Nerdarchist Nubz here after much trouble and more life than one should have to deal with in such a short amount of time.
Well, one laptop explosion later and I have returned with something special crafted just for your Dungeons and Dragons 5th Edition needs!
I have always loved the world of Eberron and more than that, I LOVE the warforged race. Sadly, they were never mentioned in the Players Handbook and were likewise never mentioned in the Monster Manual. Soooo, I made my own… enjoy!
“I served in the last war. I dealt in death, it is all I knew. But with the war now ended and my home destroyed, I cast my eyes to the horizon and the city of Stormreach. Tales of danger and endless riches, it called to someone like me. A warrior, a mercenary, an adventurer, a lost soul.” –unknown warforged warrior; Opening sequence of Dungeons and Dragons Online.
Created by House Cannith during the Last War in 965 YK, these sentient constructs became the staple of many armies. Possessing of free will, and even capable of wielding magics both divine and arcane, the warforged sought independence after the fall of their homeland and the end of the war. This was granted unto them by the Treaty of Thronehold during 996 YK. Now these lost souls are searching for a purpose, a way of life, and maybe if their lucky a home.
Living yet not alive.
The warforged are made of stone, metal and wood fibres. With a core of metal, covered by stone and wood in the same way a human is bone covered by muscle and cartilage. Fueled by an intricate network of vein like tubes that pump a blood like oil that serves both to fuel and lubricate the warforged system. The hands are equipped with two large thick digits and a thumb resembling some lobstered gauntlets. The feet are likewise adorned with two thick broad toes.
The warforged face is only vaguely humanoid. Toothless, heavy in jaw and brow and upon this brow is a unique rune known as a Ghulra. Warforged often take pride in this mark as it is often the only thing to differentiate them from their siblings.
Genderless in a physical sense, some Warforged have come to develop a sense of gender and act as such. Even going so far as to dress and speak in over emphasized ways. A very important step is to choose a nickname to emphasize their new individuality, though some choose instead to name themselves after a duty they perform.
Warforged are a unique being amongst a world that they have little history of. Capable of feeling the lusts and passions of their creators, even love and fear, yet never able to show a single emotion due to the stoic metallic face they were created with. Despite this, the warforged manage to show emotion through body language and through dimming or brightening the lights of their eyes.
As the warforged are fully formed, they do not suffer from physical adolescence. They do however have a growth of mind and personality. With the latter becoming more (or less) humanoid and much more unique as the warforged learns and interacts with others.
The warforged show themselves capable of pursuing many paths, as many as their human creators in fact. Some choose a life serving the divine causes of the Sovereign 12, The Dark Six, or the rebel Lord of Blades. Other warforged choose to pursue arcane magic or continue as warriors. Whatever they choose, warforged are beings of single minded tenacity.
Made to Order
War and military life has left it’s mark on warforged personalities and outlook. The respect for chain of command, duty, and loyalty to their comrades is important to each warforged. For this very reason, the warforged tend to stay close to specific people or area. Performing and perfecting one duty as best as they can for years without ever feeling wanderlust.
Warforged tend to take up names that are adjectives, objects or nicknames given by those around them that describes the warforged. It is not uncommon for the warforged to change names a few times as they grow into or out of old personality traits.
Example Names: Am, Book, Bulwark, Cart, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Three, Titan, Unsung, Victor, Watcher, Zealot.
Ability Score Increase: Your Constitution score increases by +2 and your strength score increases by 1.
Age: With proper maintenance, a warforged could theoretically live forever. The oldest warforged are currently 33 years old and the youngest being 2 years old. With the closing of the creation forges, the race will have no new generations save for those made by the Lord of Blades.
Alignment: Though capable of falling within any alignment, the military past coupled with organized tutelage of the creators makes the warforged tend more toward lawful alignment then any other.
Size: Warforged are markedly heavier than their creators and just as noticeably taller. With average weight being 270-300lbs and heights ranging between 6’0” – 6’6”
Speed: Your base walking speed is 30 feet
Recharge: Warforged do not need sleep. Instead they deactivate and become inert for 4 hours a day. While you are inert you are aware of your surroundings but are incapable of acting on surprise rounds. The warforged do not dream while inert. Armor and equipment of any kind does not effect the ability to recharge. After a recharge, you gain the same benefit a human does from 8 hours of sleep.
Living Construct: Warforged do not require air, food, drink or sleep. They can still benefit from consumable items however. They are immune to the paralyzed, incapacitated, exhaustion, poisoned conditions.
Vulnerability to Rust: As beings made of metal, you are vulnerable to rust effects. Whenever subjected to such you take a cumulative level of exhaustion. These levels of exhaustion cannot be removed save for by a repair spell or similar effect.
Healing: Warforged do not heal naturally. This means that you do not regain hitpoints by resting. You do however regain hitpoints from spending hitdice as you spend the time repairing and maintaining your body and systems. Healing magic only heals you for half normal amounts but repair spells work on you.
Dead not Dying: You do not need to make death saving throws except when you receive damage.
Fists of Iron: Your unarmed attacks deal 1d4 damage.
Composite Plating: The warforged is made of composite plating that is much more resilient then flesh. As such when you are not wearing armor your base Armor class is 11+Dexterity modifier. This can be replaced by the plating options listed below.
Languages: You can speak, read, and write common. The Warforged remember the language of their makers and speak it with a dry cadence.
Mithral Alacrity: You have advantage on initiative checks.
Mithral Plating: You are considered to be wearing light armor and have an AC of 12+dex. You must be proficient in Padded armor to cast spells.
Livewood Immunity: You are immune to rust attacks that fell other warforged.
Livewood Regeneration: You heal by resting as any other creature does.
Livewood Plating: You cannot wear armor. You are considered to be wearing medium armor and you have an AC=15+Dexterity Modifier (Max 2). You must be trained in medium armor to cast spells, and do not violate druidic oaths.
Adamantine invulnerability: You have resistance to piercing, slashing, and bludgeoning damage from non-magical sources that aren’t adamantine.
Adamantine Plating: You cannot wear armor. You are considered to be wearing heavy armor and have an AC of 18. You have disadvantage on stealth checks. You must be proficient in heavy armor to cast spells. If you do not have a strength of 15, your speed is reduced by 10.
Ability Score Change: Your constitution score increases by 2 and you dexterity score increases by 1. These replace the standard bonuses.
Stealthy Design: You have advantage on Dexterity (Stealth) Checks.
Size: Scout model warforged average 3 feet tall and 55 lbs. Your size is small.
***NEW WIZARD SPELLS***
1st Level Transmutation
Casting Time: 1 action
Components: V, S
A Construct you touch regains a number of hitpoints equal to 1d8+ your spell casting ability modifier. This spell has no effect on non constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the repair increases by 1d8 for each slot level above 1st.
6th Level Transmutation
Casting Time: 1 action
Components: V, S
Choose a construct that you can see within range. A surge of reconstructive energy washes through the construct to regain 70 hit points. This spell also ends any rust effects, removes blindess, or deafness affecting the target. This spell has no effect on non constructs.
At Higher Levels: When you cast this spell using a spell slot of 7th or higher, the repair increases by 10 for each slot level above 6th.
Alrighty. I hope you all enjoy this. It took alot of work and I am more than a lil proud of it. As always I state I do not own any of Dungeons and Dragons or the warforged and their world of Eberron. I merely enjoy it immensely and hope you do too. I am not sure as of the writing of this how best to supply you with the printer friendly PDF I made of this, but I promise I will update you with it as soon as I figure that out. If all else fails, I will email it to everyone who asks. I made it real pretty too. Well, this is Nerdarchist Nubz, asking you all to stay nerdy.
Nubz hails from the American Pacific Northwest where he has spent the last 24 years living the gamer life and running campaigns of all kinds. Through this he has managed to sate his acting bug and entertain many. Now a father, he wishes to pursue writing to leave a legacy in Nerd culture for his offspring to enjoy.