Homebrew Elemental warfroged Species Details

The warforged are a race of living, sentient constructs, superficially similar to golems. Warforged are composed of a blend of materials: predominantly stone, wood, and some type of metal. In Eberron, they were created by House cannith in magical 'creation forges' to fight in the Last War, based on technology recovered from Xen'drik. When the Last War ended, they were given their freedom at the Treaty of Thronehold. Though they have free will, whether they have a soul is not known with certainty; they can be resurrected by spells designed to restore human souls to life, but, unlike humans, never remember anything of their experience in the afterlife after such an event.

While they have no biological sex, warforged may adopt a gender role as part of their individual personality. They do not age as the other races do, and it is not known what effects time will have on them. It is stipulated that, like all living creatures, their bodies must experience degradation over time. Like other races, warforged may take levels in any character class.

Racial qualities and adjustments of the warforged were published in the Eberron Campaign setting and later reprinted in Monster Manual 111Warforged are produced with their own armor and have various immunities, including to poison and disease. Healing spells have reduced effect on warforged, but a series of repair spells work fully on them.

Elemental warfroged Traits

Elemental shift

Elemental shift

Elemental shift 

Using this feature, you tap into an elemental core and gain resistance to 1 element (Roll 1d6) (Fire, Psychic, Lightning, Cold, Poison) ends at long rest  

1 

Fire 

You shed bright light 10ft and dim for another 10ft.  

 

As a bonus action when halve movement is expended you can propel yourself 15ft in an arching motion. Creature within 10 feat of the spot you leap from need to make a dexterity saving throw equal to your spell save dc your spell casting modifier for this is Int (on a failed save they take 3d10 on a success they take none)  

2 

Lighting/Thunder  

Your movement speed is increased by 10ft. 

 

Gain access to the spell Thunderstep can be used number of times equal to halve your proficiency bonus if using this spell this way you can only move 30ft 

 

 

3 

Psychic 

You can telepathically transfer your thought to another creature you can see within 60ft if they do not understand the language the general idea behind the message is conveyed. Though the creature cannot respond through this feature 

 

Gain the ability to cast mirror image once a day regain expended uses after a short or long rest 

 

4 

Cold 

When you hit someone with a melee attack you can use this feature to brand your weapon in ice and add 1d6 cold damage  

 

You can use the ice knife spell without expending a spell slot a number of times equal to your proficiency 

5 

Poison 

You can use this feature to cure yourself or someone you touch of poison as an action (the poison that’s absorbed by this feature is absorbed by the core and destroys) 

 

As a bonus action you can surround yourself in a poisonous gas any creature who ends its turn within five feet of you, they need to make a con13 saving throw or become poisoned 

6 

Choose your own  

 

 

 

 

Artificier lore

Whenever you make an Intelligence (History) Check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. 

Ability score improvement

This race follows the new options for character creation first introduced in Tasha's Cauldron of Everything. You'll be able to customize options like ability score increases, languages and alignment as you continue building your character. If you need suggestions, ask your DM!

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