Warforged
Summary
As understanding of Vrashyn's ancient machines has progressed, Warforged, sentient soldiers created in the ancient past, have become a less rare sight in Vrashyn. Used to a life of submission, many Warforged remain enslaved soldiers while others manage to free themselves from those who would use them. Free Warforged are turned away at every door for the retribution that harboring one of their kind brings to the sympathetic. As a result, Warforged have learned to be self-reliant and distrustful of the softbodied races that dominate the plane.Subraces
The two default subraces of Warforged represent two distinct origins, one ancient and the other recent. Ancient Warforged are found dormant from the time before the Cataclysm and are revived through various means. They have greater sentience than other Warforged and violently resist those who want to control them. Modern Warforged, on the other hand, are scrounged from other derelict machines. They are more vulnerable to coercion but have fantastic versatility. Ancient WarforgedThis subrace is the default race option presented on D&D Beyond. They are sturdy and have the wisdom, though not the memories, of a long life.
Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. To don armor, you must be proficient with it and must incorporate it into your body over the course of 1 hour, during which you 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.
Specialized Design: You gain one skill proficiency and one tool proficiency of your choice.
Modern Warforged are often built in the image of their creators. They are less resilient than their ancient counterparts but more varied in construction.
Armored Plating: Your body has built-in defensive layers but you aren't build to be defensively enhanced. You get a +1 to AC but cannot wear armor.
Adaptable Parts: By having special parts installed, your character may use any race or subrace feature from another race. You are restricted to features that give you healing, attacks, movement speed, vision types, strength or dexterity skill proficiencies, or advantage on strength and/or dexterity ability checks and saving throws. Your chosen feature can be changed using Tinker's Tools by devoting 24 work hours and 50 GP worth of metal to the task. If you've had this racial feature before, you don't need to pay the 50 GP to switch back to it. You can still use the legal portion of a racial feature even if it confers other abilities you don't have access to and you can continue using the previous feature while the new one is being installed.
Culture
Warforged lack their own culture, not because they lack the capacity for it, but because they lack the numbers. Free Warforged often adopt the practices of those they live among and respect.Livelihood
Despite their name, not all Warforged are soldiers. Absent the commanders that once dictated their orders, free Ancient Warforged look for a new purpose. Modern Warforged are usually created for war but can change that purpose through physical alteration. Warforged are unable to fully overcome their violent tendencies, but this is just as often channeled into adventuring or defending the innocent as it is into senseless violence. That said, most Warforged were soldiers at one point or another: Enslaved Warforged rarely see life outside the battlefield and even those that are free often work as mercenaries. Relations with Others: Ancient Warforged are far from emotionless but still struggle to relate to other races, or softbodies as they like to call them. Modern Warforged, on the other hand, lack the capacity for complex emotion in much the same way as Lizardfolk. Despite this similarity, Lizardfolk despise Warforged for their membership among the armies of Mikolosi are likely to kill them on sight. Other races are generally apathetic toward them
Adaptive Automaton by Igor Kieryluk
Racial Features
Ability Score Increase:
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age: Ancient warforged are several thousand years old and, if undamaged, so no signs of aging. Modern warforged are all less than 20 years old and slowly wear down over time, though not enough is known about them to estimate their average lifespan.
Alignment: Warforged are naturally programmed to value order and discipline and have lawful alignments. Those who are free from servitude often develop a more chaotic mindset. Warforged are almost invariably neutral on the question of good and evil.
Size: Ancient warforged are 6.5 to 7 feet tall and considered Medium sized. Modern warforged vary drastically in size based on their intended purpose, but warforged PCs must be size Medium or smaller.
Speed: Your base walking speed is 30 feet if medium, 25 feet if small, or 20 feet if tiny.
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.
Languages: You can speak, read, and write Common and a language of your choice.
Population Map:
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