Homebrew Warforged (24 remake) Species Details

The Warforged are a race of living constructs that were created by House Cannith of the Dwarven nation of Karrnath and House Sivis of the Gnome nation of Zilargo during the Last War. They were developed to serve as soldiers in the ongoing conflict. The design of the Warforged combines the intricate engineering of the gnomes with the robust and magical craftsmanship of the dwarves.

Physical Description

Physically, Warforged resemble humanoid figures made of living stone and metal. They are typically 6 to 7 feet tall and weigh around 200 to 250 pounds. Their bodies are composed of a strong, lightweight alloy, often mistaken for iron or steel, and are reinforced with adamantine fibers, making them highly durable. Their joints are flexible, allowing for a range of movement similar to humans, and they are capable of carrying heavy loads without tiring. Warforged have no need for sleep, food, water, or air, though they require regular maintenance to remain functional.

Personality

Warforged were imbued with a spark of life by a complex magic known as the "Soulbound Forge." This magic not only granted them the ability to move and think but also instilled in them a sense of purpose and the capacity for growth and development. Despite their artificial nature, they are considered living beings.

Originally, Warforged were created with no sense of self-awareness or individuality. They were simply tools of war, programmed to follow the commands of their creators and fellow soldiers without question. However, as the war progressed and the need for more sophisticated tactics grew, some Warforged began to develop personalities and emotions. After the Treaty of Thronehold ended the Last War, many Warforged were left without a clear purpose and had to find their place in the world.

Post Last War

Some Warforged chose to remain with their military units and continue serving their original functions, while others sought out new lives, exploring the lands, joining adventurers, or even forming their own communities. Their ability to adapt and learn from experiences has led them to develop a rich culture and diverse range of beliefs and practices. In combat, Warforged are known for their strength and endurance. They have a natural affinity for the martial classes and are often found serving as fighters, paladins, or barbarians. Additionally, their magical creation means they can be healed by spells that affect living creatures and can be affected by spells that target constructs.

Warforged Traits

Creature Type: Living Construct
Size: Medium (about 6–7 feet tall)
Speed: 30 feet

Warforged (24 remake) Traits

As an Warforged, you have these special traits.

Darkvision

You have Darkvision with a range of 90 ft.

Constructed Anatomy

With bodies composed of metal plates, leather-like material, and intricate clockwork mechanisms, Warforged are not of flesh and blood. This construct nature grants them several advantages over organic beings:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison 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.
  • You are also less susceptible to extreme temperatures.

Sentry's Rest

Unlike most creatures, Warforged do not require food, water, or sleep. Instead, when you take a long rest, you enter a state of inactivity for four hours each day to rest and recharge their magical essence. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. This independence from the needs of the flesh allows them to push themselves to the limits without succumbing to physical exhaustion.

Modular and Adaptable

Designed for combat, Warforged can be fitted with a variety of weapons and tools, which can be integrated into their bodies. This adaptability extends to their very form, with some models specialising in stealth, others in brute force, and some in ranged combat. This modularity allows them to fill various roles and makes them highly versatile in combat and beyond.

Specialised Utility. You gain two skill proficiencies of your choice.

Combat Attachment. You can integrate a simple or martial weapon into your body. Choose one weapon that you are proficient with. You can store this weapon within your body and retract or extend it as a bonus action. The weapon cannot be disarmed or dropped, as it is part of your body. If the weapon requires ammunition (like a crossbow), you must still supply the ammunition. You can replace the integrated weapon by extending your Sentry's Rest by 1 hour to swap it with another weapon.

Armour Enhancement. While you aren’t wearing any armour, your base Armour Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Enhanced Sensory Array. You have a sensory enhancement added into your body, heightening your awareness. You gain an advantage on Perception checks. Additionally, you gain Tremorsense out to a range of 30 feet, allowing you to detect and pinpoint the location of creatures and objects in contact with the ground within this radius, even if they are invisible or obscured.

Tool Armament. You can store and deploy tools directly from your body, granting you quick access to specialised functions. You can store up to two sets of tools (e.g., artisan’s tools, thieves’ tools, or navigator’s tools) within your body. You can deploy and use these tools without needing to take them out of an external container, reducing tool-use times by half (e.g., picking a lock or crafting an item). You gain proficiency with one toolset stored within your body if you are not already proficient. 

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