V1 (5e Race Variant)
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Warforged Variant: V1
You are a machine designed to run on, and be repaired by, blood. Other forms of repair either don't work or work much less effectively when applied to you.
As a side effect of this, you are much less durable then usual. You are, however, able to heal on the fly.
Ability Score Increase: Your Dexterity score increases by 2, and one other ability score of your choosing increases by 1.
Age: A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment: As you run on blood, a good or lawful alignment can be hard to uphold, while evil, neutral, or chaotic alignments are easier to support. You are not locked to these, however, as long as you can find a "good" or "lawful" source of blood.
Size: Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.
- Size Modifier = 2d6
- Height = 5 feet + 10 inches + your size modifier in inches
- Weight in pounds = 270 + (4 x your size modifier)
Speed: Your base walking speed is 30 feet.
Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- 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.
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.
Necessary Exposure: Medium and heavy armors block too much surface area. While wearing medium or heavy armor, you cannot benefit from Blood is Fuel. Light armor does not have this flaw. You can only don armor with which you have proficiency. Don and doff times are as stated in the armor's description.
Combat Specialized Design: You gain one skill proficiency and one tool proficiency of your choice, as well as proficiency with firearms.
Languages: You can speak, read, and write Common and one other language of your choice.
(Optional, recommended) Thin Plating: Any time you roll to increase your maximum Hit Points, you must roll twice and take the lower roll. Lighter plating allows you to move quickly. Your DEX score increases by 1, and you have a movement speed of 40 feet.
Unknown Repair Protocols: Whenever you drink a health potion, you heal for the minimum possible amount. You can use Hit Dice to recover health during a long rest, but not during a short rest. Long rests do not automatically recover Hit Points, you must use Hit Dice. For recovering Hit Dice, you recover half the amount of Hit Dice that were missing before the long rest. For example, if you have 2 Hit Dice missing, take a long rest, and use 2 Hit Dice to recover health, you would only recover 1 Hit Die, not 2.
Blood Is Fuel: Whenever physical damage (bludgeoning, slashing, or piercing) is dealt to an enemy within 10 feet of you, you regain 1/4 of the damage dealt as Hit Points, as you absorb blood shed from the injury. If the damage type is Slashing, you regain 1/2 of the damage as Hit Points. This feature does not work if the creature does not have blood or some equivalent, such as ichor. You can only regain ((hit die x proficiency bonus)-hit die)/2 hit points per round. For example, a Level 10 Wizard could regain ((6x4)-6)/2, or 9 Hit Points per round.
Steel Hands: Your unarmed strikes deal 1d6+STR bludgeoning damage, and can be done as a bonus action. You cannot use the Finesse property on melee weapons, unless they have been specially modified to fit in your hands.
Redundant Systems: If a hit would kill you or reduce you to zero Hit Points, it instead reduces you to one Hit Point. This feature does not come into effect if you have less than 2/3 of your total maximum Hit Points when you are hit. This feature can be used indefinitely, although will reduce your hit point maximum by 1d6 each use until the next long rest. You also have disadvantage on death saving throws.
(Optional) Louder is Better: Any time you are affected by an Instantaneous spell that has an Area of Effect, such as Fireball or Thunderwave, you are knocked back 10 feet in addition to any movement caused by the spell, but take half damage. This distance is tripled if you are in the air.