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Forgeborn Chassis

The Forgeborn have a number of chassis available that they can create to replace their body with. Below is a list of all known Forgeborn Chassis options.

  • Steel Chassis (Common) - The standard Forgeborn chassis that the majority of Forgeborn were constructed with. This chassis provides an additional +1 to AC.
  • Adamantine Chassis (Uncommon) - An expensive option, the Adamantine Chassis will turn all critical hits into normal hits. It also provides +1 to AC.
  • Dunesilver Chassis (Uncommon) - This metal does not conduct conventional heat, remaining cool to the touch even in the hottest areas of the Yzerid Desert, and provides resistance to Fire damage. It does not provide an additional bonus to AC.
  • Mithril Chassis (Uncommon) - An incredibly lightweight metal that allows you to move faster. Your base movement speed increases by 10 ft. However, it does not provide any bonus to AC.
  • Stormsilver Chassis (Rare) - This metal can store an electrical charge. You have resistance to Lightning damage, and after taking damage from a weapon or spell that deals Lightning damage, you can add an additional 1d6 Lightning damage to your next melee weapon attack. It does not provide any bonus to AC.
  • Akronite Chassis (Rare) - An odd choice for a Forgeborn chassis, as the metal is known to attract spirits. However, the metal also absorbs animate Flow from nearby creatures. When a creature dies within 10 ft. of you, you siphon its last bit of vitality and regain 2d4 hit points. Additionally, this chassis provides a +1 to AC.
  • Eskite Chassis (Very Rare) - Extremely difficult to obtain due to the Rathmore Empire's sole possession of the metal. This chassis provides a +1 to AC. Additionally, This chassis will protect you from spells. You have resistance to damage from spells. However, if you absorb too much in too short of a time, there's a risk that your chassis will rupture from the Flow buildup. If the chassis absorbs more than 20 spell slots worth of spells in a 24-hour period, it will rupture, dealing you 4d6 Force damage. While ruptured, you do not gain the bonus to AC the chassis provides. If ruptured, you must seek a blacksmith to repair your chassis, which costs about 250 gp. For every 25 spell slots your chassis absorbs without rupturing, the chassis consumes the absorbed Flow over the next 24 hours and forms growths of Eskite that can be broken off to collect 1 Eskite ore. If you do not break these growths off after 3 times, they will interfere with your ability to move, and you will be Restrained.
  • Mustrium Chassis (Uncommon) - This controversial metal will make you more appealing to those around you, giving you Advantage to Charisma (Persuasion and Performance) checks. However, this metal is illegal in most of Arak.
  • Petrasteel Chassis (Rare) - More of a type of granite than metal, this extremely hardy material absorbs shock. You gain resistance to Thunder and Bludgeoning damage, and you gain a +2 to AC.
  • Safrium Chassis (Rare) - This strange metal distorts your form, making it harder to perceive exactly where you are. It projects an illusion to confound your enemies. Creatures have Disadvantage on attack rolls made against you. If you are hit by an attack, this property ceases to function until your next turn.
  • Shadesteel Chassis (Legendary) - Shadesteel is extremely dense and Flow cannot pass through it. As a result, you are immune to all spells that would provoke an Intelligence, Wisdom, or Charisma saving throw. Additionally, you have resistance to damage from spells. Shadesteel is exorbitantly expensive, and it will require some hard footwork to track down enough of it to make a chassis from. This chassis also makes you immune to Flowborne diseases. It provides a +1 bonus to AC.
  • Skiantine Chassis (Very Rare) - A hard metal to come by, only found in the Dreaming Wastes, this metal is known to provoke prophetic dreams. Your precognition gives you the ability to predict and prevent one fumble. Once per long rest, when you would fail a saving throw, you can choose to succeed instead. It provides no bonus to AC.
  • Zegrumite Chassis (Rare) - Your body exists across all planes simultaneously while in contact with Flow. You have resistance to damage from physical attacks from creatures not native to the Material plane, such as spirits and elementals. Additionally, you are immune to effects that would force you into another plane, such as Banishment. You can interact with objects on all planes, and can see into all planes except Sara'lor. To do so requires an action to shift your senses into the other plane. However, as your body exists across all planes, if you encounter an obstacle that exists in one plane, but not another, it may block your passage where your party would not be. It provides no bonus to AC.
  • Wardwood Chassis (Very Rare) - Made of a special type of wood found only in Reshyk, this chassis provides adaptive resistance. When you take damage from any damage type, you gain resistance to that damage type for 3 rounds. If while you have resistance, you would take damage from that same damage type again, you gain 3/4 resistance, meaning you only take 1/4 damage from that damage type -- also refreshing the duration. If you would take damage from the same damage type a third time, you become immune to that damage type for 3 rounds. However, if you are hit by a different damage type while already resistant to another damage type, your adaptive resistance is disabled until the end of your next turn and resets your resistance level. It provides no bonus to AC.
  • Whisperwood Chassis (Rare) - This special species of wood only found in Reshyk muffles sound around it. This provides you with a passive +10 to Stealth checks. Your movements make no sound and stepping on leaves, twigs, or creaky floorboards makes no sound as the Whisperwood muffles their sound. It provides no bonus to AC.
Item type
Mechanical

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