Soulforged
The soulforged are the youngest lineage of Quartus. In the wake of the Fourth Wish approximately 50 years ago, constructs of many types started to “wake up”, becoming ensouled living beings made of metal, stone, and crystal. Only a tiny fraction of all constructs awaken. No one knows why this is happening, how long they will live, or how to cause one to awaken. How they talk and why they need rest is entirely unknown. Unlike most lineages, they do not naturally visibly change over time. It is rare for a non-humanoid-shaped construct to awaken, and this playable lineage presumes that you are humanoid in shape (bilateral symmetry with a distinct head and torso).
Lineage Traits
-
Ability Score Increase. +1 Constitution
-
Age. Undefined. No soulforged is more than 40 years old, but adulthood is not defined nor is a maximum age known.
-
Speed. 30 feet
-
Status. Regional (Western Noefra). Cannot be Touched.
-
Living Construct. You are immune to disease and do not require food or air. You do “sleep” normally, however, becoming dormant for the required time.
-
Poison Immunity. You are immune to poison and to the poisoned condition.
Steelborn
Most steelborn were Wyrmhold labor constructs of enchanted metal and wire, brought to life by the Awakening. A few were metallic constructs of other provenances, including pre-Cataclysm constructs. Steelborn are varied in physical appearance, but generally human-size or larger, but much heavier. The exact look is entirely arbitrary. Some have almost humanoid features; others just a plain metal mask. Their appearance at the time of their awakening is how they will look throughout their lives unless they modify their own appearance, something many steelborn engage in. They are much stronger (due to their labor-construct nature) than the average human and have a lightning-infused core, although their souls are their real power source.
- Ability Score Increase. +1 Strength, +1 Constitution OR +1 Intelligence
- Size. Medium. Usually 5′6″+, 200-400 lbs
- Lightning Core. As a bonus action, you can cause your weapon attacks (including unarmed strikes) to deal an additional 1d4 lightning damage on hit for one minute. You can use this a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.
- Natural Armor. While not wearing armor, your armor class is calculated as 12 + your Dexterity modifier. You can benefit from a shield while using this calculation.
Shrine Guardian
The earliest shrine guardians to awaken (and the source of their name) were enchanted wood-and-stone effigies scattered across the Byssian highlands, guarding ihimen or ancestor shrines. Other wood and stone constructs, usually carved in tribal, wild areas, have begun to awaken as well more recently. Shrine guardians were are varied in physical appearance, but generally human-size or smaller. Their shape is humanoid, but the details vary and their faces are often carved into frightening masks. Their connection to the nature spirits is real, and they are very difficult to pick out of a forest as long as they don’t move. Their appearance at the time of their awakening is how they will look throughout their lives unless they modify their own appearance, although shrine guardians tend to be less free with this than the steelborn.
- Ability Score Increase. +1 Wisdom, +1 Constitution OR +1 Dexterity
- Size. Medium. Usually 5′0″+, 150-350 lbs
- Friend of the Kami. The kami whisper to you about possible threats. You have advantage on Wisdom (Perception) checks to find hidden creatures and natural threats (such as rock slides, etc). Additionally, if you are not surprised but a creature that can hear you within 30 ft. is, you can spend your reaction at the start of combat to alert them, removing the surprise.
- Natural Mimicry. While in natural environments and stationary, you appear indistinguishable from a tree to visual inspection.