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

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Arcanified

ability score increase: +2 Constitution and +1 to any other Ability Score
age: Arcanified tend to live no more than a century, regardless of previous race. This is due to the magical components taxing the body way more than normal.
alignment: The arcanified tend to lean towards the chaotic side due to their modifications that go beyond many societal expectations
Size: Medium
speed: 30ft
Languages: Common and a language of your choice
race features:
  • Magically Infused: The arcanified tend to have some or all of their blood replaced with magical essence. You gain the Magic Initiate feat in either sorcerer or wizard spells.
  • Lingering Racial Trait: Because the arcanified are magically and mechanically modified humanoids, some previous racial traits still remain. Choose one trait from any other race to have (ie: Darkvision, Fey Ancestry, Dwarven Fortitude, etc.). Alternatively, you may simply just choose another skill to be proficient in.
  • Arcane Resilience: You have resistance against necrotic and poison damage. You also are immune to disease.
  • Subraces: There are two types of arcanified, determined by just how much modification they go through. They are Partially Infused and Greatly Infused.
Some individuals, whether through personal choice or immoral experimentation, go through a rather intricate and complex process of replacing several parts of their body with recent magical technologies. Their blood is replaced with a magic-infused liquid that's more like warforged blood than organic blood. This "blood" essentially gives the arcanified innate magical abilities to cast spells like a sorcerer or wizard. Many of these people also have one or more limbs replaced with an arcane prosthetic that can serve both as a weapon and as a magical focus.   However, becoming an arcanified comes with a great price. The process is mostly permanent and many people who become arcanified tend to suffer identity and belonging crises. They might've been a human, elf, or dwarf previously, but have then been turned into something that their kin might consider to be unnatural or unsettling. They don't know if they attempt to live with their kin again or go on their own journey of challenges.

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n0753w.

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