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Warforged

Living Steel and Stone

Warforged are a relatively new race of humanoid constructs being created by Houses of Toma and Hadad during Hadad's Conquest in 388 PC for the purposes of warfare. Extremely powerful and durable, warforged were able fighters. Unlike most constructs, warforged were fully self-aware and maintained mental faculties on par with elves, humans, or similar races.

Basic Information

Dietary Needs and Habits

Warforged are living constructs and therefore do not need to eat or drink

Additional Information

Average Intelligence

Unlike most constructs, warforged were fully self-aware and maintained mental faculties on par with elves, humans, or similar races.

Civilization and Culture

Naming Traditions

Warforged often take up the nicknames given to them by their friends, colleagues and superiors though they also name themselves after their rank, job title or something that describes an aspect of themselves. It is not rare for a warforged to change his name when they feel their old one no longer suits them. Others could take names from other races, such as humans.

Example Names:


Azm, Book, Bulwark, Cart, Charger, Cutter, Deadbolt, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Sword, Three, Titan, Unsung, Victor, Watcher, Zealot

Gender Ideals

The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances.

Interspecies Relations and Assumptions

Despite the warforged's peaceful nature, most citizens of Ashad see them as reminders of a dark past. Some still see them as implements of destruction, killing machines and equipment made in the form of a man, and see them as a danger that must either be destroyed or removed from society. Of all the regions of Ashad it is the south that has the least liberal social attitude towards warforged. Most southerners see them only as machines rather than individuals, this is perhaps due to their relation with undead soldiers. Warforged prejudice isn't exclusive to the south and there are those who make the common Domilian citizen seem fair in their views. Some citizens hold outright racist views towards the warforged, an example of such an individual would be Rhaian Delvor, a minor lord, with lands north of the capitol. Rhaian endorses anti-warforged organizations and advocates the banishment or the murder and melting down of warforged.
Lifespan
Being living constructs the warforged theoretically can live for eternity as long as they receive maintenance and repairs. Being created in 362 AC the oldest a warforged can be is 33 and the youngest 2.
Average Height
Warforged averaged 6′‒6′10″ (1.8‒2.1 m)
Average Weight
They were made up of bulky (albeit resilient) metallic or stone bodies that weighed roughly 270‒318 lb (120‒144 kg).

Warforged

The warforged were built to fight in the Hadad's Conquest. The first warforged were mindless automatons, but House Hadad devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.
ability score increase: Your Constitution score increases by 2.
age: A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Size: Medium
speed: 30
Languages: Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
sub races:
[blocklink:

Envoy

As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design.
ability score increase: Ability Score Increase. Two different ability scores of your choice increase by 1.
age:
Size: Medium
speed:
Languages:
parent race: ]
race features:

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

You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.
ability score increase: Ability Score Increase. Your Strength score increases by 2.
age:
Size: Medium
speed:
Languages:
race features:

Iron Fists

When you make an unarmed strike, you can deal 1d6 + your Strength modifier bludgeoning damage instead of the normal damage. Your fists deal an extra 1d8 damage to constructs, and deal double damage to objects and structures.  

Siege Engine Breaching Strike

Starting at 3rd level, you manifest your purpouse, making any battlefield your domain. Once per long rest, when you damage a creature or object such as a barricade or door with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.  

Powerful Build

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

Skirmisher

You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.
ability score increase: Ability Score Increase. Your Dexterity score increases by 2.
age:
Size: Medium
speed:
Languages:
race features:

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 discern colors in that darkness only as shades of gray.

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 and you don't disturb the ground where you walk. While walking using this trait you do not leave tracks or traces unless you wish to do so. Starting at 3rd level, you can cast the Pass Without Trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
]
race features:

Constructed Resilience

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.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

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 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, you must incorporate it into your body over the course of 1 hour, during which you must 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, your armor can't be removed from your body against your will.

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