Primal Path - Mournforged

When the Mourning tore through Cyre, almost all of its residents were immediately kill by the warped energies. All, that is, except for the warforged. While some were still killed in the aftermath by the lands shifting, living spells, or grief, most warforged survived intact and no worse for wear (physically, at least). That the Mournland has no notable impediment on the warforged is what makes it an ideal land for the Lord of Blades and his followers.

Yet while most were left alive and unharmed, some were warped and changed by the magics, melding with them and become connected and sustained by the Mournland. At first this manifests as a hardening of the body and sharpening of fingers into talons, but as the connection grows they begain to emanate more and more of the Mournland's powers, warping magic and eventually learning to create a full Mournland manifest zone.

Some features of the Mournforged call for saving throws or ability checks to be made.

The DC for these is 8 + your proficiency bonus + your constitution modifier.

This subclass is oriented specifically for Warforged in the Eberron setting, but at a DM's discretion you could apply it to other races also.

Mournforged Body

The Mourning remnants that have seeped into your body begin to manifest, strengthening your body and reshaping your fists. From 3rd level, you gain +2 AC while not wearing a shield. Your unarmed strikes also deal 1d8 damage, and whenever you make one they deal your choice of bludgeoning, piercing, or slashing damage - your fingers have reshaped into sharp talons.

In addition, while raging any ground you pass over leaves a trace of the Mournland behind you, which turns it into difficult terrain for 1 hour. You are not affected by this. Finally, whenever you successfully deal damage with an unarmed strike while raging, the damaged creature cannot regain hit points until the end of your next turn.

Mournland Denizen

Your innate connection to the Mournland grants you innate knowledge of it. From 3rd level you have advantage on Survival ability checks to navigate the Mournland and on any Arcana or Nature ability checks related to Mournland creatures or magical effects.

Rage of the Mournland

The chaotic energies of the Mournland pour out of you when you rage. Whenever you activate your Rage feature, roll on the following table.

d12 Result d12 Result
1 You gain resistance to all damage. 7 You gain the effects of the Fire Shield spell, but it deals Psychic damage and grants resistance to Force damage.
2 You regain all expended uses of Rage. 8 All creatures within 60ft are pulled 30ft closer to you.
3 Adjacent creatures take 3d12 psychic damage. 9 The area within a 100ft radius sphere around you becomes difficult terrain. This also affects flying or swimming creatures. You are unaffected by this.
4 Your unarmed strikes gain a 15ft reach on your turn. 10 No creatures within 100ft of you can regain hit points. You are unaffected by this.
5 At the start of your turns you teleport to an unoccupied square adjacent to the highest health total hostile creature within 150ft. 11 A creature damaged by your unarmed strike must succeed on a constitution saving throw or be blinded, deafened, and muted, until the end of your next turn.
6 Creatures that start their turn within 15ft of you gain the Reckless Attack feature this turn. 12 Creatures that start their turn or move adjacent to you must make a wisdom saving throw or be Frightened of you until the end of your next turn.

The effects last as long as your rage is active.

Enhanced Mournforged Body

From 6th level your unarmed strikes now deal magical damage for the purpose of overcoming damage resistances and immunities. In addition you may now integrate magical melee weapons into your body to enhance your unarmed strikes, which you can do as part of a short or long rest. When you do so, any magical benefits (numerical or otherwise) apply to your unarmed strikes instead. You may only have one weapon integrated in this way at a time, and if the item requires attunement you must still attune to it as normal.

If you are killed, the integrated weapon separate from you and fall in a space adjacent to you.

Warp Magic

The magic of the Mournland ravaged natural spells and became a focal point for living spells. From 10th level you exude part of this magic. When a spell is cast within a 10ft radius of you, the caster rolls a d12. On a roll of 1, the spell's effects are negated (though any spell slots used are still expended) and instead a Living Spell (Eberron: Rising from the Last War) of that spell is created adjacent to the caster. The Living Spell rolls its own initiative and is hostile to all creatures other than you, unless you attack it.

You also gain some limited control over this warping. Once per short rest, you can use your reaction when a spell is cast within 30ft of you to attempt to warp it. The spellcaster must make a spellcasting ability check. On a success, the spell takes effect as normal. If they fail, then a Living Spell is created instead and the spell is otherwise negated.

From 17th level the radius of Warp Magic increases from 10ft to 30ft, it negates spells of rolls of 1 or 12, and the Reaction option can be used twice per short rest.

Manifest Mournland

At the apex of a Mournforged's power is the ability to create a pocket of the Mournland itself - the equivalent of a Mournland manifest zone. As an action on your turn you create this area within a 30ft radius of your current position. This is an area of dim light, which overpowers and suppresses any sources of light or darkness unless they are cast from a spell slot level higher than your proficiency bonus. You have advantage on all attacks you make while in the area.

Creatures who start their turn in the area or enter it on their turn must make an Intelligence saving throw. Should they fail, they roll a 1d4 on the following table:

d4 Result
1 The creature is Frightened of all creatures until the end of its current turn.
2 The creature is blinded, deafened, and muted until the end of its current turn.
3 The creature takes 3d12 psychic damage.
4 The creature cannot regain hit points until the start of its next turn.

Creatures friendly to you have advantage on the saving throw, and you automatically succeed on it.

Manifest Mournland lasts for 10 minutes when used, and can be used once per long rest. At 20th level, it also refreshes on a short rest, and you can designate friendly creatures when you use to automatically succeed on the saving throws for the duration.