Warforged in Brave Wonder | World Anvil
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Warforged

Credit to Fanatic66. Some modifications have been made.

  Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature—living constructs.  

Warforged Mechanics

  Hit Points 8   Size Medium   Speed 25 feet   Ability Boosts  
  • Constitution
  • Free
  Languages  
  • Karrnon
  • Hand Signs
  • Additional languages equal to your Intelligence modifier (if it's positive).
 

Composite Frame

  The plating used to protect your wooden skeleton is a special type of armor, designed to be integrated directly with a warforged's frame. You can only wear armor with the Component trait, this prevents you from wearing traditional armor. This armor is not natural armor so runes can be engraved on the armor. While you live, the armor incorporated into your body can't be removed against your will. If you are forced into a suit of armor, you do not benefit from the AC Bonus but the Dex Cap, Check Penalty, and Speed Penalty are still applied.  

Artificial Body

You are alive, but your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.  

Heritages

You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can't change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.  

Psi-forged

Your body was constructed with psychic crystals, synchronizing your mental energies. When Casting a Spell that requires material components, you can provide these material components without a material component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.  

Juggernaut

You were designed to be larger and sturdier than other warforged. You gain 12 Hit Points from your ancestry instead of 8. Increase your maximum and encumbered Bulk limits by 1.  

Scout

You were designed to be more nimble. Your Speed is 30 feet instead of 25 feet. When you take the Scout action, you can move at full speed instead of half speed.  

Utility

You were designed to work in non-combat situations. You are trained in one skill of your choice, and learn two languages of your choice.  

    1st level  

Construct Body
Feat 1

warforged   You gain a +1 circumstance bonus to saves against poison or effects that would impose the sleep condition. If you roll a success on a saving throw against poison or an effect that would impose the sleep condition, you get a critical success instead.    

Construct Lock
Feat 1

warforged   You are skilled at finding constructs' weak points due to your understanding of your own construction. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against constructs. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.   In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.    

Fall In Line
Feat 1

warforged   Your soldier background makes you quick to work in group cohesion. When you Follow the Expert, the circumstance bonus to your skill check is based on your ally's proficiency plus 1 (+3 for expert, +4 for master, and +5 for legendary).    

Jaws of Death
Feat 1

warforged   You were crafted with a more beastial design and have a jaw with sharpened iron teeth. You gain a jaws unarmed attack that deals 1d8 piercing damage.    

Mithral Tracery
Feat 1

warforged   You have traces of mithral forged onto your frame that make you lighter. Your Speed increases by 5 feet.    

Powerful Slam
Feat 1

warforged   You were forged with steel reinforced limbs. You gain a slam unarmed attack that deals 1d6 bludgeoning damage and has the shove trait.    

Sentry Vision
Feat 1

warforged   Your vision capabilities were crafted to see through dim light. You gain low-light vision.    

Warforged Bulwark
Feat 1

warforged   You were design to be more armored than other warforged. You are trained with light armor. If you are already trained in light armor, then you are trained in medium armor, and if you are already trained in medium armor, then you are trained in heavy armor.    

Warforged Lore
Feat 1

warforged   You gain the trained proficiency rank in Athletics and Crafting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Warforged Lore.    

Warforged Weapon Familiarity
Feat 1

warforged   Your wartime training makes you trained with all sorts of weapons. You are trained with the armblade, armbow, and battlefist. In addition, you gain access to all uncommon warforged weapons. For you, martial warforged weapons are simple weapons and advanced warforged weapons are martial weapons.     5th level  

Battle Readiness
Feat 5

warforged   Your military training makes you react quicker than others. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.    

Construct Resiliency
Feat 5

warforged   Prerequisites Construct Body   Poison that harms "fleshies" has little effect against your mechanical frame. You gain resistance to poison equal to half your level.    

Nocturnal Sentinel
Feat 5

warforged   Prerequisites Sentry Vision   You have further enhanced your forged sight. You gain darkvision.    

Spiked Frame
Feat 5

warforged   Iron spikes have been crafted onto your frame. Your iron fist gains the Versatile P trait. When a creature grabs or restrains you with its body, it takes persistent bleed damage equal to one fourth of your level.    

Storage Unit
Feat 5

warforged   You have crafted an inner compartment within your body to store items. Your compartment holds up to 2 Bulk of items, and these items don't count against your Bulk limits.    

Warforged Weapon Competence
Feat 5

warforged   Prerequisites Warforged Weapon Familiarity   You are well trained with the weapons of war. Whenever you critically hit using a warforged weapon or one of the weapons listed in Warforged Weapon Familiarity, you apply the weapon's critical specialization effect.     9th level  

Cold Iron Tracery
Feat 9

warforged   You have traces of cold iron forged onto your frame. Your unarmed attacks count as cold iron weapons. You gain a +1 circumstance bonus on saves against effects from creatures with weakness to cold iron (such as most demons and fey).    

Construct Soul
Feat 9

warforged   Prerequisites Construct Body   You also gain the benefits of your Construct Body against effects that would inflict the doomed, drained, fatigued, paralyzed or sickened condition.    

Silver Tracery
Feat 9

warforged   You have traces of silver forged onto your frame. Your unarmed attacks count as silver weapons. You gain a +1 circumstance bonus on saves against effects from creatures with weakness to silver (such as most devils and werecreatures).     13th level  

Innate Forge
Feat 13

warforged   You tap into your magical core, gaining the properties of the forge that created you. You gain a resistance to fire damage equal to half your level, and you can cast 5th-level creation as an innate arcane spell once per day.    

Juggernaut Function
Feat 13

warforged   Prerequisites Juggernaut heritage   You have discovered the secret to how warforged juggernauts operate. Your body becomes larger, granting you size and additional reach. You gain the effects of enlarge constantly.    

Warforged Bulwark Competence
Feat 13

warforged   Prerequisites Warforged Bulwark; Trained in medium armor   You gain the armor specialization effects of medium and heavy armor.    

Warforged Weapon Expertise
Feat 13

warforged   Prerequisites Warforged Weapon Familiarity   You are an expert with the weapons of war. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapons listed in Warforged Weapon Familiarity.     17th level  

Adamantine Tracery
Feat 17

warforged   You have traces of adamantine forged onto your frame. Your unarmored attacks count as adamantine weapons. You gain resistance to physical damage equal to one fourth your level, except from adamantine weapons.    

Superior Juggernaut
Feat 17

warforged   Prerequisites Juggernaut Function   Your juggernaut frame has stabilized, allowing for greater support. You are no longer clumsy due to the effects of enlarge and your maximum Hit Points increase by your level.    

Warforged Bulwark Competence
Feat 17

warforged   Prerequisites Warforged Bulwark   You are an expert with your armor. Whenever you gain a class feature that grants you expert or greater proficiency in certain armor, you also gain that proficiency in the armor you gain proficiency with from Warforged Bulwark.    

Key Terms

 

 

  You will see the following key terms associated with warforged features.   Attachment These equipment are attached to the wielder's body, typically a warforged. The process of attaching one of these weapons takes time similar to donning and removing armor. Attaching and removing one of these weapons are both activities involving many Interact actions. It takes 1 minute to attach or remove a weapon. Creatures take a -2 circumstance penalty to Athletics checks to Disarm an attached weapon. Arm attachments take up the use of your hand until removed.   Component Plate These unique sets of armor are designed to be integrated with a warforged's skeletal frame. The process of integrating these armor sets takes as long as as donning and removing heavy armor, no matter the type of armor the item actual is.   Retractable The weapon is usually attached to a device, and can be retracted into the device, or be extended for fighting. You can extend or retract the weapon as an action.   Living Construct You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via positive energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points. When a creature would attempt a Treat Wounds action on you, they must attempt a Craft check instead of a Medicine check, and must use their Craft skill proficiency to determine the check DC and amount of Hit Points healed.    

 


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