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The Wrought (Player Race)

X Worldbuilders:


Cat H.

About[edit | edit source]

The origins of the first Wrought are unclear to scholars throughout most of Quelmar's history, although the creatures are known to exist during the BR era and perhaps earlier. Their creation employs arcane techniques that infuse magical energies into a mineral substrate such as clay, sand, or stone, resulting in an artificial being who is typically bound to follow the instructions of its creator. But the creator may not always succeed at -- or intend -- this thralldom, or it may come to an end by various means, in which case the Wrought begins to seek its own purpose as an independent creature.

D&D 5e Racial Features[edit | edit source]

Type: You are a Construct.

Ability Scores: You gain +2 to any one ability score and +1 to another ability score. To play a typical Wrought, choose Constitution and Strength or Wisdom.

Size: Your size is Small or Medium. Choose when you choose this race.

Speed: You have a walking speed of 30 feet.

Age: Wrought creatures can be of any age, but their bodies can eventually wear down over the centuries if the magics sustaining them are not occasionally renewed.

Alignment: As artificial beings, Wrought tend toward neutrality, but their subjective experiences can lead them to be of any alignment.


Resilient Construction

 Many effects don't impair you as they do organic creatures.

  • You don't need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep.
  • You are immune to disease.
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You have advantage on saving throws against exhaustion.


Eyes Wide Shut

When you take a long rest, although you don't require sleep, you must spend at least six hours in an inactive, motionless state. Being in this state causes you to appear inert but does not render you unconscious or impair you senses.


Durable Form

You gain a +1 bonus to Armor Class. While you are not wearing armor, you can instead choose for your Armor Class to equal 11 + your Dexterity Modifier + your Constitution modifier. You can use a shield and still gain this benefit.


Artificial Vitality

While Constructs tend not to benefit from magical healing, the arcane energies that sustain you compensate for this shortcoming to some extent. When you are subjected to a magical effect that restores Hit Points and does not ordinarily affect constructs, you regain half as many Hit Points as an organic creature would.

In addition, whenever a magical effect restores Hit Points to you, you can use your Reaction to spend a number of your Hit Dice up to your Proficiency Bonus and regain an additional 3 Hit Points per Hit Die spent, or 4 Hit Points if the Hit Die is at least a d10. (These Hit Dice are expended and can be recovered as normal during a long rest.) You can also choose to use your Action to spend Hit Dice this way (and cannot then use this feature's reaction option in response to that action). You can activate this effect three times and must finish a long rest before you do so again.


Inscrutable Countenance

Wisdom (Insight) checks against you have disadvantage, unless interpreting your facial expressions would have no bearing on the outcome.

You have disadvantage on Charisma (Persuasion) checks, unless conveying facial expressions would have no bearing on the outcome.


Languages

You can speak, read, and write Common or another language imbued by your creator.

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