Living Heirloom | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Scroll of Strange Races

Living Heirloom

ability score increase: Your Constitution score increases by 1.
age: They reach full sentience after 3 years. A Living Heirloom's body can be cared for and repaired, therefore they don't age.
alignment: A Living Heirloom serves to the best of its ability. They tend towards lawful alignments.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and one other language of your choice.
race features:
Size. Depending on what they have awoken in, a Living Heirloom can stand anywhere from 4 feet to 7 feet tall and weigh upwards of 150 pounds.   Sentient Construct. Even though you are made from nonorganic material, you are a sentient lifeform. You are immune to disease and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest.   Bloodless. You are immune to poison damage and the poisoned condition.   Inanimate Disguise. While you remain motionless, you have advantage on any ability checks made to disguise yourself as an inanimate version of your form.  

Subrace.

The three main kinds of Living Heirloom are Statue, Mannequin, or Armor Set. Choose one of these subraces.  

Statue

You have awoken within a stone statue. For a statue to awake, it must have a head, body, arms, and legs. A Living Heirloom of this kind is imbued with proficiency in a skill that it was depicted as doing before it gained sentience.   Skillful Depiction. You gain proficiency in one skill of your choice.   Stony Exterior. Your body is completely made from stone, granting you a +1 bonus to Armor Class.  

Mannequin

You gained your consciousness in the body of a mannequin. You have sat idly through the years, modeling hundreds of articles of clothing and wigs of all kinds. A Living Heirloom of this kind is imbued with skill in disguise and subterfuge, everchanging their appearance and personality to suit the occasion.   Verbal Avidity. You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. When you finish a long rest, you can choose to replace the proficiency you gained from this trait with one of the other skills listed.   Masquerade. You can cast the disguise self spell with this trait, using Charisma as your spell casting ability for it. You can cast this spell a number of times equal to your proficiency bonus. After you use this trait, you can't use it again until you finish a long rest.  

Armor Set

You awoke in a suit of full plate armor, watching silently over your family. For a suit of armor to awake, it must be a suit of full plate. A sentient suit of armor of this kind is imbued with military prowess.   Innate Combat Prowess. You gain proficiency with one martial weapon of your choice, and shields.   Fully Plated. Due to the fact that you are a sentient set of armor, you are ill-suited to wearing additional armor. However, you have a base AC of 16 (your Dexterity modifier doesn't affect this number). You gain no benefits from wearing additional armor, but if you are using a shield, you can apply the shield's bonus as normal.

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That.One.Guy.

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