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Warforged*

*Name awaiting change

Warforged were created on the plane of Mechanus, by the Modrones and Chronos, in an attempt at constructing an army of soldiers meant to defend their realm. To reduce the load on Chronos, and their domain, they chose to infuse every warforged with their own battery - what exactly this "battery" is not known by anyone but Chronos.
This battery, however, made every warforged sentient. Sentience and free will are considered unlawful on the domain of Mechanus, and the warforged were forced to leave. Now roaming the realms as nomads. Though, through their nature, most still enact the edicts of Chronos.

This is the story that is told. However, many question how Chronos, the god of time, could not foresee the warforged becoming sentient, and if this outcome was their intent all along.

Basic Information

Anatomy

Inside a warforged exist a clockwork skeleton, made up from magic-infused metals, covered by leather-like material acting as muscles. The outside of any warforged is usually made up from any strong material one could find in its present domain. On Toril, a warforged's skin usually consists of steel or titanium - depending on their wealth.

//gm note: Warforged are actually considered constructs, but I've put them here in the humanoid category together with the other playable races.

Origin/Ancestry
Mechanus
Lifespan
Unknown
Average Height

Slightly taller than humans

Average Weight

Roughly 300 lbs - depends on their skin-material.


Eberron + Homebrew

Warforged

ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
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 ageing effects.
alignment: Warforged, by design, take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.
Size: Medium
speed: Your base walking speed is 30 feet.
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.
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 armour.
  • You gain a +1 bonus to Armour Class.
  • You can don only armour with which you have proficiency. To don armour, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armour. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way.
  • While you live, your armour can't be removed from your body against your will.
  • Specialised Design. You gain one skill proficiency and one tool proficiency of your choice.

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