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#soarwood
gigantic-spider · 4 years
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Soarwood Graft (Day 23 of Magic Item March, a 31-day series of homebrewed magic items)
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(Image source: "Warforged after all" by Werility; image description: A warforged, (a humanoid figure made out of metal and wood) kneels in the grass. Fungi and plants grow out of their body and drape over their metal body parts and armor.)
Wondrous item, uncommon (only usable by warforged)
While the soarwood graft is part of your body, you feel lighter and move around easier due to the magical nature of the wood core of your limbs. You may use an action to cast the levitate spell on yourself at will, medium armor that you wear loses its property that gives you disadvantage on Stealth checks (if it has one in the first place), and you are considered to be 50 lbs lighter than your normal weight.
Background
Since most people see warforged as being primarily made of metal plating, it is easy to forget that the core of the warforged is made of livewood, a special type of tree native to Aerenal. Though cut livewood does not continue to grow, it does not truly die, and it is this property that prompted an enterprising warforged artist named Spark to attempt something very strange: grafting other plants onto their livewood tendrils. Initial attempts were largely unsuccessful as well as rather painful, but eventually they managed to graft several small bits of living mundane plants into their livewood. They shortly discovered that keeping these plants alive was practically a full-time job, but as they continued to refine their technique they eventually replaced more and more of their metal plating with decorative plants. Warforged and artificers around Khorvaire heard about this living art installation and have begun research into how these grafts could be potentially weaponized or industrialized. The soarwood graft is an initial development from one of these individuals, a prototype that could potentially even allow warforged to fly.
Story Hooks
Spark has become a symbol for the warforged rights movement, living proof that they are more than simple weapons of war. They are scheduled to visit the warforged laborers in Sharn, but local warforged leaders have heard that Spark might be targeted for assassination while there. You have been asked to serve as a proactive security force to find out who wants Spark dead, and why.
A warforged artificer researching the applications of soarwood grafts ventured into the Mournland, and House Cannith wants them found. The last thing the dragonmarked house wants is the Lord of Blades getting his hands on arcane research that could enhance him and his followers. Why exactly this artificer ventured into the gray mists and what their feelings are about the Lord of Blades is unknown, but House Cannith does not want to take any chances.
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dragon-above · 8 years
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Warforged Maelstrom
Warforged Maelstrom Huge Construct Hit Dice: 13d10+40 (111hp) Initiative: -1 (-1 Dex) Speed: Swim 40ft (8 squares) Armour Class: 23 (-2 size, -1 Dex, +16 natural), touch 7, flat-footed 25 Base Attack/Grapple: +9/+25 Attack: Slam +15 melee (2d6+8) Full Attack: 2 slams +15 melee (2d6+8) Space/Reach: 15ft./15ft. Special Attacks: Wand Blast, Maelstrom, Ram +3d6 Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60ft., low-light vision, resistance to acid 10, cold 10, electricity 10, fire 10 and sonic 10 Saves: Fort +6, Ref +3, Will +5 Abilities: Str 27, Dex 9, Con -, Int 3, Wis 13, Cha 1 Skills: Spot +9, Swim +16 Feats: Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Power Attack ========================================= Environment: Any aquatic Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Usually lawful neutral Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan) Level Adjustment: -
A huge composite golem rises above the waves ahead. It swings its huge arms as the elemental ring beneath it propels its hulking form towards you. The Last War was fought over the waves as well as on the land. Cannith artificers built many variants of their designs to cope with this harsh environment, and the maelstrom is one such warforged. As a modification of the warforged titan built to fight at sea, the maelstrom is much more powerful than the standard warforged of the modern era, though it lacks the intelligence and adaptability of its smaller counterparts, as well as their living nature. A maelstrom resembles a warforged titan in many ways, though its lower body has been replaced by a huge elemental ring containing a bound water elemental. This water elemental, along with the maelstrom's soarwood body parts, keeps the construct afloat and propels it through the waves. Because it has no legs, a maelstrom cannot leave the water. Combat A warforged maelstrom usually begins with its wand blast, destroying as many creatures as possible before closing in. Upon ramming its enemy's ship, it will attempt to destroy the vessel and then use its maelstrom ability to deal with the surviving crew. Maelstrom (Su): The attack which gives this warforged its name, the elemental ring beneath the construct can disrupt water currents to create powerful maelstrom once per day for up to 6 rounds. The currents churn the water within 20ft of the warfoged, and any creature within this area must succeed on a DC 24 Reflex save or take 2d8 points of damage. In addition, creatures in the area must make another Reflex save or be dragged beneath the water, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the maelstrom. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the warforged carries them or to escape the maelstrom. Creatures caught beneath the waves can act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught beneath the waves take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The warforged can have only as many creatures trapped inside the maelstrom at one time as will fit inside the maelstrom's area. Wand Blast (Su): A maelstrom is built with a powerful elemental bound wand embedded within its body. As a standard action, a maelstrom can fire a line of flames to destroy its enemies. The line is 120ft long and deals 10d6 points of fire damage to all within its area. A successful Reflex save DC 17 halves the damage. The save DC is Wisdom-based. After having used this attack, a maelstrom must wait 2d4 rounds before it can use it again. Ram (Ex): A charging warforged maelstrom deals an additional 3d6 points of damage when it charges.
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gigantic-spider · 3 years
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Magic Item March masterpost
Folklore Week
The Good Death; Helm of Awe; Bearskin of Wealth; Zoulvisia's Flaming Bridle; Ring of Slumber; The Stick and Stone; Staff of Misrule
Icewind Dale Week
Spirit Bear Gauntlets; Crown of Blackened Ice; Hoarfrost Weapon; Refined Icehoney; Glacial Gauntlets; Powdered Chardalyn; The Frozen Heart
Potent Potables Week
Flechette Tree Oil; Liquorwyrm; Mindwrack Scroll; Traitorsbane Poison; Potion of Hydration; Oil of Anointing; Perfume of Purity
Eberron Week
Fabulous Facemasks; Soarwood Graft; Lantern of Turning; Orb of Seeing; Sentry's Salve; Kalok Lash; Fly on the Wall
Miscellaneous 'Week'
Perfume of Pungence; Pom of Power; Ooze of Slashing
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