Isterian Warforged (5e Race)
Basic Information
Anatomy and Morphology
Warforged loosely resemble their human creators. They possess a skeletal frame made out of metal with wood fibres that serve as the muscles with an exterior made of stone or metal plates. Their internal systems are nourished and lubricated with a fluid that runs through tubes throughout their body like veins. Their hands possess two fingers and a thumb while their feet consist of two broad toes.
Their faces are marked by a toothless jaw, heavy brow line and a lack of nose and hair. Unique runes are engraved into the forehead of each individual warforged.
Their general form is sexless and they are often considered to be mono-gender. They are able to repair and modify themselves, giving them endless possibilities to customize their appearance.
Origins
While warforged are widespread throughout the world of Isteria as regular citizens nowadays, they were once a rare commodity only available to the elite of the world who could afford Wizards and Artificers to create these everlasting machines for them.
These warforged were created with a moral blank slate and left at the mercy of their creators or buyers to be shaped and molded into servants, nannies, tireless workers or soldiers.
Some fifty years ago, The Holy Aumanatorean Council of Law and Order decreed that warforged were sentient beings who deserved bodily autonomy and the will to choose their own path. It is now considered illegal to create warforged outside of the city of Gan Kuldor in the Velothi Mountains. All warforged that are brought into this world now stem from the Forge of Creation and remain in the city for the first year of their life as they learn about morality, skills and languages.
Warforged Traits
A race of sentient constructs.
Ability Score Increase. Your Constitution increases by 2. Any other ability score increases by 1.
Age. A typical warforged is between two and fifty years old. A few older models from before the ban still exist.
The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Size. Most warforged stand between 5"10 and 6"3 feet tall and weigh well over 300 pounds.
Speed. Your base walking speed is 30 ft.
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.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose one of the following sub races, which were determined upon your creation. You receive two traits based on your sub race.
Envoy.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Integrated Tool. Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Juggernaut.
Iron Fists. When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Skirmisher.
Swift. Your walking speed increases by 5 feet.
Light Step. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.)
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