Re-forged folk are not themselves an ancestry or culture. Rather, they are the result of a medical and magical intervention conducted by a construct artificer, in order to improve the mobility and prolong the life of an intelligent organic being.

There are a few communities of self-aware constructs (see “Constructs” above) who have developed magical techniques for fusing flesh to wood and iron. When these communities encounter a gravely injured or dying organic being, they ask the person whether they would allow a construct artificer to treat them with their special fusion techniques. If the person gives their consent, the artificer fashions new limbs and organs from wood and iron, magically fusing them into the flesh of the injured or dying person.

For those that undergo the magical procedure, they awaken still themselves, but with one or more constructed body parts. Following a period of recovery, rehabilitation, and extensive training, these new, magical components grant them certain traits.

In order to create a re-forged creature, you must first create a character as they exist prior to undergoing the re-forging procedure. To represent the process, choose one to three (your choice) of the traits below and replace the same number of traits from your character’s original ancestry, not including Age or Size. Your creature type remains what it was prior to the fusion procedure.

Replacement Ancestral Traits

Individuals who have undergone this procedure have one or more body parts that are made of wood or iron, or some combination of these or other materials. The cosmetic appearance of a construct prosthesis and its visibility to others is determined by the individual. You may decide which body parts are constructed and what they look like. What’s more, these new body parts are magically integrated into the body. Unlike non-magical prosthetic devices that only restore basic functionality, this magical integration acts as a go-between for the body’s biological systems and the constructed devices.

Antimagic Susceptibility. Re-forged prostheses are a combination of magic and artifice. When in an anti-magic field for 1 minute or after being targeted with the dispel magic spell, you are poisoned.

Re-forged Prostheses. Choose one to three of the traits below and use them to replace the same number of traits from your original ancestry.

Constructed Mobility. You have constructed legs that allow you to move at high speeds. Your base speed is 40 feet.

Forged Sight. You have one or two magical, constructed eyes that grant you normal sight, as well as the ability to see in the dark. You have Darkvision up to 60 feet.

Hardened Form. Much of your skin, muscle, or bone is now wood and iron and more resilient than flesh. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use this score to determine your AC if worn armor would leave you with a lower score. You may benefit from a shield as normal.

Inorganic Digestion. Due to having an abdomen made of wood and iron, you have advantage on saving throws against being poisoned, and you have resistance to poison damage. You need neither food, nor drink, and you cannot catch a disease.

Powerful Arms. Your constructed arm, or arms, are exceptionally strong. When you use this limb to make an unarmed attack, you deal damage equal to 1d6 + your Strength modifier.

Powering Down. Because a part of your head is now constructed, you do not need to sleep, but you must spend four hours inactive and motionless, though still aware of your surroundings to gain the benefits of a long rest.

Steam Powered. Your constructed elements are mechanical and operate on magically fueled steam power. You have resistance to fire damage.

Cultural Traits

Re-forged folk do not generally form their own separate cultures. Rather, they either remain with the construct communities that healed them, adopting the Construct cultural traits (see “Construct”, above) or they retain the culture they had prior to the re-forging process. Even so, in their chosen cultures, they tend to form connections with other re-forged around their shared experiences. You gain the following additional cultural trait.

Communities of Support. The re-forged share a unique experience and perspective with other reforged, around which a community of mutual support often develops. When you spend a short rest in the company of another re-forged, you bolster yourself against the challenges before you. Once within the next 24 hours when you make a saving throw, you can choose to add a d4 to your roll. You can wait until after you roll to choose to add the d4, but must do so before the GM says whether the roll succeeds or fails. You may have only one such d4 at a time.

Section 15: Copyright Notice

More Ancestries & Cultures, Copyright 2020, Arcanist Press LLP.

This is not the complete section 15 entry - see the full license for this page