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Level Up: Advanced 5th Edition (A5E)
Another New Lineage (Updated!)
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<blockquote data-quote="Faolyn" data-source="post: 8297889" data-attributes="member: 6915329"><p>I think I like Wroughtsoul the best. It sounds sufficiently D&Dish and definitely communicates the idea that these are living beings and not soulless automatons. Thanks!</p><p></p><p></p><p>Good point, and that's an easy change to make:</p><p></p><p></p><p></p><p></p><p>I was influenced from so many things. Various junk golems iand junkbots, the Bottle Woman from the Order of Tales webcomic, Scarecrow and Tinman, and other constructs from Wizard of Oz, the various robots from the Freefall webcomic, the clanks from the Girl Genius webcomic, those clockwork robots from that one Doctor Who...</p><p></p><p></p><p>I've seriously thought about giving them a vulnerability to something, but so far no other heritage has that sort of issue. OTOH, they're kind of powerful, since even without the bonuses from their material they already aren't subject to biological issues (and even if it turns out they're <em>not </em>OP, it wouldn't be hard to give them another ability to even things out). So giving them a weakness of some sort probably wouldn't be a game-changer.</p><p></p><p>Cloth: either disad on saves against fire damage, or whenever they take ongoing fire damage, they damage die size increases by one type.</p><p></p><p>Clockwork: perhaps they have disad on Stealth rolls, because they're always ticking.</p><p></p><p>Glass: disad on saves against thunder damage. At the least, it would prevent arguments as to whether or not <em>shatter </em>affects them differently.</p><p></p><p>Junk: Not sure about this, other than maybe that you have disad on covering your tracks and other creatures have advantage on tracking you, because you're always dropping bits of yourself around.</p><p></p><p>Metal: disad on saves against lightning damage.</p><p></p><p>Wood: Hmm, a toughy. Either just like cloth, or against necrotic damage, to represent rot (and because spells like <em>blight </em>and <em>horrid wilting </em>do extra damage against plants).</p><p></p><p></p><p>There are actually salt golems in Dark Sun. Because it's D&D and there's golems for <em>everything</em>.</p><p></p><p>I'm not sure that I want to make the glass wroughtsoul into a crystal wroughtsoul--but I can definitely see creating a crystal wroughtsoul in addition to glass! Maybe they awaken by themselves a lot on the Plane of Earth.</p><p></p><p>In this case, I'll move <em>color spray </em>to the crystal wroughtsoul and give the glass ones the <em>shattering barrage </em>spell at 3rd level.</p><p></p><p><strong>Crystal. </strong>You may have been carved from a crystalline substance, like quartz or salt or mineral rock. You might be sculpted out of delicate metal frame set with hundreds of shimming flakes of mica. You may even have been grown in a chemical bath. In any case, you likely shimmer brilliantly. As a crystal-made wroughtsoul, you have the following traits:</p><p></p><p>• You can use a bonus action to shed bright light in a 5- to 20-foot radius sphere, and dim light for an additional number of feet equal to the chosen radius. You can alter the light or extinguish it as a bonus action.</p><p></p><p>• You can break off a piece of yourself, inflicting 1d8 damage to yourself and reducing your hit point maximum by that amount. This piece contains a crystal (or chunk of salt) that can be sold for 5 gp per point of damage taken. The reduction lasts until you complete a long rest, and you die if this damage brings you down to 0 hp. You may choose to do this a number of times equal to your Constitution modifier each week, and then can't do it until you complete a long rest, although if you do this more than once in a day, you also take one level of fatigue for each time you do this after the first. The crystal you pull from yourself can't be used as a spellcasting focus.</p><p></p><p>(I worry that this is up for abuse: "We're at a haven, so I spend my downtime making money!" I like the image, though--like some of the trolls from Discworld who knock their own diamond teeth out when they need cash.)</p><p></p><p>• You can cast <em>color spray </em>once per day, requiring no material components. At 3rd level, you can cast <em>spike growth </em>once per day, requiring no material components. Your spellcasting attribute is Charisma.</p><p></p><p>• You can grow crystalline claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons in which you are proficient, and if you hit with them, they inflict slashing damage equal to 1d4 + your Strength modifier, instead of the normal damage for an unarmed strike.</p><p></p><p>• You are proficient in jeweler's tools.</p><p></p><p>• You have disadvantage on saving throws against acid damage.</p><p></p><p></p><p>Not a spell (I kind of like the junk wroughtsouls not having spells), but how about this:</p><p></p><p>• You can use your action to rummage through the junk inside you and pull out one of the following objects: a bag of ball bearings, a block and tackle, 10 feet of string, a crowbar, a tinderbox, a bag of caltrops, a set of manacles, an empty jar, flask, tankard, or glass bottle, an iron spike, a trinket of some kind, or some other sort of simple, nonmagical item that weighs 6 pounds or less and costs 2 gp or less. You can do so a number of times each day equal to your proficiency modifier.</p><p></p><p>I will, however, steal the <em>spike growth </em>for the crystal wroughtsouls, since that makes sense. for them.</p><p></p><p></p><p>Heh, cute <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />. I'm not sure I want to go with <em>absorb elements</em>--I can't see them absorbing acid or thunder damage. I think I'll rephrase the way I wrote the ability to be more in line with the way <em>absorb </em>works.</p><p></p><p></p><p>Both good! I changed 'em.</p><p></p><p></p><p>You most definitely are qualified! You've given me a lot of useful advice here for some fun changes. I refuse to believe I'm so good at this that I can create a perfect heritage right off the bat, so I really appreciate your input.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8297889, member: 6915329"] I think I like Wroughtsoul the best. It sounds sufficiently D&Dish and definitely communicates the idea that these are living beings and not soulless automatons. Thanks! Good point, and that's an easy change to make: I was influenced from so many things. Various junk golems iand junkbots, the Bottle Woman from the Order of Tales webcomic, Scarecrow and Tinman, and other constructs from Wizard of Oz, the various robots from the Freefall webcomic, the clanks from the Girl Genius webcomic, those clockwork robots from that one Doctor Who... I've seriously thought about giving them a vulnerability to something, but so far no other heritage has that sort of issue. OTOH, they're kind of powerful, since even without the bonuses from their material they already aren't subject to biological issues (and even if it turns out they're [I]not [/I]OP, it wouldn't be hard to give them another ability to even things out). So giving them a weakness of some sort probably wouldn't be a game-changer. Cloth: either disad on saves against fire damage, or whenever they take ongoing fire damage, they damage die size increases by one type. Clockwork: perhaps they have disad on Stealth rolls, because they're always ticking. Glass: disad on saves against thunder damage. At the least, it would prevent arguments as to whether or not [I]shatter [/I]affects them differently. Junk: Not sure about this, other than maybe that you have disad on covering your tracks and other creatures have advantage on tracking you, because you're always dropping bits of yourself around. Metal: disad on saves against lightning damage. Wood: Hmm, a toughy. Either just like cloth, or against necrotic damage, to represent rot (and because spells like [I]blight [/I]and [I]horrid wilting [/I]do extra damage against plants). There are actually salt golems in Dark Sun. Because it's D&D and there's golems for [I]everything[/I]. I'm not sure that I want to make the glass wroughtsoul into a crystal wroughtsoul--but I can definitely see creating a crystal wroughtsoul in addition to glass! Maybe they awaken by themselves a lot on the Plane of Earth. In this case, I'll move [I]color spray [/I]to the crystal wroughtsoul and give the glass ones the [I]shattering barrage [/I]spell at 3rd level. [B]Crystal. [/B]You may have been carved from a crystalline substance, like quartz or salt or mineral rock. You might be sculpted out of delicate metal frame set with hundreds of shimming flakes of mica. You may even have been grown in a chemical bath. In any case, you likely shimmer brilliantly. As a crystal-made wroughtsoul, you have the following traits: • You can use a bonus action to shed bright light in a 5- to 20-foot radius sphere, and dim light for an additional number of feet equal to the chosen radius. You can alter the light or extinguish it as a bonus action. • You can break off a piece of yourself, inflicting 1d8 damage to yourself and reducing your hit point maximum by that amount. This piece contains a crystal (or chunk of salt) that can be sold for 5 gp per point of damage taken. The reduction lasts until you complete a long rest, and you die if this damage brings you down to 0 hp. You may choose to do this a number of times equal to your Constitution modifier each week, and then can't do it until you complete a long rest, although if you do this more than once in a day, you also take one level of fatigue for each time you do this after the first. The crystal you pull from yourself can't be used as a spellcasting focus. (I worry that this is up for abuse: "We're at a haven, so I spend my downtime making money!" I like the image, though--like some of the trolls from Discworld who knock their own diamond teeth out when they need cash.) • You can cast [I]color spray [/I]once per day, requiring no material components. At 3rd level, you can cast [I]spike growth [/I]once per day, requiring no material components. Your spellcasting attribute is Charisma. • You can grow crystalline claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons in which you are proficient, and if you hit with them, they inflict slashing damage equal to 1d4 + your Strength modifier, instead of the normal damage for an unarmed strike. • You are proficient in jeweler's tools. • You have disadvantage on saving throws against acid damage. Not a spell (I kind of like the junk wroughtsouls not having spells), but how about this: • You can use your action to rummage through the junk inside you and pull out one of the following objects: a bag of ball bearings, a block and tackle, 10 feet of string, a crowbar, a tinderbox, a bag of caltrops, a set of manacles, an empty jar, flask, tankard, or glass bottle, an iron spike, a trinket of some kind, or some other sort of simple, nonmagical item that weighs 6 pounds or less and costs 2 gp or less. You can do so a number of times each day equal to your proficiency modifier. I will, however, steal the [I]spike growth [/I]for the crystal wroughtsouls, since that makes sense. for them. Heh, cute :D. I'm not sure I want to go with [I]absorb elements[/I]--I can't see them absorbing acid or thunder damage. I think I'll rephrase the way I wrote the ability to be more in line with the way [I]absorb [/I]works. Both good! I changed 'em. You most definitely are qualified! You've given me a lot of useful advice here for some fun changes. I refuse to believe I'm so good at this that I can create a perfect heritage right off the bat, so I really appreciate your input. [/QUOTE]
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