Warforged

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5e Racial Stats

  • Ability Score Racial Traits: A warforged increases their Constitution score by 1.
  • Type: Warforged are humanoids with the Construct subtype.
  • Size: Warforged are Medium.
  • Speed: Warforged have a base speed of 30ft.
  • Languages: You can speak, read, and write Common, Gnomish, and one planar or racial language of your choice.

Designed Being

You were designed by magi-technicians for a specific purpose in mind. You have 7 upgrade points with which you can spend on Warforged Upgrades, chosen upon character creation (see Warforged Upgrades for a list of options and their effects).

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 other than a shield, 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, the armor incorporated into your body can’t be removed against your will.

Living Construct

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, and have no sense of smell.
  • You are immune to disease and magical aging effects.
  • You don’t need to sleep, and magic can’t put you to sleep.
  • You can be the targeted by- and subjected-to the effects of spells and abilities that can effect either constructs or humanoids.
  • As a living construct, you receive half of the normally recovered hit points from spells (minimum of 1), treat all levels of exhaustion as being one level lower, and gain an additional step on the exhaustion track, this step, being the first step, causes the Fatigued condition.

Made to Mend

When a creature casts the mending cantrip on you, you heal for 1d4 + the caster's spellcasting modifier; you can only heal this way a number of times equal to your Proficiency bonus, regaining the ability to heal this way after completing a long rest. If all uses are expended this cantrip instead stabilizes you if you are dying.

Maintenance

Whenever you are reduced to 0 hit points, you must roll death saving throws as normal; however, you require 4 total death saving throw fails to officially "die" or otherwise be destroyed beyond maintenance. Should you reach 3 failed death saving throws, you instead gain a level of exhaustion.   Each level of Exhaustion gained in this way can be cured over a long rest; alternatively, a creature can make a DC (15 + 2 per death fail that you have suffered) Tinker's Tools check to repair you over the course of a short rest, if successful you gain 1 hit point in addition to any spent hit dice used to heal yourself, regain consciousness, if unconscious, and lose a level of exhaustion gained because of this trait. Finally, You cannot be healed using the Medicine skill in any way, though a Tinker's Tool check can heal you in the same way a Medicine Kit or Surgery Supplies would.

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. During this sentry's rest, you must spend at least two hours of this period, and 1 vial of grease/oil/lubricant oiling your joints and gears. If you have been in a swamp, dessert, in salt-water, or any other poor environment that would cause dirt, grime or other particles to enter your body, the time required is doubled. You must spend this extra time to clean your gears and joints of the gunk, sand and/or salt, before lubricating them. If you fail to do this at least once every 24 hours, you gain a level of exhaustion.  

Envoy

5e Racial Stats

Ability Score Racial Traits: Two different ability scores of your choice increase by 1.

Specialized Design

You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language 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

5e Racial Stats

  • Ability Score Racial Traits: Your Strength score increases by 2.

Iron Fists

When you make an unarmed strike, you can deal 1d6 + your Strength modifier bludgeoning damage instead of the normal damage.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Skirmisher

5e Racial Stats

  • Ability Score Racial Traits: Your Dexterity score increases by 2.

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.

Slight Build

You can elect to be small instead of medium. This choice is made at creation and cannot be changed after.

Skill Proficiency

You were designed for a specific function depending on your size. If you are Medium due to Slight Build, you gain Proficiency in the Survival skill. If you are Small due to Slight Build, you gain Proficiency in the Stealth skill.

Tactician

5e Racial Stats

  • Ability Score Racial Traits: Your Intelligence score increases by 2.

Helping Hand

You can use a bonus action to take the Help action, the range of this Help action is increased to 30 feet. You can use this ability a number of times equal to your Proficiency bonus, regaining all expended uses after completing a long rest.

Incredible Resolve

At the start of your turn, if you are incapacitated, paralyzed or stunned, you can end that effect. You must complete a short or long rest before you can use this trait again.  

Warforged Upgrades

Agile

Your body was designed to traverse terrain with ease. You can select this upgrade more than once, each time you do so you must pick a different option.
  • Swimming: You gain a swim speed equal to your walking speed. This upgrade costs 2 points. You must be a Skirmisher Warforged to select this upgrade.
  • Climbing: You gain a climb speed equal to your walking speed. This upgrade costs 2 points. You must be a Skirmisher Warforged to select this upgrade.
  • Skirmisher: Your walking speed is increased by 10 feet. This upgrade costs 2 points. You must be a Skirmisher Warforged to select this upgrade.

Alchemical Blood

You have an alchemical mixture that keeps you running. Despite your construct nature, you are considered humanoid when a creature casts a spell that grants you hit points. This upgrade costs 4 points.

Arcane Core

You have an arcane power source of unusual strength. Unless removed you are considered to have an arcane focus in hand which you can use to cast spells from. This upgrade costs 1 point.

Call of Duty

You have not fully broken free of the programming that binds your kind. You suffer disadvantage on all Mind-Affecting saving throws. A control rod is attuned to you, should the attuned user of this rod use it against you as an action, you must make a Wisdom save against the rod's spell save DC, failing this save causes you to be affected by the Dominate Person spell, receiving a new save at the end of each of your turns to end the effect early. This upgrade provides you with 2 points.

Conductible

You are vulnerable to Lightning damage. This upgrade provides you with 2 points. You cannot take this upgrade as well as the Resistant (Lightning upgrade).

Corrosive

You are vulnerable to Acid damage. This upgrade provides you with 2 points. You cannot take this upgrade as well as the Resistant (Acid upgrade).

Drilling

You have a burrowing speed of 15 feet. You can burrow through gravel, sand, or soft soil. You can select this upgrade a second time, increasing your Burrow speed to 25 feet, if you do so, you can burrow through solid rock at half of your burrowing speed, you can choose to leave behind a 10-foot-diameter tunnel in your wake. This upgrade costs 5 points the first time it is selected, and 2 points the second time it is selected. You must be a Juggernaut or Skirmisher Warforged to select this upgrade.

Fragile

You are vulnerable to Bludgeoning damage. This upgrade provides you with 3 points.

Fusion

Whenever you would suffer at least your Constitution score in Lightning damage, you can as a reaction gain the benefits of Haste for a number of rounds equal to your Proficiency bonus, with the haste effect ending at the end of your turn following the durations expiration. You can use this feature a number of times equal to one-half of your Proficiency bonus, regaining spent uses after completing a long rest. This upgrade costs 2 points. You must possess the Conductible Warforged Upgrade to select this upgrade.

Internal Storage Compartments

You were created with one or more internal storage compartments of varying sizes. Objects can be stored and retrieved as a bonus action from within your compartment, as long as they could reasonably fit within you, you can still take the Use an Object action to retrieve items within your compartment as normal.   You have advantage on any checks made to hide the existence of these compartments, and they cannot be forced open while you are conscious, so long as you are not considered "Helpless". You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon. This upgrade costs 1 point.

Integrated Armaments

When you use a bonus action to retrieve an object from your storage compartments, you can instead retrieve up to two objects, placing up to one in each hand. When you do so you can store any objects held in one or both hands.   You cannot be disarmed of either of these retrieved objects so long as you are neither Restrained, nor considered "Helpless" if they are either a weapon without the Heavy property or a shield, and they cannot be dropped. This upgrade costs 1 point. You must possess the Internal Storage Compartments upgrade to select this upgrade.

Jet Propulsion

You have a flying speed of 35 feet. If you end your turn while flying your propulsion systems overheat and fail, causing you to fall to the ground. At 5th level, you've improved the efficiency of your systems so you can fly for up to an hour before you would fall, you must take a short or long rest to regain the use of this trait. This upgrade costs 2 points. You must be a Juggernaut, Skirmisher, or Tactician Warforged to select this upgrade.

Lantern

You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the armor plating that covers your body.   You can shine a wide bright light in a 15-foot radius, and a dim light for an additional 15 feet. You can switch to shining a focused bright light in a 30-foot cone, and a dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel.   This upgrade costs 2 points. You can spend 1 additional point to double the range of your lights. if doubled, you can alternate between the standard or enhanced ranges.

Magical Construct

You were built with the innate ability to perform incredible feats which can only be described as magic. You can select this upgrade more than once, up to a maximum of two times.   You learn one of the following cantrips: Lightning Lure, Mending, Message, or Shocking Grasp. When you reach 3rd level, you can cast any one 1st-level non-conjuration or illusion spell of your choice once, once chosen this spell cannot be changed. You must complete a long rest before you can cast this spell again. When you reach 5th level, you can cast any one 2nd-level non-conjuration or illusion spell of your choice once, once chosen this spell cannot be changed. You must complete a long rest before you can cast this spell again. Constitution is your spellcasting ability for these spells.   This upgrade costs 2 points. You must be an Envoy or Tactician Warforged to select this upgrade.

Powerful

Your body was constructed for feats of strength. You gain the Might of the Giants trait, which reads as follows: You treat Versatile weapons as Light weapons when wielded one-handed, or one-handed weapons while wielded in their Versatile mode. Additionally, two-handed weapons are treated as Versatile weapons for you, with their die size being reduced by one-step (1d12 or 2d6 > 1d10 > 1d8 or 2d4 > 1d6 > 1d4) if wielded in one-hand.   This upgrade costs 2 points. You must be a Juggernaut Warforged to select this upgrade.

Reassemble

As a bonus action, you can spend up to your Proficiency bonus in Hit Dice to heal yourself as if you had taken a short rest and spent hit dice, you do not gain any other benefits that a short rest would normally provide. You can use this ability once, regaining its use after completing a short or long rest. This upgrade costs 2 points.

Resistant

Your body was enhanced to be resistant to a specific type of damage. Pick one damage resistance from the following options. You can select this upgrade more than once, up to a maximum of two times.
  • Rare: You gain resistance to Radiant or Thunder damage. This option costs 2 points.
  • Uncommon: You gain resistance to Acid, Lightning, or Necrotic damage. This option costs 3 points.
  • Common: You gain resistance to Cold or Fire damage. This option costs 4 points.

Small

You were designed to be small, perhaps in the image of your creators. Your height and weight are determined by the small size table. Your Size is Small.   This upgrade is free, it can only be selected by an Envoy, Skirmisher (if Medium), or Tactician, and can only be selected when you create your Warforged. It cannot be removed.

System Backup

You have been outfitted with a backup reserve of energy that when used will keep you alive a little bit longer. When you are reduced to 0 hit points, you can choose to drop to 1 hit point instead. You can use this trait once, regaining this use after completing a long rest. This upgrade costs 2 points. You must be a Juggernaut Warforged to select this upgrade.

Tough

Your armor was built to last. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point. This upgrade costs 2 points. You must be a Juggernaut Warforged to select this upgrade.

Trained Mind

Your creators have trained you to be proficient in a particular area or fluent in a particular language. You can select this upgrade more than once, up to a maximum of four times.
  • Skill: You gain proficiency in one skill of your choice. This option costs 4 points the first time it is chosen. Whenever you select this option thereafter, the cost is 2 points.
  • Tool, Instrument, Gaming Set, or Vehicle: You gain proficiency in one tool, instrument, gaming set, or vehicle of your choice. This option costs 1 point.
  • Language: You gain fluency in one language of your choice. This option costs 1 point.

Basic Information

Growth Rate & Stages

Adulthood Intuitive Self-Taught Trained
Yes +1d2 years (1 - 2 years) +1d4 years (1 - 4 years) +2d6 years (2 - 12 years)
Warforged Upgrades made by Zephilinox
Average Physique
Size Base Height Height Modifier Base Weight Weight Modifier
Small 2' 8" +2d10" (2’ 8" – 4’ 4") 30 lb. +2d4x5lb. (40 – 70lb.)
Medium 4' 5" +2d12" (4’ 7" – 6’ 5") 85 lb. +2d10x10lb. (105 – 285lb.)
Powerful Build 7' 0" +2d12" (7’ 2" – 9’ 0") 230 lb. +2d12x15lb. (260 – 590lb.)

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