Homebrew Forged One Species Details

Created and Forged to help the Heroes in their quest to rid the world of the encroaching terror, but never able to be truly used, and thusly the world fell. Lost to time and the Void, where will this Forged One eventually stop?

d8 Quirk
   
   
   
   
   
   
   
   

Forged One 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.

Ability Score Increase

One ability score of your choice increases by 2, 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 are immune against being poisoned and poison damage.
  • You are resistant to Necrotic 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.
  • All critical hits against you are subject to a straight d20 Luck, player will call for odds or evens before the roll, and if the die matches the call, the critical hit is negated and becomes a normal hit and damage.

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.
  • Healing magic does not work on you, only manual repairs with materials, the Mending Cantrip with materials, and short/long rests will restore HP.

Specialized Design

You gain one skill proficiency and 2 tool proficiencies of your choice. You also gain the Mending cantrip.

Languages

You can speak, read, and write Common and one other language of your choice.