Warforged, Variant (5e Race)
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The warforged are beings constructed out of stone, metal and wood fibers around a skeletal frame of metal and stone, with wood fibers acting as a muscular system. The warforged are covered by an outer shell of metal and stone plates. An network of tubes run through the warforged body, filled with a blood-like fluid 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 face loosely resembles their human creator's, 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 each warforged, giving them a sense of individuality.
The warforged are completely sexless and genderless, though their bodies may have been designed with masculine or feminine features, these are considered by the warforged to be little more than aesthetic aspects. The warforged are able to be repaired and modified by those with the know-how, which can give an endless array of possibilities to their appearances.
A warforged on average stands 6'0" - 6'6" and weighs in at 270 - 300 lbs. These numbers may vary among the warforged "subraces", juggernauts are usually 6'2" - 7' and 280 - 360 lbs, and scouts stand from 2'10" - 3' 6" in height and weigh between 35 - 50 lbs.
Warforged can have unique personality traits, though, as they are constructs, those are restricted in some ways. They experience anger, pain, fear, and hatred like their human creators. All warforged naturally seem reserved, stoic, and pensive, hiding an array of emotions behind their inexpressive metallic faces. Their faces were not designed to display facial expressions, 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 have their faces modified to be more expressive for their companion's comfort, but these expressions are learned rather than natural and often appear stilted and awkward.
Some warforged can be incredibly naive and lack a sense of introspection. However, many others are the opposite and question their existence, they wonder if, as constructs, they have souls, and ask what becomes of them in the after life. The more intelligent warforged create complex philosophies about what they perceive and learn. Though warforged can show loyalty to religions and organizations, typically they become loyal to a small group of comrades.
Warforged often have little life experience as they have spent most of their time working towards one specific duty, usually soldiering. If there is one interest all warforged share it is their love of working and the satisfaction of a job well done. Many create endless lists of goals and chores to feed that feeling. They take pride in their work and can work incredibly hard, both traits that make them dislike idleness and failure. Warforged can excel at most tasks, having a single-minded efficiency, especially in combat related roles. But this same single-mindedness can often translate to a lack of creativity and they can be easily surprised or "outflanked."
War and military thinking are the foundation of Warforged personalities. They understand duty, the chain of command, and conflict. Warforged dislike being called "it" and usually accept the gendered pronoun that they most closely resemble. Some Warforged adopt names from the culture they were created in, though most of their names were assigned at construction and are straightforward and related to their job, abilities or rank. Many Warforged simply accept the nicknames given to them by their comrades while others seek more meaningful names that best describe them.
Warforged usually either adopt their names from whatever race currently built them or they adopt a name for their purpose, rank, or field along with the surname of their creator.
Some warforged adopt a "personal name," these are decided by the warforged themselves and are usually determined after long periods of soul-searching. This is usually a special designation a warforged has for its friends and carries a special meaning to them emotionally.
Contructs built for a specific job with a certain degree of intelligence.
Ability Score Increase. Your Constitution score increases by 1.
Age. A Warforged is complete and considered fully developed at construction and are built to last. The maximum age for a Warforged has not yet been determined and if their bodies are maintained a Warforged could live indefinitely.
Alignment. Warforged are generally Neutral, though they are capable of independent thought and moral speculation allowing them to be of any alignment.
Size. Different Warforged models can have a wide variety of sizes. Your size is determined by your model.
Speed. Your base walking speed is determined by your model.
Living Construct. You are a living construct. You don't need to eat, drink, breath, or sleep, but you still gain the benefits of consumable items. You are immune to disease. All other conditions and effects affect you normally. You also gain the full benefits of healing spells and effects(Like the Cure Wounds spell), the spending of hit dice at the end of a short rest, and the full effects of a long rest.
Unsleeping Watcher. You do not sleep and instead enter a state of inactivity for 4 hours a day to gain the benefits of a long rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Warforged Resolve. It's difficult to take you down, even when you're faltering. You have advantage on death saving throws.
Languages. You can speak, read, and write common and one other language of your choice.
Many models of Warforged are found among the worlds of D&D: Human Model, Dwarven Model, Elvish Model. Choose one of these Models.
|Model Type||Model Size||Model Speed|
|Human Model||Medium||Walking: 30 feet|
|Dwarvish Model||Medium||Walking: 25 feet|
|Elvish Model||Medium||Walking: 30 feet|
Ability Score Increase. One Ability Score of your choice other than Constitution increase by 1.
Bonus Feat. You gain one feat of your choice.
Extra Skill. You gain proficiency in one skill of your choice.
Extra Language. You can speak, read, and write one extra language of your choice.
Ability Score Increase. Your Strength Score, and Wisdom Score increases by 1.
Darkvision. Dwarven Model Warforged have been designed to spend much of their time underground, and have been given superior visual traits for dark and dim conditions. 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.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. You also have proficiency with light and medium armor.
Ability Score Increase. Your Dexterity Score increases by 1, and your choice of either your Intelligence, Wisdom, or Charisma Score increases by 1.
Darkvision. Elvish Model Warforged have been designed to spend much of their time in forests under the nights' sky, or deep underground, and have been given superior visual traits for dark and dim conditions. 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Elvish Weapon Training. You have proficiency with longswords, shortswords, rapiers, shortbows, longbows, and hand crossbows.
Warforged use equipment much as other races do, but every warforged gains some special advantages when using items specifically designed as warforged components. Components can be attached or embedded. A warforged can have only one component, attached or embedded, in each of its arms, back, chest, feet, hands, head, hips, legs, and neck. It can also attach rings. A component doesn’t take up the magic item slot of the same type, unless it is a magic item that goes in that slot.
Within the parameters discussed here, what you can and can’t attach or embed is ultimately for your DM to decide. Any item can become a component item or be found as one. Your DM decides if an item he or she places in an adventure is a component item, and you can craft these items as normal. Making an item a component item does not increase its cost or level.
Attached components are fastened to your body in such a way that, as long as you’re conscious, they can only be removed if you want them to be. Such an item cannot be taken from you, and you can’t accidentally drop it. You sense if such an item is damaged.
Unless otherwise specified, affixing an attached component to you takes the same amount of time as it would to draw or don such an object, and removing an attached component to you takes the same amount of time as it would to stow or doff such an object
You may not wear normal armor unless you forgo the natural armor war forged, war forged armor cannot be enchanted or improved
With a shield attached to you, your shield hand can hold items or perform the somatic components of spells.
One-handed weapons and all crossbows make fine attached components. Such a component covers the weapon hand, so you have to remove the weapon before you can use that hand for another task.
An attached two-handed crossbow still requires two hands to use beyond normal range, but the crossbow covers only one hand. However, you can shoot an attached crossbow without using an additional hand to brace the weapon. You have disadvantage on attack rolls when doing so.
A two-handed melee weapon can be attached, but doing so restricts your movement with the weapon, making it less effective. You have disadvantage on attack rolls with an attached two-handed melee weapon.
Your backpack and other storage devices—such as pouches, weapons sheaths, or a quiver—can be attached, making them easier to hang on to and harder to steal.
Little tools, such as thieves’ tools, can be attached. Retrieving an attached tool can be done as part of a movement. You can attach a larger tool for use in the same way you’d attach a weapon.
Items for any slot can be attached. Those already detailed follow the more specific rules above. Wondrous items can be attached, especially those that fall into categories described above. Some items are specifically designed to be attached components.
Embedded components work, except as described here, like attached components. They’re inserted into your body in such a way that they’re almost a part of you. Most equipment isn’t implanted in this way, because the item in question is too big or doing so is more of a hindrance than an advantage.
The major advantage of some embedded components is that they can be hard to distinguish from your body. Those embedded components that don’t need to remain visible can be hidden within your body. Perception checks to locate such items on you have disadvantage. Affixing or removing an embedded component requires a one action that provokes an opportunity attack.
A light weapon can be embedded. Up to five darts can be embedded in place of one of these items.
A retractable weapon can be embedded to take up space in one arm and hand. Such a weapon springs forth and locks into place as a bonus action, and it can be retracted as a bonus action.
A storage device the size of a belt pouch, or something smaller, can be embedded and hidden. Embedded storage containers can only be opened by you or with your permission while you’re conscious.
Tools as large as or smaller than a dagger can be embedded and hidden. A kit of such tools counts as one item.
Items that are like jewelry, such as rings, amulets, and similar neck items, as well as simple circlets and comparable head items, are the most easily embedded and hidden. Most other items can be attached only. Some items are specifically designed to be embedded components.
A docent is a small platinum or mithral sphere studded with gems or, in Eberron, dragonshards. It has no apparent powers until you place it in your neck slot as a component, and then it comes to life. You decide when you affix it whether your docent is merely attached and visible, or completely embedded and hidden. You can change your mind later by removing the docent and reaffixing it.
As a sentient magic item that is played as an NPC by the DM, a docent has the abilities of another wondrous magic item, so DMs should choose a wondrous magic item and add its abilities to the docent. Docents have an alignment, personality traits, extra abilities, and any other traits ascribed to sentient magic items. In addition to its magic properties and abilities, a docent has the following traits.
Languages. It understands Common and 1 other language
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 2″||+4d4||160 lb.||+4d6 × 10lbs|
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|4′ 8″||+4d4||120 lb.||+4d6 × 5lbs.|
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 4″||+2d4||160 lb.||+2d6 × 5lbs|