Aerguard

The Aerguard are unique in that they are not defined by a particular appearance or set of features. A creature that is Aerguard has a race or species of their own, but is afflicted (or gifted) with metallic growths of a material called "Aer Steel". This condition can only be acquired genetically and develops over time as the creature ages. Only creatures that are Humanoid can become Aerguard.

As a result of their strange appearance, unusual traits, and chronic condition, the Aerguard often live in isolated enclaves or villages. Some explore into other regions, and some are even successful at becoming part of other societies, though all are wary of the strange beings of flesh and metal.

 

Manifestations

When Aerguard are born, they do not feature any strange marks or protrusions that mark them as Aerguard: they look as any normal member of their parent race/species. Over time, metallic slivers, scales, lines, reliefs, or impressions begin to appear on the creature's skin, often in random locations. These are harmless, but the more time that passes, the more of these protrusions and metallic growths that begin to appear.

Middle-aged Aerguard are often marked with enough metal markings and protrusions that they appear to have full limbs of metal, though there is usually flesh underneath. By late adulthood Aerguard often have full limbs of metal gears and mechanical components, and their faces and torsos are heavily marked with growths and mechanical changes. The elderly are often entirely transfigured into mechanical-looking versions of themselves, with little to no flesh remaining of their original form. These changes also come with new traits: some are gifted with ingrown armour or spikes, which appear to offer protection in combat scenarios, while others are granted extra sensory abilities, such as Dark Vision or improved reactions. The gifts vary hugely from individual to individual.

Aerguard are not immortal however, despite their construct nature. When their original, organic forms become completely overrun with the mechanical, metal growths, they simultaneously die. This often leaves empty corpses of metal which do not decompose. Different Aerguard societies deal with these remains in different ways.

The Metal

The growths themselves are of a metal unseen in any other parts of the world. This metal has been named "Aer Steel", but what is most curious about it is how distinctly different it is from other metals, or even standard steel. It is stronger, and harder to craft with. Even more uniquely, it is resistant to spells that would otherwise affect metals. While bound to an Aerguard, Aer Steel cannot be targeted by spells or abilities that would ordinarily could ordinarily affect metal directly.

The metal's strange traits are described in the Aer Steel article.

 

Origin

The origin of the Aerguard affliction is not known, and there is little-no historical accounts that have helped identify where the affliction originated. Each Aerguard enclave has its own ideas about where they originated from and why they carry this condition; which is perceived to some as a blessing and others as a curse.
In Lorespeak, the name Aerguard roughly translates to "Honour Guard".

 

Cultural Reception

Aerguard Perspectives

Aerguard are split and spread across the World in small, isolationist townships, each of which has their own perspectives on the condition they possess. The majority of these perspectives are positive in nature, largely due to the number of beneficial gifts ad boons the Aer Steel augemtations provide. It is more common than not for particular traits to emerge in an Aerguard to support their survival in whatever region or situation they find themselves. For example, Aerguard who are raised near predatory beasts often develop the curious ability to ignore the requirements of sleep, instead resting while completely alert, without any detriment to their psyche or physical condition.

The Aerguard tend to see their gifts as something that needs to be fiercely protected and reproduced: they are not fast to procreate, but they understand the necessity of it in order to maintain the survival of their kind.

The Aerguard who believe their traits are the results of a curse believe that in order to rid themselves of the afflication, they need to carry it until it reaches its destination. They do not seem to know what exactly the destination is, but theories include: the creator of the curse (whether that be a mortal or a god), the place of its origins, or until a "chosen one" is born of their kind. There is little substance to any theory, and all are equally likely (or unlikely).

Other Perspectives

Most other cultures see the Aerguard condition as a curse or affliction, and many are slow to trust the Aerguard as a result. Aerguard who leave the enclave are more likely to be received peacefully by species/races that have similar appearances or traits, as their mutal appearances help to bridge the clear gap hewn by the metallic growths. Elder Aerguard are a lot less likely to find such receptions afforded to them, as a result of their greater level of transformation.

Creating an Aerguard

When you create a character, you may choose for that character to be an Aerguard. Make sure to pick your race, background, and class as usual, and then choose from one of the Aer Steel Burdens in the table below.


After selecting an Aer Steel Burden, you gain access to the Aerguard Traits. You may choose to subtract a value from one or more of your Ability Scores in order to pay for traits from the Aerguard Traits table. The total value in Ability Score lost must be equal to the number in the cost column of the Aerguard Traits table. Ability Scores lost in this way cannot be regenerated or regained in any way, including via the Wish spell. The loss of these scores represents the changes your character's body has made in order to adapt for particular settings, scenarios, or requirements. As a general rule, older Aerguard characters should have more Aerguard traits, as a result of their prolonged metallic growth. It is important to remember that despite being described as a "metal", the Aer Steel cannot be targeted directly by spells or abilities, nor is it considered an item that is being worn or carried: it is a part of the creature itself, for as long as it is a part of a living creature.

You may not reduce an ability score below 6 in order to pay for Aerguard Traits.

Unless otherwise stated, you cannot acquire an Aerguard Trait that you already possess.

Gaining Aerguard Traits During Play

It is possible for Aerguard characters to gain more Aerguard traits after character creation. Doing so still requires scores to be subtracted from one or more Ability Scores but can be done so at the end of a Long Rest. It is best to do this sparingly - if ever - following character creation. Choosing traits from the Aerguard Traits table requires a sacrifice as described under Creating an Aerguard. For each trait is an Ability Score Cost value: this number represents the total value that must be subtracted from one or a combination of ability scores in order to pay for that trait.

Aerguard Tables

Aer Steel Burdens

Aer Steel Burden Description
Conductive Alloy The metal that grows within you is more conductive than the usual Aer Steel. You have vulnerability to lightning damage.
Resonant Inner Growths The sharp slivers of metal within you ring and shake in response to certain frequencies. You have vulnerability to bludgeoning damage from weapons.
Psyche Receiver The Aer Steel seems to have concentrated around your mind, echoing your thoughts and those of others. You have vulnerability to psychic damage.
Awkward Protrusions Odd-shaped protrusions on your body make it harder wipe yourself off quickly. You have vulnerability to acid damage.

Aerguard Traits

The table below lists traits available for Aerguard characters to choose from.

Ability Score Cost
Aerguard Trait Description
2
Resistant Plating Your skin and metal is layered or lined with resistant metal, giving you a lustrous tone. You gain resistance to acid and fire damage.
2
Self-Sustaining System Your augments allow you to sustain yourself without food or sleep, but you do still need rest. You gain the following benefits:
  • You do not need to eat, drink, or breathe.
  • You do not need to sleep, and magic cannot put you to sleep.
When you take a Long Rest, you must spend at least 6 hours in an inactive, motionless state, rather than sleeping. In this state you appear inert, but you are not unconscious. You can see and hear normally during this time.
2
Mechanised Auto-immune Your body is well equipped to fend off diseases and poisons. You gain the following benefits:
  • You have advantage on saving throws against being Poisoned, and you have resistance to poison damage.
  • You are immune to disease.
2
Enhanced Build The metal provides your body with additional strength and power. You gain the following benefits:
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
  • You gain a +1 bonus to Armor Class.
3
Joint Redesign The metal has formed in a way that allows you to act quicker in your movements. You gain the following benefits:
  • Your walking speed is increased by 5 feet.
  • When you are travelling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.
  • You can momentarily enhance your reactions while in battle. On your turn you can choose to become Enhanced with no action required, until the end of your next turn. While Enhanced you gain a +2 bonus to Armor Class, you have advantage on Dexterity saving throws, and you can make a weapon attack as a bonus action. Once you become Enhanced, you cannot become so again until you finish a Short or Long Rest.
1
Longevity The metal itself seems to provide a life of its own to you. You gain a number of Hit Points equal to your character level. When you gain a level in the future, you also gain 1 additional Hit Point. Additionally, your expected lifespan increases by 50% for your race/species.
2
Mundane Resistance You have resistance to slashing damage from nonmagical attacks, and weapons that are not made of magical metal.
When you would be reduced to zero hit points by damage that you have resistance to, you may instead choose to be reduced to 1 hit point. After you use this ability, you may not do so again until you complete a Short or Long Rest.
1
Darkvision Your eyes are replaced with eye-like devices which have improved sensitivity. You gain Darkvision with a range of 60 feet. If you already possess Darkvision, or if you later gain a feature that provides Darkvision, this feature instead increases the range of your Darkvision by 60 feet.
2
Integrated Blades Your body is equipped with a set of blades that you cannot be seperated from or disarmed of. They might resemble claws, swords, or similar. When you hit a creature with an unarmed strike, you may choose to deal damage with these blades instead of your normal bludgeoning damage: dealing 1d8 + your Strength or Dexterity modifier (you choose which modifier when you take this feature).
2
Refined Durability The metal provides your body with the ability to shrug off minor blows. When you are not wearing armor your AC is 13 + your Dexterity modifier. If you benefit from the class feature Unarmored Defense, this trait instead grants you a +2 bonus to your AC as long as you are not wearing armor.
1
Divine Attunement The metal allows you to contact the planes of life and the energies of the World. As an action, you can touch a creature within 5 feet that is neither a construct nor undead and magically heal it 2d8 + your Proficiency Bonus hit points. Once you use this feature, you cannot use it again until you have a Short or Long Rest.
3
Mostly Metal The metal takes up much of your body. You are considered Warforged for the purposes of attuning to magic items. Additionally, you are immune to exhaustion and resistant to necrotic damage.
2
Boosted Mobility Complicated movement mechanisms prepare themselves for every situation. As an action you may gain the benefits of the Water Walk spell, or the Fly spell, though you can be the only target. After you use this feature, you cannot do so again until you complete a Short or Long Rest. These spells are always prepared for you, do not count towards the number you can prepare, and you may cast them normally using spell slots of the appropriate level.
1
Combustion Core The Metal produces its own energy within you, breathing intense heat into you. You gain the following benefits:
  • Immolation. Whenever you make an unarmed strike, you may choose for the attack to deal fire damage instead of its normal type.
  • Glow. You can cause yourself - or a part of yourself - to glow with heat as if you had cast the Light cantrip on yourself.
2
Lengthened Limbs Your skeleton and the metal have become one in the same, causing you to become taller and longer. You gain the following benefits:
  • When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
  • Your walking speed increases by 5 feet.
1
Manufactured Evolution Your body and the metal cooperate efficiently to solve deficiencies and provide solutions to needs. At the end of a Long Rest, you may choose to subtract up to 2 from one of your ability scores. If you do, you then choose another ability score to increase by the number subtracted. When you do this, you must ensure that no ability score becomes less than 6 or greater than 20. If you are attuned to an item or under the effect of a spell (or other effect) that changes one of your ability scores, you act as if you were not attuned to that item (or under that effect) when making this exchange of ability scores.
Ability Scores lost in this way cannot be regenerated or regained in any way, including via the Wish spell.
2
Advanced Aqua Adaptation Your metal reacts when within the water, in a way that fills you with energy. You gain the following benefits:
  • You gain a swimming speed of 30 feet. To use this speed you must not be wearing heavy armor.
  • You can breathe normally when underwater.
  • You have advantage on Dexterity (Stealth) checks to hide underwater.
3
Extrasensory Perception The metal within you seems to ring, or shift when something exists just beyond your vision. You gain the following benefits.
  • Other Eyes. You become immune to the Blinded condition.
  • Blindsight. You gain Blindsight with a range of 30 feet. If you already have a feature that provides Blindsight, or if you later gain Blindsight through other means, this instead enhances the range of that feature by 30 feet.
2
Operations Booster The metal within you purrs with power, yearning to be released in a burst. As a Bonus Action on your turn you may choose for one of your Ability Scores that is lower than 20 to be temporarily increased to 20. This increase lasts for 1 minute but ends early if your Hit Points are reduced to zero. After you use this trait, you cannot do so again until you finish a Long Rest.

When creating a character, you may choose for the character to become Aerguard, granting a unique variety of traits to choose from. Jump to Creating an Aerguard to learn more.

Type
Genetic
Origin
Magical
Cycle
Chronic, Congenital
Rarity
Unique

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