Bound Artificer

The Bound are souls attached to semi-complete automaton bodies. The source humanoid (any race) has lived lives on the material plane, but then died. Later having their soul moved to a defunct librarian body. The heads of the librarians interfere with the control the soul has over the body, and is removed.

The missing parts of the automatons body, including the head, is unconsciously replaced by ghostly appendages by the harboured soul. The Bound has semi-control of how the missing appendages manifest and look. Think of them as the muscles in your face, you can “smile” but you have a hard time ordering each individual muscle to do its own thing. The Bound might wish for its head to look like a pyramid, but not how the pyramid looks, or how it expresses your feelings, these things happen more unconciously. You might manifest an arm where one is missing, but thats because you had one in your previous life, imagining having something else than an arm in addition to moving it around naturally, can not be done simutanously.

The Bound Universal Lineage can be applied to any existing character of an organic race. Meaning, apply a normal race first, then apply the Bound Lineage after. Your DM might also allow you to take this lineage for a slain character. In that case, your character rises from the dead with its original race removed, filled with a determination to seek vengeance or complete its mission.

Advancement

Remove all traits given to you by your subrace (except Ability-score increases). If the original race had no subrace, talk to the DM how to balance the addition of the Bound template.

  • Move up to 2 points from your physical Ability Scores points (Strength, Dexterity and/or Constitution) to your mental Ability Scores (Intelligence, Wisdom or Charisma). For Example: Move 1 point from Strength, and on from Constitution, and add them to Charisma. Meaning -1 Strength, -1 Constitution & +2 Charisma.
  • Speed. You have a walking speed of 30ft. Any other speed you had, you loose.
  • Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
  • Specialized Design. You gain one skill proficiency of your choice, one tool proficiency of your choice.
  • Constructed Resilience.
    • You have resistance to poison damage.
    • You have advantage on saving throws against being poisoned.
    • 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.
  • Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can’t be removed from your body against your will.
  • Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
  • Headless. You cannot be decapitated. On a critical hit against you, make a Dexterity Saving throw, against a DC of 10 + (the attack roll - your AC). If you succeed, the hit counts as a non-critical hit.

The Value placed on Bound bodies…

“Farm Hands”

Bound Warlock

Bound Fighter