. ### Stonesurge Strike: You can harness the might of the earth to enhance your attacks. Once per turn, when you hit with a melee weapon attack, you can choose to deal an additional 1d6 bludgeoning damage. ### Earthen Endurance: As a bonus action, you can bolster yourself with the power of stone, gaining temporary hit points equal to your Constitution modifier (minimum of 1). You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain expended uses after a short or long rest. ### Stone Shaping: Starting at 6th level, you can cast the "Mold Earth" cantrip once per long rest without expending a spell slot. Additionally, you can cast the "Earth Tremor" spell once per long rest using Constitution as your spellcasting ability. ### Mountain's Might: At 10th level, you gain advantage on saving throws against being moved by effects that would push or pull you. Additionally, you can cast the "Pass without Trace" spell once per long rest without expending a spell slot.
\pagebreakNum ## Aeroforged ### (Air Elemental Warforged): The Aeroforged are beings of boundless wind and air, molded from elemental breezes and granted the gift of flight. Each Aeroforged embodies the freedom and unchained spirit of the wind. ### Ability Score Increase: Your Constitution score increases by 2. ### Elemental Resilience: * You have resistance to thunder damage. * You can use your reaction to gain advantage on a Dexterity saving throw against an effect that would move you against your will. ### Gale Strike: You can channel the force of the winds within you to deliver powerful attacks. Once per turn, when you hit with a ranged weapon attack, you can choose to deal an additional 1d6 thunder damage. ### Windborne Flight: You have a flying speed of 30 feet. When you take the Dash action, your flying speed increases to 60 feet until the end of the turn. ### Zephyr's Grace: Starting at 6th level, you have advantage on Dexterity (Acrobatics) checks and Strength (Athletics) checks made to jump. Additionally, you can cast the "Gust" cantrip once per long rest without expending a spell slot. ### Aerial Evasion: At 10th level, you can use your reaction to deflect or redirect an attack that targets you. Once you use this ability, you can't use it again until you finish a short or long rest.
\pagebreakNum ## Other Options ### Alchemyforged: Crafted using alchemical processes, these Warforged have the ability to create and manipulate potions, acids, and other alchemical substances. ### Clockwork Cogitator: Driven by intricate clockwork mechanisms, these Warforged excel in calculating precise actions. They have the ability to slow down time for themselves and those around them. ### Soulbound Construct: Imbued with the remnants of souls, these Warforged possess a connection to the ethereal plane. They can manipulate spirits and tap into otherworldly magic. ### Forgotten Sentinel: These Warforged were left dormant for centuries and now awaken to a world that has changed around them. They have an uncanny ability to recall ancient lore and secrets.
\pagebreakNum #### Power Word Annihilate: *9th-level spell* **Casting Time**: 1 action **Range**: 60 feet **Components:** V **Duration:** Instantaneous You utter a word of immense destruction that resonates through the target's very being. The target must have 100 hit points or fewer. It takes 15d10 force damage and is disintegrated if this damage reduces it to 0 hit points. A creature disintegrated by this spell is utterly annihilated, leaving behind only a faint trace of its existence.
#### Power Word Obliterate: *9th-level spell* **Casting Time:** 1 action **Range:** 60 feet **Components**: V **Duration:** Instantaneous You speak a word that invokes a wave of oblivion, causing the target to suffer 20d8 necrotic damage. If the target's hit points are reduced to 0 by this damage, its body disintegrates into nothingness, leaving no remains behind. In addition, creatures within 20 feet of the target must succeed on a Constitution saving throw or take half damage and be stunned until the end of their next turn.
#### Power Word Eradicate: *9th-level spell* **Casting Time**: 1 action **Range:** 60 feet **Components**: V **Duration:** Instantaneous Your incantation unleashes a pulse of annihilating energy that targets the creature's life force. The target must have 150 hit points or fewer. It takes 25d6 radiant damage and its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the target finishes a long rest. If this damage reduces the target's hit point maximum to 0, the creature is erased from existence, its body and soul eradicated beyond resurrection or revival magic. \pagebreakNum ## Possession System: In the dark realm of magic and malevolence, a sinister force grants certain creatures the ability to possess the bodies of others. Possession is a terrifying ability that allows a creature to infiltrate and control the very essence of its victim. Here's how the possession system works: When a creature possesses another, it's as if a shadowy veil descends upon the victim. The possessing creature's essence merges with the host, warping their thoughts, actions, and even their physical form to a degree. The host becomes an unwilling puppet, manipulated by the dark will of the possessor. ### Initiating Possession: To initiate possession, the possessing creature must first make a melee spell attack against the target's AC. The possessing creature must be within 5 feet of the target. ### Resistance: The target can make a Charisma saving throw against a DC determined by the possessing creature's abilities. On a successful save, the possession fails, and the target is immune to further possession attempts by the same creature for 24 hours. ### Successful Possession: If the possession is successful, the possessing creature enters the target's body. The target's consciousness is suppressed while the possessor takes control. The target's physical form might take on subtle or drastic changes to reflect the possessor's influence. ### Control and Abilities: The possessor gains control over the target's body and its basic abilities. The possessor retains its mental attributes, such as Intelligence, Wisdom, and Charisma, but uses the host's physical attributes for calculations. \columnbreak ### Actions: The possessor can use the host's actions, attacks, and abilities as well as its own. If the host has class levels, the possessor can access class features but not spellcasting, unless the possessor is a spellcaster. ### Duration: The possession lasts until the possessor willingly leaves, is forcibly expelled, or the host's body is reduced to 0 hit points. If the host's body is reduced to 0 hit points, the possessor must make a Charisma saving throw against a DC to maintain control. On a failure, the possessor is expelled and takes 2d6 psychic damage. ### Expulsion: A spell like "Dispel Evil and Good" can expel the possessor, forcing it to return to its own form if it has one. Similarly, an exorcism ritual may also have the same effect. ### Long-Term Effects: Even after the possession ends, the victim might suffer lingering psychological trauma or physical changes caused by the possession. These effects are at the Dungeon Master's discretion. \pagebreakNum ## Arcane Resonance: Characters who possess a strong affinity for magic can use Arcane Resonance to alter or enhance their spells. This system allows spellcasters to invest additional energy into their spells, resulting in improved effects or higher spell levels. ### Spell Alteration: When casting a spell, a character can choose to engage Arcane Resonance. This requires the expenditure of a bonus action in addition to the spell's normal casting time. ### Upcasting: While using Arcane Resonance, the character can choose to upcast the spell by expending a higher-level spell slot than required. For each level above the spell's base level, the spell gains an additional effect, damage, duration, or range, as determined by the DM. The character must have an available spell slot of the higher level to do this. ### Effects and Enhancements: The specific effects of upcasting using Arcane Resonance depend on the character's class, subclass, and the spells they are casting. Examples include increased damage, longer durations, larger areas of effect, or additional targets. ### Resource Management: Arcane Resonance consumes a portion of the character's magical energy. The character can use this ability a number of times equal to their proficiency bonus per long rest. ### Ritualistic Concentration: Arcane Resonance requires intense concentration and attunement to the magic around the caster. If the caster is disrupted, silenced, or otherwise incapacitated while using Arcane Resonance, the attempt is unsuccessful, and the spell is lost. ### Learning and Mastery: As characters gain experience and understanding of the weave, they may discover new ways to manipulate spells through Arcane Resonance. These enhancements should be thematic and balanced to avoid overpowering characters. \columnbreak ## Arcane Change: As a master of magical manipulation, you've learned to channel your spells to their fullest potential. With a focused mind and steady hand, you charge your spells, unleashing them with greater power. When you activate the Arcane Charge, you begin by meticulously weaving the intricate threads of your chosen spell, drawing upon your magical reservoir. As you chant the incantations and mold the energies, you can feel the spell's power resonating within you, ready to be unleashed. Your focus is absolute, your connection to the weave unyielding. ### Charge On your turn, you can use your action to cast a spell, expending a spell slot and any required material components. However, instead of releasing the spell immediately, you channel it and hold its magical energy, focusing your concentration on maintaining it. You are considered to be concentrating on this spell, just as if you had taken the Ready action to cast it. ### Release On your next turn, you must use your action to release the charged spell. When you release the spell, it is cast as though you had cast it normally, but at a spell level one higher than the expended spell slot. For example, if you expended a 2nd-level spell slot to charge the spell, it would be cast as if you had used a 3rd-level spell slot. A spell cannot be charged above 9th level. This ability provides you with a unique way to enhance the potency of your spells by carefully timing their release. It rewards strategic planning and precise execution, allowing you to surprise your foes with the heightened magical energy you've harnessed. You may do this a number of times equal to the spell attack bonus per long rest. \pagebreakNum The Shapeshifting Nomads are a unique variant of Changelings, who have honed their shapeshifting abilities to traverse different cultures, societies, and even species. Their mastery of mimicry grants them unparalleled adaptability and insight into various walks of life. ### Ability Score Increase: Your Charisma score increases by 2. ### Cultural Chameleon: You gain proficiency in one skill and one tool of your choice. Additionally, you can use your action to study a creature for 1 minute, observing their mannerisms, speech patterns, and behavior. After this time, you can mimic their appearance and mannerisms with uncanny accuracy for a number of hours equal to your Charisma modifier (minimum of 1 hour). Once you use this ability, you can't use it again until you finish a short or long rest. ### Adaptive Expertise: Starting at 6th level, when you use your Cultural Chameleon ability, you also gain proficiency in one skill and one tool associated with the creature you mimic. This expertise lasts for the duration of the mimicry. ### Immersive Transformation: At 10th level, your shapeshifting abilities become even more convincing. You can choose to undergo an immersive transformation, adopting not only the appearance but also some physical traits of the creature you mimic. For example, if you mimic a creature with darkvision, you gain darkvision for the duration of the mimicry. You can use this ability once per long rest. ### Master of Impersonation: At 14th level, your shapeshifting mastery reaches its peak. You can now mimic the abilities of the creature you impersonate, gaining access to one of their racial traits or features. This effect lasts for the duration of your mimicry, and you can use it once per long rest. \columnbreak * Increase your Charisma score by 1, to a maximum of 20. * You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. * You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. * You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. \pagebreakNum