WarrentheHero
2016-01-07, 01:46 AM
I'd like to start off by noting that this race heavily inspired by the 5e Warforged on D&D Wiki (https://www.dandwiki.com/wiki/Warforged_(5e_Race)), to the point where I have taken some features and concepts directly from it. I'm just seeking to update and enhance it with some ideas and thoughts after some using it in a campaign. Some ideas/features are also heavily inspired by the Warforged listed in the Unearthed Arcana: Eberron that Wizards of the Coast has put out.
I'm not going to bother too heavily with the lore; most people understand what a Warforged is by now. This is mostly a pure mechanics (no pun intended) thread.
WARFORGED
Ability Score Increase. Your Strength and Constitution Scores increase by 1 each.
Age. Built to last, a Warforged's age is dependent mostly on the campaign setting and how dangerously each given Warforged likes to live. Some Warforged claim to be many thousands of years old.
Alignment. Warforged are typically built with a specific purpose in mind, which is often reflected in their alignment. A Warforged constructed to protect regular citizens, for example, might be Neutral Good, while one created to be a bodyguard to an individual may be Neutral.
Size. Warforged are often hulking individuals, standing between 6 and 7 feet tall and weighing between 200 and 400 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Living Construct. You are a Construct. You are immune to diseases and the poisoned condition, and cannot be put to sleep magically or otherwise, though you can be unconscious. You do not need to eat, drink, breathe, or sleep, but you can safely ingest food and drink if you wish.
Nonliving Body. You cannot benefit from potions, including Potions of Healing. Additionally, you only recover half as much HP as normal during a short rest and you only recover half of your missing HP during a long rest, and magical healing only heals you for half of its normal value. The Mending cantrip can be used on you to restore 3 HP. You cannot recover more than your level x 3 HP this way between long rests.
Warforged Repair. You are proficient in a new type of Artisan Tool, the Warforged Kit. You or another creature proficient with a Warforged Kit may spend 8 hours using the kit to repair you, at the end of which time you regain all your missing HP and half of your Hit Dice as though you had taken a long rest. Using a Warforged Kit is not strenuous activity and can be done during a rest.
Forged for Vigilance. Instead of sleeping, you enter an inert state for 4 hours each day. While inert, you
are fully aware of your surroundings and notice approaching enemies and other events as normal. You gain the benefits of a long rest after this time, with the exception of restored HP.
Forged for War. You cannot wear armor. Instead, your body has an outer protective covering that acts like armor. This bonus is determined by your subrace. This outer layer can be removed, losing the armor bonus but freeing the armor slot. The outer armor can be enchanted as normal. This bonus is natural armor no matter which subtype you are.
Battle Caster
Ability Score Increase. Your Intelligence score increases by 1.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Spell-Proof Armor Your Armor class is 13 + your Dexterity modifier. Additionally, you have advantage on the first saving throw you make against a spell per short rest.
Scout
Ability Score Increase. Your Dexterity increases by 1.
Mobile Metal. Your base walking speed is 35 feet.
Build for Shadows. 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.
Light Frame. Your Armor Class is 13 + your Dexterity modifier.
Juggernaut
Ability Score Increase. Your Strength score increases by 1.
Sturdy Construction. You have advantages against effects that would push or pull you, and against being knocked prone.
Heavy Plating. Your Armor Class is 17. This counts as heavy armor, and you have disadvantage on Dexterity(Stealth) checks.
EDIT LOG
1-7-16: Clarified that you can repair yourself with a Warforged Kit, how long rests work with Nonliving Body, and that Forged for War counts as natural armor.
I'm not going to bother too heavily with the lore; most people understand what a Warforged is by now. This is mostly a pure mechanics (no pun intended) thread.
WARFORGED
Ability Score Increase. Your Strength and Constitution Scores increase by 1 each.
Age. Built to last, a Warforged's age is dependent mostly on the campaign setting and how dangerously each given Warforged likes to live. Some Warforged claim to be many thousands of years old.
Alignment. Warforged are typically built with a specific purpose in mind, which is often reflected in their alignment. A Warforged constructed to protect regular citizens, for example, might be Neutral Good, while one created to be a bodyguard to an individual may be Neutral.
Size. Warforged are often hulking individuals, standing between 6 and 7 feet tall and weighing between 200 and 400 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Living Construct. You are a Construct. You are immune to diseases and the poisoned condition, and cannot be put to sleep magically or otherwise, though you can be unconscious. You do not need to eat, drink, breathe, or sleep, but you can safely ingest food and drink if you wish.
Nonliving Body. You cannot benefit from potions, including Potions of Healing. Additionally, you only recover half as much HP as normal during a short rest and you only recover half of your missing HP during a long rest, and magical healing only heals you for half of its normal value. The Mending cantrip can be used on you to restore 3 HP. You cannot recover more than your level x 3 HP this way between long rests.
Warforged Repair. You are proficient in a new type of Artisan Tool, the Warforged Kit. You or another creature proficient with a Warforged Kit may spend 8 hours using the kit to repair you, at the end of which time you regain all your missing HP and half of your Hit Dice as though you had taken a long rest. Using a Warforged Kit is not strenuous activity and can be done during a rest.
Forged for Vigilance. Instead of sleeping, you enter an inert state for 4 hours each day. While inert, you
are fully aware of your surroundings and notice approaching enemies and other events as normal. You gain the benefits of a long rest after this time, with the exception of restored HP.
Forged for War. You cannot wear armor. Instead, your body has an outer protective covering that acts like armor. This bonus is determined by your subrace. This outer layer can be removed, losing the armor bonus but freeing the armor slot. The outer armor can be enchanted as normal. This bonus is natural armor no matter which subtype you are.
Battle Caster
Ability Score Increase. Your Intelligence score increases by 1.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Spell-Proof Armor Your Armor class is 13 + your Dexterity modifier. Additionally, you have advantage on the first saving throw you make against a spell per short rest.
Scout
Ability Score Increase. Your Dexterity increases by 1.
Mobile Metal. Your base walking speed is 35 feet.
Build for Shadows. 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.
Light Frame. Your Armor Class is 13 + your Dexterity modifier.
Juggernaut
Ability Score Increase. Your Strength score increases by 1.
Sturdy Construction. You have advantages against effects that would push or pull you, and against being knocked prone.
Heavy Plating. Your Armor Class is 17. This counts as heavy armor, and you have disadvantage on Dexterity(Stealth) checks.
EDIT LOG
1-7-16: Clarified that you can repair yourself with a Warforged Kit, how long rests work with Nonliving Body, and that Forged for War counts as natural armor.