Prestige Class: Self-forged

Self-forged
Level Features Designs 1st 2nd 3rd
1st Self Modification, Self-Repair, Spellcasting 1 2
2nd Expended study, Design 2 3
3rd Heuristic Processor, Design 3 4 2
4th Ability Score Improvement 3 4 3
5th Design, Living Construct 4 4 3 2

Requirements


  • Character level. 5th.
  • Ability Scores: Constitution 13 and Intelligence 13. You must be able to withstand pain if you wish to become a living construct. To turn yourself into a living construct also requires intense study and knowledge.
  • Proficiencies: Arcana skill.
  • Race: Any race other than warforged.

Class Features

You gain the following class features

Hit Points


  • Hit Dice: 1d8 per self-forged level.
  • Hit Points per Level: 1d8 (or 5) + your Constitution modifier per self-forged level.

Proficiencies


  • Armor: None.
  • Weapons: None.
  • Tools: Blacksmithing tools, Tinker's tools, Thieves' tools.

  • Saving Throws: None.
  • Skills: None.

Equipment

The self-forged prestige class does not grant any special equipment.

Self Modification

At 1st level, you start replace parts your bodys with a mechanicaly constructed parts constructed from metals, stones, and wood fibres. your constructed parts are incapeable of fine manuplation

You also learn to apply one design to your constructed parts.

Designs

At 2nd level, and again at 3rd and 5th levels, you can apply one more design of your choice.

In addition to designs, you can purchase schematics which can be applied to your constructed parts.

You can either re-design your constructed parts or change one schematic every time you finish a long rest. You can know as many schematics as you are able to find or purchase, but you must provide new materials every time you apply a schematic. You can have a number of schematics active at a time equal to your self-forged level.

Self-Repair

At 1st level, you learn to repair and heal yourself more efficiently.

As an action, you can expend a spell slot to regain 1d8 hit points per level of spell slot used.

Spellcasting

Your constructed nature can make use of your innate abilities to augment some of their effects. You gain a number of spell slots as specified on the Self-Forged table, but this prestige class does not grant spells known. Instead, as a self-forged, you can expend your spell slots to empower self-forged designs and your Self-Repair ability. For the purpose of multiclassing, to determine your total spell slots, add your levels in self-forged to your levels in classes that grant you the Spellcasting feature. For example, if you are a self-forged 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard.


  • Spell Attack Bonus = your Proficiency Bonus + your Intelligence modifier.
  • Saving Throw DC = 8 + your Proficiency Bonus + your Intelligence modifier.

Expended study

Your studies pay their result you gain profeciency with crictical hits

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Heuristic Processor

At 3rd level, you implant a Heuristic Processor to your head, covering part of your of your face. You have advantage on Intelligence checks.secondly your profeciency with your modifications improves allowing you to perform fine modifications with them

Finaly as an Action, you can expend a 1st level spell slot to understand the literal meaning of any spoken language that you hear. You also understand any written language that you see. It takes about 1 minute to read one page of text. The effect fades after 1 hour.

Ability Score Improvement

When you reach 4th 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.

Living Construct

Even though many of your body parts have been replaced by constructed parts, you are still a living creature. At 5th level, you replace your vital organs with a Life Support System and reinforce your torso with composite plating and an artificial skeleton. You become immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you can enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

In addition, since your construction incorporates so much wood and metal, you gain a +1 bonus to your Armor Class.

Designs

Designs are mutually exclusive. You can have only one design per constructed part at a time. For example, your Battlefist can't have the designs of Battle Claw and a Rocket Fist at the same time, it's either or.


  • Battle Claw: You modify your Battlefist into a Battle Claw, replacing your fist from the wrist with razor-sharp blades. The Battle Claw is considered as a melee weapon that deals 1d8 slashing damage. You are unable to hold or interact with anything with a battle claw, and you can't make unarmed strikes with it as before.
  • Jet Pack: You attach a jet pack engine on your back, granting you the ability to fly short distances. As an Action, you can expend a 3rd level spell slot to gain flight speed equal to half your land speed for 1 minute. If you already have a natural flight speed, it increases by 15 feet. Because of the added weight, your flight is clumsy and you must move in straight line to remain aloft. You must maintain concentration or you fall. If you fall and take falling damage, the damage is increased by 2d6.
  • Reinforced Battlefist: You reinforce your Battlefist, making it sturdier, able to withstand heavy blows. Your unarmed strike damage increases to 1d6. Additionally, the Reinforced Battlefist counts as a Shield and you are considered proficient with it. However, you can't hold or interact with anything with the reinforced battlefist.
  • Rocket Fist: You modify your Battlefist into a Rocket Fist. Your fist becomes a ranged weapon that you can launch towards a target within 30 feet, and it has the Loading property. The fist is attached to your wrist by a length of chain that you use to retract it. When used in this way, your fist deals 1d10 bludgeoning damage. You can still make unarmed strikes with the Battlefist as before.
  • Runic Arm-Cannon: You modify your Battlefist into a Runic Arm-Cannon. As an action, you can expend a spell slot to make a ranged spell attack against one target and deal 1d10 acid, cold, fire, or lightning damage (your choice) per slot level, up to a range of 120 feet. You are proficient with this attack and you use your Intelligence modifier for the attack roll. Once you modify your Battlefist with this schematic, you can't use it to hold or interact with anything, though you can still make unarmed strikes with it as before.
  • Embedded Weapon: You modify your Battlefist so that you can attach a light melee weapon, a hand crossbow, or a one-handed firearm to your Battlefist. While attached in this way, you can attack with the weapon as if you were holding it, and it can't be disarmed. However, you can't use the Battlefist for anything else. If you have the storage schematic in your Battlefist, a hand crossbow and a one-handed firearm ignore loading property while attached, as long as you have enough ammunition in the storage.

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Schematics

Schematics depend on the constructed part they're applied to. For example, you must have Runic Arm-Cannon design for Battlefist before you can apply Runic Blast. Some schematics can be applied to multiple constructed parts, such as Storage. You can have multiple storages at the same time. One in battlefist, one in hydraulic legs, and one in your chest.


  • Runic Blast: You may apply this schematic to your Runic Arm-Cannon. Instead of making an attack roll against one target, as an Action, you can expend a spell slot to launch an elemental blast that explodes in a 15-foot sphere, at a point of your choice within 120 feet, and deals 2d6 acid, cold, fire, or lightning damage (your choice) per slot level. A successful Dexterity Saving Throw against your Spellcasting DC halves the damage.
  • Lightning Generator: You may apply this schematic to your Battlefist, adding a generator capable of producing jolts of lightning. As an Action, you can make a melee spell attack. On a hit, you deal 1d8 lightning damage to your target, and the target can't take reactions until the start of your next turn. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. If your target wears anything made of metal, you have advantage to the attack roll.
  • Storage: You may apply this schematic to any constructed part. You can store up to three small items, such as a potion, a dagger, or thieves' tools inside the storage. As a bonus action on your turn, you may draw one of these items from the storage.
  • Retractable Wings: You may apply retractable wings to your Jet Pack. When you expend a spell slot to use Jet Pack, your wings extend, letting you fly for extended duration with a better maneuverability. While the wings are extended, you can change your direction mid-air, and the duration you can fly increases to 10 minutes before you must land, but you must maintain concentration or you fall. If you fall, you can float safely to the ground.# The Homebrewery Welcome traveler from an antique land. Please sit and tell us of what you have seen. The unheard of monsters, who slither and bite. Tell us of the wondrous items and and artifacts you have found, their mysteries yet to be unlocked. Of the vexing vocations and surprising skills you have seen.

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