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Armored Hero Expansion 3 - Weaveforged and Chasers - The Homebrewery

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Contents

Weaveforged 3
Introduction ................................................................... 3
Weaveforged Player Race .................................. 4
Chaser Subclass .........................................................5-6
Credits 7

TABLE OF CONTENTS
2
Weaveforged

A
man grasps a woman by the throat, her body
turning pale. A woman placates the worries of a Weaveforged Names
fellow diplomat. Another man lets out a battle Weaveforged do not have names initially; they have
cry and transforms into a metal and leather designation numbers ranging from 001 to 999, though some
monster. These are Weaveforged friendly Weaveforged can get nicknames from their allies and
friends. When they evolve, they choose a name based on their
Flawed Programming strongest emotion. For example, the Love Weaveforged
would probably name themselves Heart, and the Swordsman
Weaveforged are general speaking limited when it comes to might call themselves Knight.
emotion or feeling. They generally only express one or two
emotions, such as joy, sadness, or anger as examples for
emotions, or they could have an unbreakable desire to
become masters of a skill, such as art, poetry, or
swordsmanship. This leads them to seek completion in one
way or another; many choose to attack humanoids and kill
them, taking on their appearance and absorbing their
emotions in the process, some work with humans and only
drain some emotion to learn slowly, and some find
completion through emptiness and purge all emotions from
their systems, turning them into unfeeling machines of pure
logic who think similarly to Lizardfolk. Regardless, all
Weaveforged seek this completion in some way.

Metal and Leather


Like Warforged, Weaveforged are artificial constructs.
However, instead of wood and metal, Weaveforged are often
forged with leather and metal plating around a metal skeleton
with a mess of sinewy fibers strung on them to serve as false
muscle. This allows them to be more dexterous than their
built-for-combat counterparts.

Bodysnatchers
Similar to Changelings, Weaveforged have the ability to
magically change their appearance to that of a humanoid they
have seen or, in most cases, the one they killed to absorb their
emotions. They can also mix and match features to create a
unique identity, though most do not bother.

Evolution
Weaveforged who absorb enough emotion can evolve.
Evolved Weaveforged change their appearance and take up a
name based on their overpowering "main" emotion or skill.
While not Shapeshifting, they appear monstrous and usually
have crude metal replicas of whatever closest connects to
their emotion. For instance, a Weaveforged whose main
emotion was Love could appear to have features resembling
a human heart, and they would form close ties with those
they considered friends and be devastated if those friends
passed or were killed. A Weaveforged who chose to be a
master swordsman would carry a blade and appear as a
knight.

Part I - Weaveforged: Introduction


3
New Player Race:
Weaveforged
Weaveforged Traits
Your Weaveforged character has the following racial traits.
Ability Score Increase. Your Dexterity and Charisma
scores are each increased by 1.
Alignment. Weaveforged tend towards Chaos, and due to
the nature of their creation they are often Evil. Those who
have not turned on the humanoid races are either Neutral or
Good however.
Size. Weaveforged in their first forms are about the size of
humans though they weigh much more, usually around 200
pounds, while Evolved Weaveforged can stand a full foot
taller and weigh up to 400 pounds. Regardless, your size is
Medium.
Speed. Your base walking speed is 30 feet.
Shapeshifting. As an action, you can shapeshift into any
humanoid of your size that you have seen, or back into your
true form. However, your equipment does not change with
you. If you die, you revert to your natural appearance. Any
non-blind creature can make an Insight (Wisdom) check
contested by your Deception (Charisma) check to determine
your true nature.
At 5th level, you gain the the following benifits in your True
Form:
Your Natural Weapon does Fire, Cold, or Lightning (your
choice, may not be changed after you choose the type)
damage instead of Bludgeoning, Piercing or Slashing.
Your Adaptive Plating now grants you resistance to one
damage type except Bludgeoning, Piercing, Slashing, or
Psychic damage.
Natural Weapon. Your True Form has a natural weapon
that does 1d6 + DEX Bludgeoning, Piercing, or Slashing
damage (You choose one of these when you create your
Weaveforged character and may not change it later).
Adaptive Plating. Your construction incorporates leather
and metal, granting you an Unarmored Defense of 13 + your
Dexterity Modifier in either of your forms so long as you are
not wearing Armor.
Living Construct. Even though you're a construct, you are
a living creature. You are 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 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.
Deceptive. You gain proficiency in the Deception
(Charisma) skill.
Languages. You speak Common and one other language of
your choice, usually one that the form granted by
Shapeshifting would have. Total using https://goo.gl/JyeQHu = 29.

Part I - Weaveforged: Player Race


4
New Hero Archetype - Tune
Starting at 3rd level, you gain access to 3 Core Creatures:
Chasers Bat, Spider, and Cobra. These affect your Break Cannon in
Chasers were created as a way for the creators of the various ways, and you may use a bonus action to Tune them
Weaveforged to hunt down rogues of their kind. They use to your Artifact. You are Proficient with the weapon a core
Artifacts of bizarre design, taking the form of a handguard grants as long as you are using it.
that can fire magical projectiles as well as function as a blunt Bat. You gain a flying speed equal to half of your movement
melee weapon. This allowed Chasers to bring back the rogue speed. Your Ranged Break Cannon attacks do 1d8 damage
units alive or dead, depending on the mission. It also allows while using the Bat Core Creature.
its wielder to Transform into a form referred to as a Machine Spider.* A massive shield with two blades at the end
Chaser. Though the name is rather on the nose, the extends from your back and fuses to your forearm. You gain
functionality is similar to that of any other Artifact. Machine +2 AC but lose 5 feet of movement and cannot fit through a
Chasers could even use special Core Creatures to summon space that is less than 10 feet wide due to the size of the
weapons. shield. Your melee attacks also do 1d8 Piercing instead of
1d6 Bludgeoning damage.
Restriction: Warforged and Cobra. A powerful whip appears out of your Forearm.
Instead of 1d6 Bludgeoning, your melee attacks with your
Weaveforged Only Break Cannon do 1d8 Slashing, and gain the Reach property.
While other races can use the Artifacts of Chasers as a Additionally, you have advantage on Athletics checks made to
weapon, they cannot Transform using them. Likewise, it grapple or restrain a creature.
takes extraordinary circumstances for a Warforged or
Weaveforged to use a traditional Artifact. This is because Triple Tune
Artifacts are directly tied to the life force of their users, and Starting at 7th level, you can Tune all three of your Core
traditional Artifacts cannot make sense of Living Constructs Creatures at once. When doing so, you gain the AC from
and therefore are inoperable. Spider, Flight Speed from Bat, and damage type (Slashing)
Your DM can lift this restriction to better suit the and Reach property from Cobra as well as adding half of your
campaign. The restriction reflects the story of Chasers in the Charisma Modifier (Rounded down, minimum 1) to your
Forgotten Realms, but it might not apply to your DM's setting attack rolls.
or your DM's version of the Realms. If you expend a Finishing Move Die in this form, you may
cause every creature within a 60-foot radius of you to make a
Break Up! Dexterity saving throw with a DC of 8 + your Charisma
Starting at 1st level, you gain the ability to Transform into a Modifier + Your Proficiency Bonus. On a failed save, the
Machine Chaser. Your Artifact is called a Break Cannon and creatures have their movement speed reduced by half for
can operate as either a Ranged or Melee weapon. The your Constiution modifier in turns.
Armour of a Machine Chaser is weaker than the standard
Artifact due to its artificial design, and your Armoured Super Break Up!
Defense granted by your Transformation feature is 10 + Your Starting at 11th level, you gain a new core; Super Rhino. With
Dexterity Modifier + Your Constitution Modifier. this, you lose the benefits of other Cores but gain new ones.
Your movement speed is increased by 10 feet, and gain
Break Cannon Advantage on any Dexterity Saving Throws you make in this
Your Artifact is also a weapon which you have at 1st level, and state. Your Armour turns a vivid gold as well, and your
you are Proficient with it. It has two modes: Melee and shoulder pads both grow jutting spikes and become
Ranged, and you may use your Item interaction to switch symmetrical. Your Break Gunner's Melee attack is Slashing
between the two. damage and does 1d10 damage, while the ranged attack now
Melee. While in Melee mode, your Break Cannon becomes does 1d10 Piercing and the range increases from 30/90 to
a Melee weapon with the Light and Finesse properties that 60/120.
does 1d6 Bludgeoning damage. When you use a Finishing Move die, you may reduce the
Ranged. While in Ranged mode, your Break Cannon target's AC by the amount rolled on the die before you do
becomes a Ranged weapon with the Light and Loading damage, but after you roll the attack. If the target's AC goes
properties and range of 30/90 feet that does 1d6 Lightning below what you rolled on your Attack roll, you hit the target as
damage (the Loading property accounts for the time required if their AC had been such before the fact.
for the weapon to build up enough magical charge to fire
another shot).

Part II - Chasers I
5
Awakening
At level 15, you begin to remember something from your past.
Is it a former lover who you lost from aging beyond them? A
promise you made to a long-dead friend who you killed when
you were turned into a Chaser? An act of kindness someone
performed for you? Whatever it is, it is life-altering, and
should be discussed with your DM.
As a result of this however, you gain the expertise in the
history skill. You also gain a photographic memory for people
or places. You can no longer get lost; you always know where
you came from and how to get back there, and if you see a
person's face, you will not forget it.
Protector
You have used your lost memories from your Awakening and
your knowledge of your Artifact to craft a True Artifact that
you can now use. Instead of becoming a Chaser, you become
a Protector. You gain a new Transformation device called a
Protector's Sigil. This Sigil is a small rectangle made of steel
and stone that slots into your Artifact, allowing you to
transform into your Protector form. Your Armoured Defense
becomes 12 + Your Dexterity Modifier + Your Constitution
Modifier. You still may use your Break Cannon as a weapon,
but may not Tune in this form using it. Instead, you insert the
Core Creatures into your True Artifact while in your
Protector form. You must also be using the Break Cannon as
your weapon while you do so, or else you do not gain any
Weapon benefits, but you can still gain some of the benefits of
the Core Creatures while using them (You may not use Super
Rhino or Triple Tune in this way).
Bat. You gain a flying speed of half of your walking speed.
Spider. You gain +2 AC.
Cobra. You have advantage on attempts to Grapple or
Restrain creatures.
You also gain a new weapon, the Protector Axe. It is a
Greataxe that does 2d6 Slashing Damage and has the
Finesse, two-handed, and Reach properties, with a slot along
the back of the axehead for your Protector's Sigil. You are
Proficient with this weapon.
When you expend a Finishing Move die with this weapon,
you may insert your Sigil into the Axe as part of the attack. If
you do, your attack hits every enemy within a 10-foot cube of
your position for full damage. You must take a Short or Long
Rest before you can use this ability again.

Part II - Chasers II
6
Credits
Art (in order of appearance)
Vaeedo - https://www.pixiv.net/member.php?id=8316021
NO DICE - https://www.pixiv.net/member.php?id=8060898
x172x(イチナナニー) - https://www.pixiv.net/member.php?
id=3689648
や - https://www.pixiv.net/member.php?id=6360866
Other Credits
Toei Studios - Weaveforged, Kamen Rider, Mashin Chaser,
Kamen Rider Chaser, and all other associated designs and
such are property of Toei Studios Japan and credit goes to
them for the originals.
Wizards of the Coast - DND 5e system, Ebberon, The
Warforged, and other related content.
Natrual Crit - The Homebrewery, used to create this.
Myself, MemeChaser69, For making this Homebrew Be
sure to shout me out if you use this homebrew on a
livestream and tell your friends! If you have an ideas on how I
could balance or improve this, shoot me an email at:
kamidagenmcorp69@gmail.com

Credits
7

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