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The Forged

The Forged are an enigmatic race of sentient constructs that hail from the once-abandoned dwarven mining settlement of Dawnweld in the Jagged Crest Mountains of Tir Volen. Originally designed as simple mining automatons by the dwarves, these machines were left behind when mysterious forces drove the original settlers away. After an unknown event, the Forged awoke, gaining not only sentience but also a desire to make their own place in the world.
  Though they were built for the rigors of mining and labor, the Forged are far from simple machines. They are highly intelligent, adaptive, and capable of fine craftsmanship, particularly when it comes to mechanical engineering. Their bodies, made of metal and stone, are sturdy and designed for both strength and precision. They have developed their own culture and society, calling themselves the Forged to reflect their transformation from tools of labor to living beings.
  Forged come in many different forms, but all share a similar origin as beings created to endure the harsh conditions of mining deep underground. Over time, they have built upon their designs, adding new components and incorporating aspects of their environment into their bodies.
  The Forged are a race of contrasts: while they were once machines designed for a purpose, they now explore their own identity as sentient beings. They are pragmatic, often viewing the world in logical and practical terms, but this doesn’t mean they lack personality or emotions. Each Forged has a different relationship with their past—some may embrace their history as mining constructs, while others may wish to forge a completely new path. As adventurers, they bring a combination of mechanical precision, strength, and adaptability to any party.
ability score increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
age: The Forged do not age in the traditional sense. They are created as fully functional beings and can theoretically live indefinitely, though their mechanical parts may need repair or replacement over time.
alignment: The Forged tend toward lawful alignments, as they were originally created to follow orders and maintain structure. However, their sentience grants them free will, and some Forged embrace independence or even rebellion against their original purpose.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: Avanté Common, Dwarvish
race features:
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
  You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
  Sentry's Rest
When you take a long rest, you must spend at least 6 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but you remain conscious and aware of your surroundings.
  Tool Proficiency
You gain proficiency with Smith’s tools, Tinker’s tools, or Miner’s tools (your choice), reflecting your heritage as a mining construct and crafter.
  Iron Grip
Designed for harsh environments and heavy labor, you have an innate sense of strength and stability when it comes to climbing, lifting, and working with heavy materials.
You have advantage on any check made to avoid being disarmed or knocked prone.
You are proficient in the Athletics skill.
  Tunneler’s Instinct
Your design as a mining automaton grants you an innate sense for underground navigation and mineral detection.
  You can sense the presence of metal or stone within 60 feet of you, though you can’t pinpoint its exact location.
You gain darkvision out to 60 feet. You can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Additionally, you have advantage on Perception or Investigation checks made to detect or identify stonework or metallic objects.
  Technological Savant
The Forged have developed a deep understanding of mechanical and arcane technology.   You know the Mending cantrip.
Starting at 3rd level, you can cast the Identify spell once per long rest without using a material component, reflecting your ability to assess the function of mechanical or arcane objects.
Intelligence is your spellcasting ability for these spells.
  Self-Repair
Your mechanical body can repair itself. As a Bonus Action, you can spend one Hit Die to regain hit points as if you had taken a short rest. You must complete a long rest before you can use this trait again.
Constructed Resilience gives you several strong resistances and immunities, allowing you to better withstand environmental hazards or enemy effects.   Sentry's Rest lets you maintain awareness even while taking a long rest, great for vigilance and keeping watch.   Tool Proficiency and Technological Savant reflect the Forged’s mechanical and technological expertise, offering both crafting benefits and spellcasting to interact with magical or technological devices.   Tunneler’s Instinct makes the Forged particularly adept in underground or mining environments, with added utility for metal detection and darkvision.   Iron Grip improves physical stability, enhancing your ability to maintain your grip in critical situations and making you resistant to disarming or knockdown effects.   Self-Repair allows for quick recovery in the heat of battle, reflecting their ability to perform emergency maintenance on themselves.

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Darkonman.

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