Warforged, 2nd Variant (5e Race)
From D&D Wiki
The warforged are made of stone, metal and wood fibres. The core of a warforged is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the warforged is an outer shell of metal and stone plates. An internal network of tubes run through the warforged's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes.
The warforged's face loosely resembles their human creators though they have a toothless jaw, heavy brow line and are lacking noses. Each warforged has a ghulra engraved upon their foreheads. Each of these runes are unique to the warforged giving them a sense of individuality.
The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances.
A warforged on average stands 6'0" - 6'6" and weighing in at 270 - 300 lbs. These numbers may vary among the subraces, Juggernaut's being 6'2" - 7' and 280 - 360 lbs and Scouts standing from 2'10" - 3' 6" in height and weighing between 35 - 50 lbs.
Warforged can have unique personality traits though, being constructs they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators though, all warforged are incredibly reserved and pensive hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions they're not completely without them as their eyes tend to brighten when experiencing strong or specific emotions.
Some warforged are incredibly naive and lack introspection however, many others are the opposite and question their existence, wonder if they have souls and ask what becomes of them in the after life. The more intelligent warforged create complex philosiphies about what they perceive and learn. Though warforged can show loyalty to religions and organisations, typically they become loyal to a small group of comrades.
Warforged often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all warforged share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Warforged can excel at most tasks having a single-minded effenciency, especially in combat related roles.
War and military conditioning create the foundation of warforged personalities, they understand duty, the chain of command and conflict. Due to their bodies more closely resembling males than females warforged prefer to be called "he" than "it". Some warforged adopt female names though most of their names are straightforward and are related to their job, abilities or rank. Many warforged simply accept the nicknames given to them by their comrades while others seek to earn more meaninful names that best describe them.
Built for a war that has ended, searching for purpose.
Ability Score Increase. Your Constitution score increase by 1.
Age. A warforged is complete and fully developed at construction and are built to last. The maximum age for a warforged has not been determined to this date. In the Ebberron campaign setting, the agreements between the previously warring factions prevents the creation of new warforged causing the minimum age to be available to be 3 years.
Alignment. A warforged's alignment is as varied as its creators and generally is a reflection of its designed purpose.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Living Construct. You are immune to the poisoned condition and non-magical disease. Additionally you have resistance to poison damage. You do not need to eat drink sleep or breathe, and have no sense of smell, but you can gain the benefit of consumable's. You may be the targeted by and subjected to the effects of spells and abilities that can affect either construct or humanoid creature types. As a living construct, you only receives only 1/2 of the normally recovered hit points from spells (minimum of 1) and treat all levels of exhaustion as being one lower.
Rest of the Sleepless. You do not sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as repairing yourself and keeping watch.
Body of War. You are covered in a composite plating that offers it a natural amount of coverage. Each subrace has its own type of plating that is described below.
Artificial Anatomy. A warforged does not recover hit points automatically after finishing a long rest. A warforged starts with a 'warforged repair kit' that it can use to recover all its hit points. This kit is a set of artisans tools that are specifically designed to repair warforged. A warforged can use this kit to heal themselves during a short rest allowing them to spend hit dice to heal, but it must use a repair kit to do so. Likewise, a warforged can recover hit points as normal for a long rest with the use of a repair kit. The following tools may be used instead of a full warforged repair kit at 1/2 of the normal hit point recovery (rounded up): jeweler's tools, mason's tools, smith's tools, or tinker's tools. All warforged are proficient with a warforged repair kit and start with one at character creation. This repair process is a form of 'light work' and may be preformed while resting.
Languages. You can speak, read, and write Common and one additional language (usually reflecting the language of its creators or a common enemy).
Subrace. Tactician, Juggernaut, Scout
Ability Score Increase. Your Intelligence score increases by 1.
Composite Plating. A tactician's Body of War plating provides it with an Armor Class of 13 + your Dexterity modifier or 1/2 your proficiency bonus (rounded up), whichever is higher. This plating occupies the same space as armor would and counts as light armor. A warforged tactician is always proficient with this plating. Because of this trait, the body of a warforged tactician can be enchanted like armor.
The Right Nudge. A tactician starts with the guidance cantrip.
Battlefield Engineer. A tactician has proficiency with one set of artisans tools or one type of vehicle (Land, Sea, or Air).
Of Mind and Body. A tactician has an innate sense of how things work mechanically and magically when it comes to mechanisms and constructs. A Tactician has advantage on checks to determine how such devices work. This includes, but is not limited to; Arcana checks to identify constructs, how a particular magical-mechanical device functions, and even medicine checks on warforged.
Ability Score Increase. Your Strength score increases by 1.
Heavy Plating. The juggernaut's Body of War plating provides it with an Armor Class of 13 + your Proficiency Bonus. This plating occupies the same space as armor would and is treated as Heavy armor for all intents and purposes. Because of this plating a juggernaut always has disadvantage when rolling Dexterity (Stealth) checks. A warforged juggernaut is always proficient with this plating. Because of this trait, the body of a warforged juggernaut can be enchanted like armor.
Solid Construction. Due to its structural integrity, a Juggernaut can wade tirelessly into battle that would fell even the most stalwart footman. At the start of each of your turns, you gain temporary hit points equal to your proficiency bonus if you have at least 1 hit point.
Leadfoot Stability. A juggernaut has the advantage on checks and saves to resist effects that would physically move it or knock it prone but it uses twice the amount of movement required to stand from prone.
Ability Score Increase. Your Dexterity score increases by 1.
Light Plating. The warforged scout adds a +1 bonus to its AC. Because of this trait, the body of a warforged scout can be enchanted like armor.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Quick Footed. A scouts walking speed is 35 feet.
Slight Build. A scout may elect to be small instead of medium. This choice is made at creation and may not be changed after. A small scout can use weapons with the heavy property that it is proficient with without penalty.
Warforged Repair Kit
Containing a variety of organic and inorganic materials (much like the warforged themselves) and specialized tools, this kit contains just the right materials to help warforged encourage its ability to repair 'naturally'. This kit is used to fully heal a warforged when it takes a long rest, and this kit may be used to stabalize a dying warforged like expending a use from a healers kit, there are enough supplies for 20 emergency uses before it needs to be refilled.
A warforged repair kit weighs 3lbs and costs 15 gp.
Warforged were initially designed to be combatants with the ability to adapt to constantly changes situations and tactics. As such a warforged may try to improve upon itself by making alterations. A warforged may take a complete set of armor and attempt to integrate it with its own armor plating. This can be done with 8 hours of work and a warforged repair kit or tools appropriate for the armor set to be integrated. The time to integrate a set of armor is reduced to 1 hour if the process is performed in a proper workshop, (e.g. Armorer, Blacksmith, Leatherworker). It requires the same amount of time to remove or replace integrated armor.
Upon completion the warforged uses the armor class granted by their newly modified plating is that of their racial plating or the newly integrated one, whichever is higher. The warforged must still be proficient with the armor being integrated to use the AC it would provide. The warforged is considered to always be wearing the armor. Any magical properties of the integrated armor are now applied to the warforged’s armor plating. They must still attune to the armor as necessary to gain the magical benefits if required.
Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Eberron Player's Guide. David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
Races of Eberron. Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
‘Fluff’ and general descriptions are from http://eberron.wikia.com/wiki/Warforged.
This race is a fixed of version of the race can be found at https://dnd-wiki.org/wiki/Warforged-Gr7mm_(5e_Race)
Back to Main Page → 5e Homebrew → Races