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View Full Version : Warforged - Integrated Items (bringing back the Envoy)



Greywander
2019-11-22, 09:58 PM
So now that I see the new version of the warforged, I'm a bit disappointed. I was told there would be modularity, but we actually have fewer options than before. The final result is little more than a watered down envoy. I mean, it's still a solid race, it's just less... fun. I'll probably continue to use the version from WGtE, possibly with the new version of Integrated Protection. However, another option might be to homebrew some modularity into the race.

The following trait could either be simply appended on to the warforged found in Eberron: Rising from the Last War (what's the acronym for this one?), or would replace the Specialized Design trait.


Integrated Item
Due to your constructed nature, you are able to make modifications to your body to integrate items into it. If the item is a weapon, shield, or tool, you must be proficient with that item to integrate it. You have a number of slots for integrated items equal to your proficiency bonus.

Integrating items is a long and involved process. It commonly requires crafting complex machinery, modifying your existing body to accommodate the new item, imbuing that item with the same magic that gives you life, and practicing with your newly integrated item to insure it is working correctly and to get adjusted to its use. You must spend an 8 hour period to integrate an item, to remove an integrated item, or to replace one integrated item with another. This time does not count toward a long rest.

Integrated items gain the following benefits:

The item's weight no longer counts against your carry capacity, as it is now part of your body.
While not in use, the item can be retracted into your body, concealing it.
The item cannot be removed except by force. A creature attempting to remove an item by force must make a Strength (Athletics) check with a DC equal to your Strength score + your proficiency bonus, dealing bludgeoning damage equal to the result on a success. Alternatively, they can choose to make one of their attacks with disadvantage, and the attack must hit and deal damage greater than your Constitution score + your level. In either case, if successful, the apparatus that connects the item to your body is destroyed, allowing the item to be removed.
Integrated items can be extended (drawn) or retracted (stowed) as an item interaction, even if that item would normally require an action or bonus action to draw or stow. Additionally, you gain an additional item interaction on each of your turns that can only be used to extend or retract an integrated item, or to load an integrated dispenser or ammunition weapon.


Integrating an item does not affect the number of hands you need to hold or use that item. An extended item is generally treated as if you were holding it in your hand, preventing you from using that hand for other tasks.

Dispensers
Consumable items and weapons with the thrown property work differently when integrated. Instead of integrating the item itself, you instead create a dispenser for that specific type of item. You can then load up to three items of that type into the dispenser. When you draw or pick up an item, you can load it into a dispenser as part of the same action, otherwise you may load a held item as an item interaction. Items loaded into a dispenser gain all the same benefits as integrated items, shown above. You can launch items from a dispenser, which is the same as throwing the item. Consumable items can be discarded once they are consumed, and you can also unload and stow an item as an item interaction.

When you extend a dispenser, you are treated as if you were holding everything loaded into the dispenser in a single hand. This allows you to, for example, throw three darts, assuming you are able to make three attacks. You could also drink three potions without needing to spend additional item interactions to retrieve them from your pack. This doesn't qualify for two weapon fighting, as you must be holding each weapon in a separate hand.

While a dispenser is generally tailored to a specific type of item, you can also make a special dispenser that can load any type of bottle, flask, or vial into it. This allows you to load any item that can be contained in a bottle, flask, or vial, such as potions, poisons, oil, ink, acid, or holy water.

Instead of integrating another item, you can spend that time and integrated item slot to expand a dispenser to carry three more items.

Ammunition Weapons
If you integrate a weapon with the ammunition property, you can load up to five pieces of ammunition into it, as with a dispenser. This does not allow you to ignore the loading property on the weapon, if it has it, but it does extend the benefits of integrated items to that ammunition.

I've intentionally made it difficult to swap out your item. Your choices are meant to be semi-permanent. This somewhat reflects the original envoy, who only got one integrated tool and was stuck with that forever. You always have the option to change your loadout, but it might take as long as 48 hours to switch all your integrated items. Fortunately, warforged do have one trick up their sleeves that will help them out here: they don't require sleep. If you don't need a long rest, then you can integrate a new item while the rest of your party is sleeping.

Also, I realize this makes the arm blade and wand sheathe basically obsolete. Cool ideas, waste of an attunement slot. This version is better, IMHO.

I can see Thief rogues getting a lot of mileage out of this. Martials with lots of weapon will also appreciate it, and yes, the extra item interaction does work with the TWF feat. Being able to don/doff a shield with an item interaction instead of an action will also be handy for a lot of folks. Gishes will also get some use out of this, as you can retract a weapon, cast a spell, then extend the weapon, all in the same turn.

Finally, by giving the option to integrate tools you can recreate the envoy, and by integrating weapons you can recreate the juggernaut. We can also integrate a lot of other types of items, giving us the modularity we were promised.

Thoughts?