Custom race feat for Warforged and Autognomes
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The ancient creators endowed their constructs with an innate connection to magic through the magical nucleus inside their chests.
This feat can be unlocked by an artificer or anyone who understands these constructs, allowing the character to use Level 0 Overcharge. This feat is exclusive to warforged and autognomes, but can used by custom races.
Alternatively, for narrative purposes, the DM can unlock this feat for a character when their HP falls to 0 or below, allowing them to stay up for a few extra turns.
When exploring dungeons or curio shops, the player may find an ancient nucleus, a small key with engravings that shine in blue lights, a rare item (*500 GP to 5000 GP*). Installing one increases the overcharge level up to level 6.
This nucleus can be installed by someone with the same expertise as the one who unlocked this feat.
##### Activation:
Overcharge can be activated using a bonus action and deactivated after making the corresponding DC save at the end of all its extra turns.
If combat ends while Overcharge is active, the character must make the necessary saves as if all their turns ended.
Overcharge also **automatically activates when the character's HP is reduced to 0 or below**, applying the remaining damage to the health gained. Overcharge can be activated an unlimited number of times per day unless the character has 5 levels of exhaustion (better explained below).
##### Effect:
When Overcharge activates at level 0, the character's maximum health increases by 100 HP and they heal for that amount. Deactivating the feat reverts the character's maximum health to normal, and they lose a fixed amount of HP specified at the overcharge table you can find below. Speed can also increase depending on the feat level.
Higher levels change the amounts gained and lost. If the character's HP is reduced to 0 upon deactivating Overcharge, they fall unconscious with 1 HP instead of dying and overcharge deactivates. The character must still make the necessary DC save at the end of that turn.
While Overcharge is active, the character gains an extra turn at the end of their last turn, similar to the Haste spell.
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At the end of their last turn each round, they must make a Constitution saving throw with an increasing DC based on the number of turns Overcharge has been active: **14** for the first turn, **16** for the second, **18** for the third, **20** for the fourth, **24** for the fifth, and **30** for the sixth and beyond.
On a successful save, Overcharge continues. On a failed save, Overcharge continues, but the character gains 1 level of exhaustion. This exhaustion can only be removed by a long rest and has no effect until Overcharge is deactivated. Activating Overcharge while the character has any level of exhaustion temporarily nullifies exhaustion effects while Overcharge is active. If the character reaches 6 levels of exhaustion, they fall unconscious with 5 levels of exhaustion instead of dying.
At the end of all its turns, the player can choose to play another extra turn, but by doing so, the overcharge turn increases by one, and they must save for that turn. On a success, the player can play this extra turn and choose to end their turn afterwards or repeat this process. On a failed save, the character gains an exhaustion level and ends its turn.
If Overcharge is activated multiple times without a long rest, it does not heal or increase the character's maximum health, since this effects only apply the first time it is used between long rests. The character must make saves based on the last DC save made during the previous Overcharge activation. For example, if Overcharge deactivated on its 4th turn with a DC 20 save, the next activation will require a DC 24 Constitution check for the fifth turn.
This feat can also be used while transformed using the polymorph spell or related skills, except for true polymorph. The transformation benefits from Overcharge's healing and extra turns, while the negative effects apply once the character reverts to their main form.
##### Max Level Overcharge (Optional Rule)
If allowed by the DM, the character can reach up to level 10 Overcharge, maintaining the stats from level 6 until reaching level 10. Once unlocked, the character always has the Haste spell active, but cannot activate Overcharge. When activating Overcharge, the effects of the Haste spell deactivate, and the effects of level 6 Overcharge apply instead. After deactivating Overcharge, the character won't receive the Haste spell effects until after a long rest.
### Overcharge Table
| Level | Max HP and HP Healed When Activating | HP Lost When Deactivating | Extra Turns Gained | Extra AC When Overcharge is On | Extra Movement Speed While Overcharge is On |
|:-----:|:-----------------------------------:|:-------------------------:|:------------------:|:-----------------------------:|:-------------------------------------------:|
| 0 | 100 | 100 | 1 | 0 | 0 |
| 1 | 125 | 100 | 1 | 0 | 0 |
| 2 | 150 | 110 | 1 | +1 | +5 |
| 3 | 175 | 120 | 1 | +1 | +5 |
| 4 | 200 | 140 | 2 | +2 | +10 |
| 5 | 225 | 150 | 2 | +2 | +10 |
| 6 | 250 | 100 | 3 | +4 | +15 |
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1d8 versátil (1d10) +2 / Adularia: Ignora defensa mágica de armaduras de calidad inferior a la adularia / Azogue: +1 de daño por veneno. +5 Cargas para hechizos de nivel 1 o 2 (coste relativo al grado del hechizo).
Mecanismo de viales: El arma posee un espacio para viales elementales. Como acción bonus se puede abrir el vial, permitiendo que en los siguientes ataques del arma en un turno posterior apliquen el daño del elemento en cuestión. Un vial hace 2d6 de daño de su elemento en cuestión y aplica el estado pertinente al afectado. Se pueden usar las cargas mágicas del arma para extender la duración del vial en el arma (5 turnos extra por cada carga).
Posibles mejoras: Compresor para inyección: que permitiría al arma aplicar el daño elemental al objetivo sin necesidad de preparar antes el arma, pues el elemento se extendería por el arma con rapidez. / Cañón integrado: permitiría que el arma dispare balas elementales; esta mejora es independiente a la del inyector, y contaría como una pistola 2d6+el daño elemental
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