Homebrew Divine-Infused Warforged Species Details
The Divine-Infused Warforged is a design created by Kragston Steelstone, High Priest of the Forge, to extend his life after being afflicted by a mysterious ailment. After exposure to exotic, faintly-glowing metals delivered from far-away realms, his body began to wither and deteriorate. Even after disposing of the strange substances, the energy they radiated seemed to persist, and no healing magics were able to stop or reverse the damage to his physical form.
Steelstone used the time he had left to adventure through various realms, gathering materials and the help necessary to not only craft a replacement body, but to learn how to transfer one's life essence and consciousness into it. Your Divine-Infused Warforged could be Steelstone himself, or someone he chose to help by gifting them with a new body.
Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.
Although manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. In addition, the Mending spell can restore some physical damage and reverse certain conditions.
Divine-Infused Warforged have a core of Radiant Fel-Steel attained from the Keryn Gisir (Sword Guardian Aasimar), adding additional protection from Radiant and Necrotic energies. Additional arcane means have imbued it with the ability to pass as a normal humanoid for short periods of time.
Warforged Personality
The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating. Over time, a skilled artificer can work with the warforged to add additional capabilities to their impressive physical form.
Divine-Infused Warforged Traits
Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.I'm a Real Boy
Several times per long rest, Radiant-Infused Warforged can attempt to disguise themselves as normal humanoids, avoiding the revulsion and stigma that some people and communities have towards 'artificial' life. This illusory disguise can last up to 6 hours before being cast again, but ends if hit points drop below 50%. This does not require concentration.
You can cast <em>disguise self</em> a number of times per long rest equal to your proficiency modifier. While this will change your outward appearance and voice (if necessary), it does not affect the physical characters of your character. For example, you will still feel metallic to the touch, and if you collide with anything in the environment, it will still react as if it was hit your metal exterior. This also does NOT affect any disadvantage you might have on stealth roles.
Per the rules for <em>disguise self</em>, to discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Man and Machine
In addition to traditional healing, Divine-Infused Warforged can also benefit from the Mending Spell, which provide basic healing and the removal of negative status effects.
The Mending spell conveys the following effects when cast on Divine-Infused Warforged:
- If HP is 1 or higher, the Mending Spell heals 1d4 HP + the caster's Proficiency bonus.
- If HP is below zero - the Mending spell can stabilize, but not heal, the Divine-Infused Warforged - they are left offline (unconscious), but not dying
- If HP is at zero - the Mending spell heals 1 HP, waking the character and allowing them to re-join the fray
- If Poisoned or Exhausted - Mending can remove the condition
- Any other 1 effect that occurs because of damage can be ended through use of the Mending spell - at the DM's discretion.
- Any severed limbs can be re-attacted using the Mending spell (as long as all parts are present or can be replaced).
Clang!
Regardless of armor choice, Divine-Infused Warforged always have a disadvantage on Stealth Rolls (this can be countered by advantage, which results in a normal role). This is due to their metal composition and various mechanical functions.
Ability Score Increase
Your Constitution score increases by 1, and one other ability score of your choice increases by 1.
Age
A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment
Most warforged 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
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 × your size modifier)
Speed
Your base walking speed is 30 feet.
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 are resistant to Radiant and Necrotic damage from the Kerym Gisir's gift of Radiant Fel-Steel
- 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 other than a shield, you 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, the armor incorporated into your body can’t be removed against your will.
Specialized Design
You gain one tool proficiency of your choice and one feat of your choice.
If not already proficient, the tool choice should be Smith's tools.
Languages
You can speak, read, and write Common and one other language of your choice.
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Posted May 29, 2023Note that this race trades one ability score improvement for a starting feat. Consider choosing a half-feat to regain that ability score improvement while also gaining a secondary effect.