Warforged Species in Shardfinder 2 | World Anvil
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Warforged

Warforged Ancestry

Warforged - Uncommon   Hit Points 8   Size Medium   Speed 25 ft   Ability Boosts Constitution, Free   Languages Common Additional languages equal to your Intelligence modifier (if it’s positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).   Traits Warforged, Humanoid, Awaken Construct   Awaken Construct Your body is a unique construction trying to mimic life and your mind a spark never imagined before. There are those that even argue you have a soul. For the purpose of spells you are a construct and a living creature. You have the following: You have no need to eat, drink or sleep though you can still consume potions, elixirs, spells and other such things to gain their effects but for abilities, class features and conditions that require full rest. Warforged can enter a recovery mode for six hours instead where they have the unconscious condition but do not go prone or drop items. They may be repaired while in recovery mode but cannot repair themselves in this state. Recovery mode, like 8 hours of rest, can be interrupted and if so a warforged can go back to recovery mode to finish remaining time but the benefits of recovery mode can only be gained once per day.   Warforged are immune to disease, sleep, poison and paralyzed condition. Warforged do not recover hit points from rest or recovery and only gain half the benefits (minimum of 1) of magic or items with the healing trait but cannot be treated with the Medicine skill. Warforged can benefit from Administer First Aid, Treat Poison and Treat Wounds actions but must be done using the Craft Skill and Repair Kit replacing the Requirement of Healer’s Tools; these actions lose the healing trait if any when used in this way. For a warforged a successful Stabilize also recovers them up to 1 HP in addition to removing the dying condition but the warforged remains unconscious for 1d6 minutes (or longer at GM’s discretion). A warforged who has gained a Focus or Innate spell with the healing trait may use it on themselves or other Warforged at full effect.   Warforged are not destroyed like most constructs when reduced to 0 Hit Points, instead they gain the dying condition. They do not make recovery checks and maintain their dying condition count unless damaged or restored to 1 or more Hit Points as normal. On dying 4 a warforged’s body is so damaged it can no longer contain the spark of life/soul and they die; even if the body is restored it continues to cease function. They can be brought back to life by magic just like any other living creatures.     Living Weapon Your body of stone, metal and wood allows you to deliver punishing blows while also allowing you to take on Runes. You have an unarmed attack that deals 1d4 Bludgeoning damage, has the agile and finesse trait, is in the brawling weapon group and counts as a weapon with light bulk for the purpose of effects and abilities that work on weapons including weapon runes and talismans. If a Warforged heritage armor is ever made of a special material, these unarmed strikes are treated as if made out of the special material.  

Warforged Heritages

As a manufactured ancestry the Warforged have the unique ability to retrain their heritages or to be more accurate, have them reconfigured. The heritages below most likely represent the model of warforged you were created as but with the right connections a warforged can have their heritage armor changed out during Downtime using rules found after the listed heritages. A Warforged is always trained in their attached heritage armor. Even if a warforged has their heritage armor completely removed and not replaced they cannot wear standard armor due to integral mounting points, in fact they cannot properly move without heritage armor installed or if it becomes broken or worse (-10 feet speed penalty). A warforged with a class that has anathema may ignore any part about using metal armor as long as they are wearing their original heritage armor. Listed prices are for reference when trying to change heritage armors or craft a new one. Non-Warforged cannot wearWarforged heritage armor. Like any armor, heritage armor can have runes etched or transfered onto them along with being able to use talismans. Most warforged would have the Standard Model Heritage. Heritage armors still count as standard armors for class features and proficiencies.   Standard Model (Composite) Warforged - Common Be it at the start of the Last War or one of the last groups to be made that never saw combat, let alone trained for it; you are one from the line. You have Composite Heritage armor attached to your body, it is your protection and it is your skin. Stats are below; most House Cannith Approved Smiths have the formula for this level 1 Armor and even non approved Smiths in a major settlement might have it.   Medium Armor Composite Heritage Armor (level 1)
Price 6 gp
AC Bonus +3
Dex Cap +2
Check Penalty -1
Speed Penalty -5 feet
Strength 14
Bulk 1
Group Composite
Armor Traits Flexible, Comfort
  Light Model Warforged - Uncommon You might have been made to be a fast moving unit or custom order to respond to threats quickly, you have the Light Heritage Armor attached; stats below. This lighter armor uses thinner plates and composites along with protecting less of your other body elements. This uncommon armor formula may be known by approved Cannith Smiths that hold a mild position or those Smiths who served as ‘battle repairers’ during the Last War keeping Warforged running.   Light Armor Light Heritage Armor (Level 2)
Price 7 gp
AC Bonus +2
Dex Cap +3
Check Penalty -
Speed Penalty -
Strength 12
Bulk L
Group -
Traits Comfort
  Bulwark Model Warforged - Uncommon You were designed to wade into heavy combat to break lines or perhaps be someone’s heavy bodyguard, you have the Bulwark Heritage Armor. This armor uses thicker plates and covers up more of a warforge’s body. This uncommon armor formula may be known by approved Cannith Smiths that hold a mild position or those Smiths who served as ‘battle repairers’ during the Last War keeping Warforged running.   Heavy Armor Bulwark Heritage Armor (Level 3)
Price 22 gp
AC Bonus +5
Dex Cap +1
Check Penalty -2
Speed Penalty -10 feet
Strength 16
Bulk 2
Group Plate
Trait Bulwark
  Reconfiguring
After character creation a Warforged character can swap their heritage armor for a new set of heritage armor if found or purchased. The process to remove current heritage armor is one hour if by themselves, 30 minutes if their help and requires a Repair Kit, Black Smith Toolkit or any toolkit a GM determines is appropriate. Donning the new armor takes the same amount of time.   Crafting Warforged heritage armor follows the same rules as any armor except on the last day of creation the Warforged May chose to be present for the process having the finished product added immediately as it completed. This ignores the usual donning/removing rules for warforged heritage armor and once the armor is completely it is installed on the warforged.  

Ancestry Feats

1ST LEVEL   Warforged Basic Training Feat 1
| WARFORGED |
You have undergone Warforged Basic training to prepare them for their roles as soldiers. You become trained in shortbow, and the Longsword. Additionally you gain the Shield Blocking Feat.   Deadly Living Weapon Feat 1
| WARFORGED |
Due to practice or a fluke in the Creation Forge your unarmed strikes are more effective, raise your unarmed Strike damage for Living Weapon to a d6 and gain the shove trait.   War Lore Feat 1
| WARFORGED |
Beyond the tools of war is the ability and skill to use them. Either from training or practical experience you have the basics of warfare. You gain the trained proficiency rank in Crafting and Athletics. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in Warfare Lore.   Warforged Resistance Feat 1
| WARFORGED |
By blessing of the Creation Forge or after creation modification you are more resistant. You gain Resistance equal to the amount of your ancestry feats against piercing, slashing and bludgeoning damage from weapons, traps and hazards unless done by adamantine source.   Jaws of Death Feat 1
| WARFORGED |
Your bite is as lethal as any weapon. You gain a jaws unarmed attack that deals 1d8 piercing in the brawling group.   5TH LEVEL   Warforged Brutal Unarmed Feat 5
| WARFORGED |
Prerequisite Having Deadly Living Weapon or Jaws of Death
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You know how to use your unarmed strikes with brutal effectiveness. Whenever you score a critical strike with one of your unarmed attacks you apply that unarmed attacks critical specialization.   Warforged Weapon Discipline Feat 5
| WARFORGED |
Prerequisite Warforged Basic Training
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You have honed your skill with the basic weapons of war, whenever you get a critical hit with one of your Basic Training weapons you apply that weapon’s critical effect.   Construct Lockdown Feat 5
| WARFORGED |
Your own construct nature has given you an insight on how to combat constructs. You gain a +2 to damage against creatures with the construct type and anytime you score a critical on one you may use the Sling Critical effect instead of the weapon’s usual critical effect.   9TH LEVEL
  Warforged Heritage Armor Expertise Feat 9
| WARFORGED |
You have become quite practiced in your heritage armor that makes up part of your body. Whenever you gain a class feature that grants you expert or greater proficiency in certain armors or unarmed defense, you also gain that proficiency for your heritage armor. Additionally gain access to that armor’s specialization if any.   13TH LEVEL   Martial Expertise Feat 13
| WARFORGED |
Prerequisite Warforged Weapon Discipline
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Your designed intention for war and experience have honed your skills. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for the shortbow and longsword.
Admittedly can use some more Ancestry Feats and Yes this Ancestry is a bit...complex. Perhaps I will introduce a 'Simple' Ancestry in the future.

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