If they are living, then how come they have no need for food or air? Plants make their own food and need air. They produce seeds or spores to propagate themselves. Insects, oozes, dragons, duergar, even mind flayers eat, engage in some type of gaseous exchange with their surrounding medium, and reproduce (sexually or asexually). Thus they are living creatures. See Sesame Street.
Look, I understand all the game balance reasons why Warforged are designated as humanoids. I'm not contesting that certain parameters need to exist so that playing a steampunk version of Shelley's Frankenstein or Baum's Tin Man translated into the D&D world isn't substantially more difficult or dispel-able than any other PC. But if they have no biological drives (see above) then they are not actually living based on any commonly accepted definition of being alive. That's what I'm saying: the narrative version of reality does not match game logic. Sometimes that's fine. I'm just pointing out the logical inconsistency here.
Warforged are creatures (humanoids) not magic items. They are created by magic, but not powered by it or inherently magical. And even if they had inherent magic, detect magic does not detect magic creatures.
The D&D definition of life and the scientific definition of life are different. Celestials, constructs, elementals, fiends, oozes, and undead would not be considered living by scientific definition.
Detect Magic can be used to allow a magic-user to see an artifact that is capable of independent movement, right? What is an artifact? Well, in game terms, is it not an object that operates via magic created by beings that are, if not humanoid, intelligible to humanoids? If that is the case, logically, it should be able to detect a being constructed by humans, dwarves, storm giants, whatever when that manufactured being's very ability to function is based on magic. We're not just talking about celestial, otherworldy magic, but the magic wielded by mortals. So what really distinguishes, say an intelligent longsword with a name and a talkative mouth wielded by a Fighter from a Warforged Fighter except that in the meta-narrative of the world beyond D&D's fictional narrative, the Warforged cannot be an object b/c it would be somewhat demeaning and not much fun for most people to be treated as an object? So Detect Magic works to detect the intelligent longsword but is somehow unable to detect a Warforged creature? It's defined that way primarily to make the Warforged "race" more fun to play (and maybe to make golems harder to find). Like I said, I'm FINE with that. What I'm not fine with is people pretending that this doesn't somehow break the non-metagamey logic of how magic operates within that very same fictional world.
To use a different example, the D&D Centaur and Minotaur playable PC races have a size of Medium. In the Monster Manual, both are of Large size. Are we supposed to assume that, for some strange reason, all Centaurs and Minotaurs with class levels are significantly smaller than their kin? Most of us would not think that. We understand, with a little reading or podcast listening, that the devs made the size adjustment for game balance purposes. Most of us, I hope, understand that this is an adjustment for a meta-game purpose, not b/c certain Centaurs and Minotaurs are strangely smaller than other Centaurs and Minotaurs within the fictional world of D&D. Not that there is anything wrong with dwarfish Centaurs, but there is no explanation or statement about this in the WotC material EXCEPT insofar as it helps even the playing field from a metagame perspective. So I bring up this size issue b/c it is analogous to the issue of Detect Magic not being able to help a spellcaster to find a Warforged being. It might be necessary from a metagame perspective, but within the fictional world and the logics of that fictional world, it makes as much sense as all Centaurs with Barbarian abilities being much smaller than other Centaurs.
The nature of a sentient weapon is magical. The nature of a warforged is organic. They are (described as but not elaborated) artificial lifeforms that function without magic.
And for your centaur/minotaur analogy, it is for the ravnica setting. So the in game explanation is that they are medium in ravnica.
Ignoring for a bit the origin and nature of warforged ...
If it's broken, it doesn't matter what the rules say, the GM can and should just say it doesn't work. Rationalize, complain, whine, wheedle, explain all you want, but if it's gonna screw up the game, the GM should just say NO, no matter what any text in any book anywhere says.
Ignoring for a bit the origin and nature of warforged ...
If it's broken, it doesn't matter what the rules say, the GM can and should just say it doesn't work. Rationalize, complain, whine, wheedle, explain all you want, but if it's gonna screw up the game, the GM should just say NO, no matter what any text in any book anywhere says.
Bottom Line.
This is also true.
Though as a DM, I prefer to allow players as many options as possible. Even tweaking the lore or yada-yada size differences.
Just cast Blessing of the Forge on some light armor that fits you. The character class states that you can wear armor but, gain no benefit. The Blessing is magic however, and should add the +1 to AC.
If the GM allows feats instead of attributes at 4th level, take Magic Initiate for either Sorcerer or Wizard cantrips and spells. You can take the Blade Ward cantrip and Shield spell from either. If you want spellcasting for these abilities to be governed by Charisma, choose Sorcerer. That would align with a high secondary stat Charisma Cleric, one of the Save proficiencies(WIS/CHA for Cleric), as well as better Persuasion checks and resistance checks against Deception and Intimidation. If you are interested in arguably more useful skills, have Intelligence as a secondary stat and spellcast the abilities as a Wizard.
Just cast Blessing of the Forge on some light armor that fits you. The character class states that you can wear armor but, gain no benefit. The Blessing is magic however, and should add the +1 to AC.
This wouldn't work. Blessing of the forge turns the armor into +1 armor, +1 armor grants benefits from being worn, warfoged gain no benefits.
According to the builder, they do gain benefits to AC If the armor that you choose is superior to the mode of internal protection used, special effects like resistance always apply. I would house rule this way as well. Would be sad to miss out on all chances of amazing armor loot to enforce an illogical rule that says your race is unaffected by wearing any armor.
To be fair, I concede that the RAW don't support any of the above observations or opinions.
Just make sure your DM allows warforged. They are still considered UA so they may not be allowed or the DM might make some changes to balance it.
No, they are not. They are in Wayfinders' Guide to Ebberon and Ebberon, Rising from the Last War. You only don't get to use them if your DM specifically does not allow them.
Just make sure your DM allows warforged. They are still considered UA so they may not be allowed or the DM might make some changes to balance it.
No, they are not. They are in Wayfinders' Guide to Ebberon and Ebberon, Rising from the Last War. You only don't get to use them if your DM specifically does not allow them.
Just make sure your DM allows warforged. They are still considered UA so they may not be allowed or the DM might make some changes to balance it.
No, they are not. They are in Wayfinders' Guide to Ebberon and Ebberon, Rising from the Last War. You only don't get to use them if your DM specifically does not allow them.
The version of warforged you are talking about didn't exist yet back when this thread died.
Also, DMs don't have to specifically disallow setting sourcebooks that aren't for their established setting (for example eberron in forgotten realms).
If they are living, then how come they have no need for food or air? Plants make their own food and need air. They produce seeds or spores to propagate themselves. Insects, oozes, dragons, duergar, even mind flayers eat, engage in some type of gaseous exchange with their surrounding medium, and reproduce (sexually or asexually). Thus they are living creatures. See Sesame Street.
Look, I understand all the game balance reasons why Warforged are designated as humanoids. I'm not contesting that certain parameters need to exist so that playing a steampunk version of Shelley's Frankenstein or Baum's Tin Man translated into the D&D world isn't substantially more difficult or dispel-able than any other PC. But if they have no biological drives (see above) then they are not actually living based on any commonly accepted definition of being alive. That's what I'm saying: the narrative version of reality does not match game logic. Sometimes that's fine. I'm just pointing out the logical inconsistency here.
Warforged are creatures (humanoids) not magic items. They are created by magic, but not powered by it or inherently magical. And even if they had inherent magic, detect magic does not detect magic creatures.
The D&D definition of life and the scientific definition of life are different. Celestials, constructs, elementals, fiends, oozes, and undead would not be considered living by scientific definition.
Detect Magic can be used to allow a magic-user to see an artifact that is capable of independent movement, right? What is an artifact? Well, in game terms, is it not an object that operates via magic created by beings that are, if not humanoid, intelligible to humanoids? If that is the case, logically, it should be able to detect a being constructed by humans, dwarves, storm giants, whatever when that manufactured being's very ability to function is based on magic. We're not just talking about celestial, otherworldy magic, but the magic wielded by mortals. So what really distinguishes, say an intelligent longsword with a name and a talkative mouth wielded by a Fighter from a Warforged Fighter except that in the meta-narrative of the world beyond D&D's fictional narrative, the Warforged cannot be an object b/c it would be somewhat demeaning and not much fun for most people to be treated as an object? So Detect Magic works to detect the intelligent longsword but is somehow unable to detect a Warforged creature? It's defined that way primarily to make the Warforged "race" more fun to play (and maybe to make golems harder to find). Like I said, I'm FINE with that. What I'm not fine with is people pretending that this doesn't somehow break the non-metagamey logic of how magic operates within that very same fictional world.
To use a different example, the D&D Centaur and Minotaur playable PC races have a size of Medium. In the Monster Manual, both are of Large size. Are we supposed to assume that, for some strange reason, all Centaurs and Minotaurs with class levels are significantly smaller than their kin? Most of us would not think that. We understand, with a little reading or podcast listening, that the devs made the size adjustment for game balance purposes. Most of us, I hope, understand that this is an adjustment for a meta-game purpose, not b/c certain Centaurs and Minotaurs are strangely smaller than other Centaurs and Minotaurs within the fictional world of D&D. Not that there is anything wrong with dwarfish Centaurs, but there is no explanation or statement about this in the WotC material EXCEPT insofar as it helps even the playing field from a metagame perspective. So I bring up this size issue b/c it is analogous to the issue of Detect Magic not being able to help a spellcaster to find a Warforged being. It might be necessary from a metagame perspective, but within the fictional world and the logics of that fictional world, it makes as much sense as all Centaurs with Barbarian abilities being much smaller than other Centaurs.
The nature of a sentient weapon is magical. The nature of a warforged is organic. They are (described as but not elaborated) artificial lifeforms that function without magic.
And for your centaur/minotaur analogy, it is for the ravnica setting. So the in game explanation is that they are medium in ravnica.
Yes, "only in Ravnica!" Because what happens in Ravnica, stays in Ravnica. Much like what happens in Vegas, stays in Vegas, right? This is hilarious.
Ignoring for a bit the origin and nature of warforged ...
If it's broken, it doesn't matter what the rules say, the GM can and should just say it doesn't work. Rationalize, complain, whine, wheedle, explain all you want, but if it's gonna screw up the game, the GM should just say NO, no matter what any text in any book anywhere says.
Bottom Line.
This is also true.
Though as a DM, I prefer to allow players as many options as possible. Even tweaking the lore or yada-yada size differences.
This seems like it could be a lot of fun.
Just cast Blessing of the Forge on some light armor that fits you. The character class states that you can wear armor but, gain no benefit. The Blessing is magic however, and should add the +1 to AC.
If the GM allows feats instead of attributes at 4th level, take Magic Initiate for either Sorcerer or Wizard cantrips and spells. You can take the Blade Ward cantrip and Shield spell from either. If you want spellcasting for these abilities to be governed by Charisma, choose Sorcerer. That would align with a high secondary stat Charisma Cleric, one of the Save proficiencies(WIS/CHA for Cleric), as well as better Persuasion checks and resistance checks against Deception and Intimidation. If you are interested in arguably more useful skills, have Intelligence as a secondary stat and spellcast the abilities as a Wizard.
This wouldn't work. Blessing of the forge turns the armor into +1 armor, +1 armor grants benefits from being worn, warfoged gain no benefits.
According to the builder, they do gain benefits to AC If the armor that you choose is superior to the mode of internal protection used, special effects like resistance always apply. I would house rule this way as well. Would be sad to miss out on all chances of amazing armor loot to enforce an illogical rule that says your race is unaffected by wearing any armor.
To be fair, I concede that the RAW don't support any of the above observations or opinions.
The character sheet isn't flawless. It applies bonuses from armor you should not be able to equip per the rules.
It is a little sad to miss out on powerful armors later, but that is the trade for the free AC.
No, they are not. They are in Wayfinders' Guide to Ebberon and Ebberon, Rising from the Last War. You only don't get to use them if your DM specifically does not allow them.
It was UA when somebody posted that in 2019.
I have a weird sense of humor.
I also make maps.(That's a link)
The version of warforged you are talking about didn't exist yet back when this thread died.
Also, DMs don't have to specifically disallow setting sourcebooks that aren't for their established setting (for example eberron in forgotten realms).