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The Steel Born
\pagebreak # Steel Born Racial Features ###### As a steel born you gain these features
**Ability Score Increase.** Your Strength or Dexterity score increases by 2, and one other ability score of your choice increases by 1.
**Age.** Steel Born can be of various origins and don't age, therefore being able to reach ages of 500+.
**Size.** Size tends to be between small and tiny and varies depending on the weapon, such as a longsword being small and a dagger tiny.
**Speed.** Your base walking speed is 0 feet. You have a fly (hover) speed of 30 feet. You cannot fly higher than 5 feet.
**Monstrous Physiology.** You cannot wear armor, wield weapons or hold items. You can wear rings, amulets and other jewelry on your haft, crossguard, through holes in your blade or any other means of having it on your weapon.
**Innate Magic.** You can innately without any spell components cast mage hand cantrip.
**Living Construct.** Your type is Construct and that fortitude gives you some benefits: - You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - You don't need to eat, drink, or breathe. - You are immune to disease. - You don't need to sleep, and magic can't put you to sleep. - If the mending spell is cast on you, you regain 2d6 hit points. The caster additionally to casting this spell, may expend a spell slot to heal you for 1d6 extra hit points, for each spell slot level expended.
**Recharge** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
**Living Weapon.** You resemble a weapon from the weapons list in the PHB. You are always considered to be wielding that weapon, and you are proficient with it. You do not suffer disadvantage to your attack rolls due to being a Small creature attacking with a heavy weapon if you are a heavy weapon. You can allow yourself to be wielded by another creature. That creature must attune itself to you as though you were a magic item. If you are unwilling to be wielded, that creature must succeed on a grapple check against you. If the weapon you are has the thrown property, it can only be used when you are wielded. If you are a weapon that requires ammunition, you can conjure a singular piece of ammunition every time living weapon makes an attack, after which the ammunition disappears.
**False Appearance** When you remain motionless and you are not flying, you are indistinguishable from a normal weapon.
**Malleable.** As an Action you can change your form into any other basic non-magical weapon in th PHB. You can use this trait a number of times equal to your Constitution modifier(minimum of 1), and you regain all expended uses when you finish a long rest.
**Languages.** You can speak, read and write Common and a language of your choice. \pagebreak
## Class features As a steel born, you gain following class features. ##### Hit Points ___ - **Hit Dice:** 1d6 per steel born level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per steel born level after 1st ##### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Dexterity, Charisma ___ - **Skills:** Choose two from Stealth, Arcana, History, Perception, Deception, Intimidation, Performance or Persuasion ##### Equipment You start with the following equipment, in addition to the equipment granted by your background: ___ - • (a) A tassel of leather, woven gold or metallic lace or (b) bronze ring on your pommel (or head of your haft). - • a turquoise, azurite, eye agate (or other gem worth 10 gp) embedded in your crossguard (or haft). ##### Quick Build First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Charisma. Second, choose the hermit background. \columnbreak
##### The Steel born | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:| | 1st | +2 | Host, True Form, Perfect Partner, Unarmored Defense, Made to Fight | | 2nd | +2 | Fight Plan, | | 3rd | +2 | Steel Born Method | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Improved Fighting Plans | | 6th | +3 | Evasion | | 7th | +3 | Steel Born Type feature | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Soaring Armament | 3 | | 10th | +4 | Steel Born Method feature | | 11th | +4 | Extra Attack(2) | 3 | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Dynamic Strategy | | 14th | +5 | Magic Weapon (+2) | | 15th | +5 | Steel Born Method feature | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Call to Arms | | 18th | +6 | Steel Born Method feature | | 19th | +6 | Ability Score Improvement, Magic Weapon (+3) | | 20th | +6 | Fragment of Perfection |
\pagebreak ### Host You have a spiritual bond with a person attuned to you and gain various benefits due to that. In this class the term Host will relate to a creature that is currently attuned to you. To equip the steel born the host or the steel born has to use a bonus action during their turn. ### True Form At 1st level, you choose your True living weapon form. While in that form you gain various benefits, depending on the keywords of your true form. If it has multiple keywords, you gain all of their benefits. - **Versatile.** Your living weapon has one die higher damage and the versatile attack is one die higher as well(for example a longswords damage would be a d10 one handed and a d12 two-handed). - **Light.** You gain proficiency with the sleight of hand skill. - **Finesse.** You gain proficiency with the Acrobatics skill. - **Two-handed.** When an attack is made with your living weapon, you or the host may choose to make the attack with disadvantage. On a hit, the attack deals an extra die of damage. - **Thrown.** You can take the Dash action as a bonus action. If your host makes a ranged attack with you, you return to your host's hand after the attack is resolved. - **Ammunition.** Once per turn when you hit a creature with an attack, you can reduce the speed of the target by 10 feet until the start of your next turn. If you do not have any of the above properties (you are a morningstar or flail, for example), you gain the following benefit: - You deal double damage against objects. ### Unarmored Defense Beginning with 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. ### Perfect Partner Starting at 1st level, as a weapon you are ready for battle and know how to assist your companion. Your host can make attacks with you with the following benefits: - The host always counts as having proficiency with your living weapon and may use either its or your proficiency, whichever is higher. - The host has a bonus to the damage roll equal to your Strength modifier, or your Dexterity modifier if you are a Finesse or ranged weapon. They may only deal this extra damage once per turn. - You can be wielded in one hand. If your living weapon feature has the heavy property, a Small creature can wield you in two hands without the normal penalties. - You can be used as a spellcasting focus.
\columnbreak ### Made to Fight At 1st level our form has been made perfectly to withstand harsh onslaught. You gain resistance to Slashing, Piercing and Bludgeoning damage. ### Fight Plan Starting at 2nd level, you have started gaining deeper understanding of fighting by someone else and created multiple strategies for it.
As an Action while wielded you can select a stance, which grant you various benefits: #### Striker After taking this stance, you and your host deals 1d4 extra damage with each of your living weapon attacks. #### Vanguard After taking this stance, you and your host gain an AC bonus equal to half your proficiency bonus(rounded down). Additionally when your host is struck by an attack as a reaction you may attempt to parry it. You may roll a living weapon attack roll and if the result is higher than the enemies attack roll, the attack results in a miss. If the result is lower your host takes full damage and you take half of the damage as well. #### Support After taking this stance, you may choose your host to receive one of the following benefits: - Your hosts first attack has advantage and has a bonus to hit equal to half your proficiency bonus(rounded down). - Your hosts next spells Spell Save DC is increased by half your proficiency bonus(rounded down). ### Steel Born Method At 3rd level, choose the type of steel born you are. Each choice is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th. ### 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. ### Magic Weapon Starting at 4th level, you grown more powerful and you are considered to be a magic weapon. Your living weapon gains a +1 bonus on weapon attack rolls and damage rolls. This improves to +2 at 14th level and +3 at 19th level. \pagebreak ### Improved Fighting Plans Beginning at 5th level, you gain deeper understanding of your maneuvers and gain additional benefits.
#### Striker You and your host gain an extra attack whenever you take the action. If your host already has a feature that grants it an extra attack, it deals 1d4 additional damage on its attacks instead. #### Vanguard As a reaction you may parry an additional attack. #### Support After taking this stance, you may choose your host to receive one of the following benefits: - If you choose to give the attack advantage, additionally the attack crit range is increased to 19. - If you choose to empower the Spell Save DC, the creature has disadvantage on that saving throw as well. ### Evasion Beginning at 6th level, your small frame allows you to dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Soaring Armament Starting at 9th level you have finally managed to manifest the magical force in you to lift off the ground and fly with ease. You gain flying speed equal to your hover speed. ### Dynamic Strategy At 13th level, you are fast on changing your tactics in a middle of a battle. You may change your stances as a bonus action instead of an action.
### Call to Arms At 17th level, your bond with the host has become one of legends and you yourself have become versatile enough to be used by anyone, ready to rise to the call of battle at any time. You now can be wielded by anyone of your choice and they gain benefits of all other Host benefits while wielding you. Additionally, while wielded by your original host, stances gain these additional benefits:
#### Striker Attacks with your living weapon ignores resistances and treats immunities as resistances instead. #### Vanguard As an Action you can prepare to go into a completely defensive stance, giving you and your ally an AC bonus equal to your Charisma modifier(minimum of one). \columnbreak #### Support After taking this stance, you may choose your host to receive one of the following benefits: - You may choose to give advantage on all attacks instead of one as well as ignoring disadvantage on those attacks. - If you choose to empower the Spell Save DC, and the creature fails the spell by 5 or more, the damage of the spell is doubled. If the spell doesn't deal damage, it becomes weakened by you and gains a level of exhaustion. ### Fragment of Perfection At 20th level, you have become a masterpiece of a weapon, becoming a thing of legends and myths. As long as you are on the same plane of existence, you are always aware of your hosts location and either as your hosts or your action, you may teleport to the hosts hand and strike down any foe standing in your way. The next attack that hits an enemy deals extra 2d6 Radiant, 2d6 Necrotic, 2d6 Fire, 2d6 Acid damage, 2d6 Cold damage and 2d6 Thunder damage to the target. If that attack reduces a creature to 50 or less hit points, the creature immediately dies as it is reduced to light. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak
## Steel Born Method Not all steel borns are made the same. Some are weapons forged by the gods or fiends, and others simply become sentient after possessing a weapon. ### Method of the Binded Some creatures become steel born by being bound to weaponry or by experiencing tragic deaths and refusing to move on, trapping their souls in a piece of equipment. With that binding most steel born lash out at the world, trying to gain their own freedom in any way possible. #### Withering Strike At 3rd level, you are ready to strike down any foe in your way. While you are in the Striker stance, when you or your host hits a target with your living weapon, you can use your reaction to deal an additional 1d8 necrotic damage to that target. This increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.
#### Possesion From 7th level onwards, you can use your willpower to bind anothers will to your own. If you are being held by a creature of CR 1 or less, you may as an action try and take control. The creature rolls a Charisma Saving throw against your Steel Born DC. On a failure, you gain control of the creature for as long as it holds you and it counts as being attuned to you. While controlling the creature, it acts on your initiative and you may command it as a free action. Additionally for all intents and purposes, while controlling it, the creature counts as your original host
**Steel Born DC** =
8 + your proficiency bonus +
your Charisma modifier
The possession lasts for the next 8 hours, after which the possession ends. Once you use this feature, you can't use it again until you finish a long rest. #### Fury of The Bound Soul Beginning at 10th level, you can unleash your anger onto the world, making foes tremble and preparing you for combat. As an action when you are wielded you can make the host release a terrifying shriek, your host gains temporary hit points equal to your level and all creatures of your choice within 60 feet of you must make a Wisdom saving throw against your Steel Born DC or become frightened for 1 minute. At the end of each of their turns, they may repeat the saving throw, ending the condition on a success. Once you use this feature, you can't use it again until you finish a long rest. \columnbreak #### Blades Uchained At 15th level, you have managed to release a fragment of your potential in a chaotic outburst. As an Action while you are a melee weapon you may start flying through the field, cutting anyone in your path. Any creatures of your choice within 15 feet of you must make a Dexterity saving throw against your Steel Born DC or take 10d8 Slashing, Piercing or Bludgeoning damage, depending on your current form. On a success they take half damage. Once you use this feature, you can't use it again until you finish a short or long rest. #### Improved Possession Starting at 18th level, your influence has grown strong enough to break the wills of seasoned veterans. The CR of creatures you can possess is now up to your Charisma Modifier. Additionally, after the 8 hour duration of the possession, it no longer ends and instead the creature must make a Charisma saving throw with disadvantage to try and break the possession. On a failure, possession continues for the next 8 hours, after which the creature can repeat its saving throw. The range of possession is also increased to 15 feet, and the range for maintaining Possession increases to 30ft from the Host. You cannot command the creature to attack unless it is currently wielding you. Once you use this feature, you must finish a long rest before you can do so again. \pagebreak ### Method of The Guardian Some steel born take over equipment and pieces of armor to protect people, serving as eternal guardians and guards. Many are made through rituals, while some are forged by beings of myths. #### Aegis of Steel At 3rd level you have found yourself dedicated to protect others in more ways that just using your forms. You gain proficiency with Light, Medium and Heavy armor as well as ignore strength requirements for wearing it. During part of a long rest, you can connect yourself with currently not worn set of armor and have it become part of you. While connected with armor this way, your size is medium and your AC is as if you donned that set of armor. Instead of a bonus action now you can be donned and wielded as an action from either the host or you. Depending on the type of armor, you gain different benefits: - **Light Armor.** You and your host gain advantage on stealth checks - **Medium Armor.** At the start of the hosts turn, it gains temporary hit points equal to your Charisma modifier(minumum of 1) - **Heavy Armor.** The host receives all resistances and immunities you have, but you take half the damage the host does(resistances may reduce this damage). The creature donning you, counts as wearing the armor and suffers the same penalties if it is not proficient in it. If your hit points are reduced to 0 while being donned, you immediately drop from the host #### Protectors Duty Beginning with 7th level, you have sworn to protect your host no matter what. While in the Vanguard stance, you may as a bonus action bolster your allies defenses and grant him temporary hit points equal to half your level(rounded up) + your Charisma modifier . You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses. #### Lawful Restraint Starting with 10th level, you have found that sometimes restrictions need to be put on some, to stop them from harming others. When not donned, you can attemt to grapple a creature of medium size or smaller. On a success you and the creature are restrained. While restrained this way, the creatures AC is equal to either your AC or it's, whichever is higher. You can take the attack action, while restraining a creature this way. #### Guardians Resolve At 15th level, you have dutied yourself to go to any lengths to seek and protect others, even if you break. While in the Vanguard stance, when attempting to parry and failing, you take half the damage of the attack and the host takes none(resistances may reduce this damage). \columnbreak #### Undying Legionnaire Starting with 17th level, you have gone through all kinds of dangers and your steel has been tested in many battles, making you and your host near unstoppable. You have advantage on death saving throws. While you are donned by your host, if the hosts hit points are reduced to 0 hit points, the host may choose to remain conscious and continue fighting. If your hit points would be reduced to 0, you may choose to remain conscious and remain on your host. While at 0 hit points this way, you still make death saving throws at the end your turns. \pagebreak ### Method of The God-Forged (Work in Progress)