Warforged | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Warforged

Ability Score Increase +1 CON
Size Medium
Speed 30ft

Ancient Origin

  The warforged were crafted millennia ago by the enigmatic philosopher kings for the purpose of serving humanity during their colonization of the middle lands, primarily as laborers and foot soldiers. Comprised of a mysterious self-repairing alloy and powered by what can only be described as a spark of life, the warforged represent perhaps one of the golden age's most significant magical achievements. Like most arcane knowledge, the means of crafting these thinking constructs was lost during the great cataclysm along with the vast majority of their population. Those warforged that survived ceased to function, falling into a dormant state.   Warforged have a wide range of unique appearances, and no two are ever quite the same. Some bear a striking resemblance to humans, with fully articulated facial features, while others have a near alien quality about them, staring through unblinking monocular lens and speaking through slatted communication panels, though these physical difference seem to have little to do with their individual personalities. Aside from wearing clothes, a warforged might paint their metallic exterior to customize their appearance and express themselves.   Dormant warforged are occasionally happened upon buried under a significant layer of earth and hauled back to a settlement. Those that don't reactivate right away are usually placed in a location of spiritual significance as those who discovered them anxiously await their awakening. When a warforged does reactivate, they're a blank slate, having no prior memories or personality to speak of while obeying verbal commands spoken in common to the best of their ability. With their pliable nature, sturdy construction, and lack of resource consumption, a single warforged can provide a significant boon to most communities, assisting in labor and defense just as they did thousands of years ago.   As time passes, the active constructs personality will begin to emerge, though the process can take anywhere from a few years to a few decades. While they can be as diverse in disposition as humans are, most warforged are quiet and contemplative. Those that choose to become adventurers often do so as a means of self discovery, attempting to glean insight as to the nature of their existence by drawing on a wide variety of experiences.   Ability Score Increase   Your Constitution score increases by 1.   ~   Age   ~   Alignment   Most warforged take comfort in a certain degree or order while displaying an inclination to help others, tending toward lawful good.   ~   Size   Warforged are varied in their size and appearance, standing anywhere from 5.5 to 7 ft tall. Your size is Medium. Weight and build are affected by subrace.   ~   Speed   Your base walking speed is 30 feet.   ~   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 are immune to disease.   You don’t need to eat, drink, or breathe.   You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.   Entering an anti-magic field or dead magic zone (such as the effect produced by a Beholder's main eye) halves your speed and gives you disadvantage on attacks, ability checks, and saving throws.   Entering a saturated or wild magic zone invigorates you, granting you advantage on saving throws and making healing grant the maximum possible number of HP (ex: 2D8+3 becomes +19 hp). Both effects end upon exiting said zones.   ~   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 determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.   You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.   (See table below for details)  
 

Subraces

 

Envoy

  Ability Score Increase   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

  Ability Score Increase   Your Strength score increases by 2.   Iron Fists   When you make an unarmed strike, you can deal 1d4 + 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

  Ability Score Increase   Your Dexterity score increases by 2.   Swift   Your walking speed is increased 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 more information about "travel pace").

Languages. Common


Armor ModePrerequisiteEffect
unarmoredNone11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
ArmoredMedium armor proficiency13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavily armoredHeavy armor proficiency16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

Created by

Piglor.

Statblock Type

Race

Link/Embed