Homebrew [R] Draconic Warforged Species Details
Origins and Description
The Draconic Warforged are a rare fusion of draconic essence and arcane engineering, created through the combination of ancient dragon magic and warforged construction techniques. These beings possess the elemental heritage of dragonborn infused into bodies of living wood, metal, and stone. Their scales shimmer with an almost metallic quality, and their breath weapons emerge from intricate magical conduits built into their throats and chests.
Unlike traditional warforged, Draconic Warforged were not created for war but as guardians of ancient draconic treasures and knowledge. Each one carries within them a fragment of a dragon's essence, allowing them to adapt their elemental nature as needed.
Physical Characteristics
Draconic Warforged stand between 6 and 9 feet tall, with bodies that blend organic draconic features with constructed elements. Medium variants are more compact and agile, while Large variants possess more imposing frames with thicker armor plating and more prominent draconic features. Their scales appear to be carved from precious metals and gems, changing color and texture based on their current elemental attunement. Glowing runes often mark their chest, arms, and face, pulsing with energy that matches their active elemental type.
Their eyes are crystalline orbs that shift color with their elemental nature, and their breath weapons emerge from articulated vents in their throat and chest rather than purely organic means.
[R] Draconic Warforged Traits
Draconic Warforged Traits and Special AttributesAbility Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Size
Draconic Warforged vary in size from Medium to Large. You can choose your size when your character is created. Medium Draconic Warforged typically stand 6 to 7 feet tall and weigh between 280 to 350 pounds and are far more dextrose and agile, giving them advantage on Dexterity based checks and saves. Large Draconic Warforged stand 7 to 9 feet tall and weigh between 400 to 600 pounds due to their more robust constructed nature and enhanced draconic essence. Their bodies are far more formidable and durable, providing them an additional +1 AC on top of the pre-existing Warforged bonus, and advantage on all strength checks and saving throws due to their enhanced physical strength.
Elemental Attunement
You were infused with a primary elemental essence during your creation. Choose one elemental type from the Draconic Element table. This choice determines your default elemental type, damage resistance, and breath weapon damage type when you don't use Adaptive Scales.
Draconic Element Table
|
Element |
Damage Type |
Breath Weapon |
Save Type |
|
Flame |
Fire |
15 ft. cone |
Dex. save |
|
Frost |
Cold |
15 ft. cone |
Con. save |
|
Storm |
Lightning |
5 by 30 ft. line |
Dex. save |
|
Toxin |
Poison |
15 ft. cone |
Con. save |
|
Acid |
Acid |
5 by 30 ft. line |
Dex. save |
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 don't need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't force you to sleep. To gain the benefits of a long rest, you can spend 4 hours in an inactive, motionless state, during which you retain consciousness.
Sentry's Rest
When you take a long rest, you must spend at least 4 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. You finish a long rest in 4 hours if you spend those hours in this motionless state.
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.
Adaptive Scales (Special Trait)
You gain the following benefits:
Daily Adaptation
At the end of a long rest, you can choose to change your elemental attunement to any damage type from the Draconic Element table (acid, cold, fire, lightning, or poison). This changes your damage resistance and the damage type of your breath weapon until you complete another long rest. Your scales and runes shift color to reflect this new elemental attunement.
Elemental Absorption (Reaction)
When you take elemental damage (acid, cold, fire, lightning, or poison) from an attack, you can use your reaction to absorb some of that damage into your constructed form. You can only use this reaction if you have not changed your elemental attunement since your last long rest.
Resistance Gain: If you are not resistant to the damage type of the triggering attack, you gain resistance to that damage type until you complete a long rest. The absorbed energy courses through your arcane conduits, adapting your form to better handle that element.
Resistance to Immunity: If you already have resistance to the damage type of the triggering attack, you gain immunity to that damage type until you complete a long rest instead. Your body's elemental conduits become perfectly attuned to that energy type, completely nullifying its harmful effects.
You can use this reaction once per long rest.
Modular Physiology (Special Trait)
Your constructed body is designed with modular components that can be enhanced and modified by skilled artificers. You have special hardpoints and arcane conduits built into your frame that allow for the installation of various augmentations. Your first modular slot becomes available at level 3, then new slots become available as you level up. New slots become available at the 6th, 9th, 12th, 15th, 18th, and 20th levels. Parts can be swapped out at will as long as you have the funds and either you possess the Artificer class, your party has access to an Artificer of the appropriate level, or your DM allows you to seek out an Artificer NPC to install the modifications.
Modification Process
An artificer of 3rd level or higher can spend time and materials to install modifications to your body. The installation process requires 8 hours of work and costs vary based on the modification. You can only have a number of modifications equal to your proficiency bonus, and each modification occupies specific body slots.
Available Modifications
Integrated Weapon Systems (Arm Slot)
Installation Cost: 200 gp + 50 gp per enhancement level
- Basic Integration: One of your arms can transform into or deploy a simple, ranged, or martial weapon of your choice. The weapon is considered magical for the purpose of overcoming resistance. You are proficient with this integrated weapon.
- Enhanced Integration (5th level artificer): The integrated weapon gains a +1 enhancement bonus to attack and damage rolls.
- Superior Integration (11th level artificer): The enhancement bonus increases to +2, and the weapon can channel your breath weapon energy, dealing additional damage of your current elemental type equal to your Constitution modifier on a hit.
Shield Generator (Arm Slot)
Installation Cost: 600 gp (requires 5th level artificer)
- Your arm can project a magical energy shield. As a bonus action, you can activate the shield generator to gain a +2 bonus to AC until the start of your next turn.
- As a reaction when targeted by a ranged attack, you can activate the shield to impose disadvantage on the attack roll.
- You can use these features a combined total of times equal to your proficiency bonus per long rest.
Grappling System (Arm Slot)
Installation Cost: 350 gp
- Your arm can deploy a retractable grappling hook with 50 feet of cable. The grappling hook can support up to 800 pounds.
- You can use a bonus action to use the grappling hook to pull yourself to a secured point (climbing speed) or pull objects weighing up to 200 pounds toward you.
- In combat, you can use it to attempt to grapple creatures within 50 feet, using your Athletics skill.
Elemental Conduit (Arm Slot)
Installation Cost: 450 gp (requires 3rd level artificer)
- Your arm is modified to channel elemental energy more effectively. Choose an elemental damage type when this is installed.
- Your melee attacks with this arm deal an additional 1d4 damage of the chosen type.
- Once per short rest, you can cast a 1st-level spell related to your chosen element (burning hands for fire, ice knife for cold, etc.) using Constitution as your spellcasting ability.
Enhanced Claws (Hand Slot, replaces both hands)
Installation Cost: 300 gp
- Your hands are replaced with retractable draconic claws. Your unarmed strikes deal 1d6 + your Strength modifier slashing damage, and you have a climbing speed equal to half your walking speed.
- You can still manipulate objects and wield weapons normally when the claws are retracted.
- At 11th level, the damage of your claw attacks increases to 2d6 and counts as magical for the purpose of overcoming resistance.
Precision Manipulators (Hand Slot, replaces both hands)
Installation Cost: 250 gp
- Your hands are replaced with articulated mechanical appendages with enhanced dexterity. You gain proficiency with thieves' tools and tinker's tools. If you are already proficient, you gain expertise (double proficiency bonus).
- You have advantage on Sleight of Hand checks and checks made to disable mechanical devices.
- You can perform fine manipulation that would normally require tweezers or similar tools.
Crushing Grips (Hand Slot, replaces both hands)
Installation Cost: 400 gp
- Your hands are replaced with powerful hydraulic grips. Your unarmed strikes deal 1d8 + your Strength modifier bludgeoning damage.
- You have advantage on Athletics checks made to grapple, and creatures grappled by you take 1d4 + your Strength modifier bludgeoning damage at the start of their turn.
- You can crush objects with a Strength score of up to 25 for the purpose of breaking them.
Draconic Wings (Back Slot)
Installation Cost: 2,000 gp (requires 9th level artificer)
- Mechanical wings infused with draconic magic are integrated into your back. You gain a flying speed of 30 feet. You cannot fly while wearing heavy armor or if you are encumbered.
- The wings can be folded against your back when not in use, though they are always visible.
Arcane Thrusters (Back Slot)
Installation Cost: 1,200 gp (requires 7th level artificer)
- Miniature propulsion systems are integrated into your back and shoulders. As a bonus action, you can activate the thrusters to gain a flying speed of 20 feet until the end of your turn. You must land at the end of your turn or fall.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.
- The thrusters can also be used to enhance jumping, doubling your jump distances.
Reinforced Spine (Back Slot)
Installation Cost: 600 gp
- Your spine is reinforced with additional structural supports and shock absorbers. You have resistance to bludgeoning damage and immunity to having your speed reduced by difficult terrain.
- You have advantage on saving throws against being knocked prone.
- Your carrying capacity is doubled.
Modular Weapon Mount (Back Slot)
Installation Cost: 800 gp (requires 5th level artificer)
- A retractable weapon mount is installed on your back. You can mount one two-handed ranged weapon (such as a heavy crossbow or firearm) that can be deployed as a bonus action over your shoulder.
- The mounted weapon has advantage on the first attack roll made with it each turn.
- The weapon can be fired while you have a shield equipped without penalty.
Retractable Spikes (Torso Slot)
Installation Cost: 150 gp
- Your body can deploy defensive spikes as a bonus action. While active, creatures that grapple you or hit you with melee attacks while within 5 feet take 1d4 + your Constitution modifier piercing damage. The spikes can be retracted as a bonus action.
- At 11th level, the damage increases to 1d6 + your Constitution modifier.
Reinforced Plating (Torso Slot)
Installation Cost: 400 gp
- Additional armor plating is integrated into your torso. Your Armor Class increases by 1 (this stacks with your existing Integrated Protection bonus).
- You have advantage on Constitution saving throws against extreme temperatures.
Sensory Enhancement Package (Head Slot)
Installation Cost: 500 gp
- Your optical and auditory sensors are enhanced with draconic-attuned crystals.
- You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
- You have advantage on Perception checks that rely on sight or hearing.
Tactical Analysis Visor (Head Slot)
Installation Cost: 800 gp (requires 5th level artificer)
- A retractable crystal visor covers your eyes, connected to analytical processors in your head. As a bonus action, you can activate the visor for 1 minute.
- While active, you can see the health status of creatures within 60 feet (healthy, injured, near death) and gain +2 to attack rolls against creatures that have taken damage.
- You can use this feature once per short or long rest.
Communication Array (Head Slot)
Installation Cost: 400 gp
- A crystalline communication device is integrated into your head, allowing you to send and receive magical messages.
- You can cast sending once per long rest without expending a spell slot.
- You can communicate telepathically with any construct within 1 mile that you have previously communicated with.
Draconic Linguistics Matrix (Head Slot)
Installation Cost: 600 gp (requires 3rd level artificer)
- Your mind is enhanced with linguistic analysis capabilities based on draconic speech patterns.
- You learn to speak, read, and write three additional languages of your choice.
- You can cast comprehend languages at will, without expending a spell slot.
- You have advantage on Intelligence checks related to deciphering ancient or draconic texts.
Threat Assessment Array (Head Slot)
Installation Cost: 700 gp (requires 5th level artificer)
- Advanced sensors analyze potential threats and weaknesses. You gain the following benefits:
- You can use the detect magic and identify spells at will, without expending spell slots.
- As an action, you can analyze a creature within 60 feet to learn its damage resistances, immunities, and vulnerabilities (if any).
- You can use the analysis feature once per short or long rest.
Elemental Conduit Amplifier (Internal Slot)
Installation Cost: 800 gp (requires 7th level artificer)
- Your internal elemental conduits are enhanced with focusing crystals.
- Your breath weapon recharges on a roll of 5-6 on a d6 at the start of your turn (instead of only on a short or long rest).
- When you use your Adaptive Scales reaction, you regain hit points equal to half the damage you would have taken from the triggering attack.
Arcane Core Upgrade (Internal Slot)
Installation Cost: 1,000 gp (requires 9th level artificer)
- Your internal magical systems are enhanced with a more powerful arcane core.
- You gain one additional spell slot of your highest available level (if you have spellcasting) or can cast one 1st-level spell of your choice once per long rest (if you don't have spellcasting).
- Your maximum hit points increase by 10.
- All of your magical abilities recharge on a roll of 6 on a d6 during short rests.
Regenerative Matrix (Internal Slot)
Installation Cost: 1,500 gp (requires 11th level artificer)
- Self-repair systems are integrated throughout your body.
- You regain 1 hit point at the start of your turn if you have at least 1 hit point and fewer than half your maximum hit points.
- During short rests, you regain additional hit points equal to your Constitution modifier.
- Damaged modifications have a 50% chance to automatically repair themselves during a long rest.
Emergency Protocols (Internal Slot)
Installation Cost: 900 gp (requires 7th level artificer)
- Emergency subroutines activate when you're in mortal danger.
- When you are reduced to 0 hit points but not killed outright, you can activate emergency protocols as a reaction. You instead drop to 1 hit point and gain the following benefits for 1 minute:
- Resistance to all damage types
- Your speed increases by 10 feet
- You have advantage on attack rolls
- Once you use this feature, you can't use it again until you complete a long rest.
Tactical Database (Internal Slot)
Installation Cost: 600 gp (requires 5th level artificer)
- Your memory banks are enhanced with tactical and strategic information.
- You gain proficiency in two skills of your choice from: History, Investigation, Medicine, Nature, or Survival.
- You can recall detailed information about any creature type you have encountered before, including their typical abilities, weaknesses, and behaviors.
- Once per long rest, you can grant an ally advantage on an attack roll against a creature you have previously fought.
Overflow Capacitors (Internal Slot)
Installation Cost: 700 gp (requires 5th level artificer)
- Additional energy storage systems allow you to exceed normal operational limits.
- You gain one additional use of any racial feature that has limited uses per rest (such as breath weapon, if it had limited uses).
- When you roll a natural 20 on an attack roll, you regain one expended use of a racial or class feature of your choice.
- Your Adaptive Scales reaction can be used twice per long rest instead of once.
Modification Slots
- Head: 1 slot available
- Torso: 1 slot available
- Back: 1 slot available
- Arms: 2 slots available (1 per arm)
- Hands: 1 slot available (replaces both hands)
- Internal: 1 slot available
Maintenance and Removal
Modifications require maintenance during long rests and can be removed by an artificer during a long rest, though removal destroys the modification. If you are reduced to 0 hit points, roll a d20 for each modification. On a roll of 5 or lower, that modification is damaged and ceases to function until repaired during a long rest by an artificer.
Languages
You can speak, read, and write Common, Draconic, and three other languages of your choice that have been pre-programmed by your creator.
Final Protocol: Clear Sky Immolation
- Automatic Trigger: When you are reduced to 0 hit points and fail all death saving throws (dying), the protocol automatically activates after 1 round unless you choose to suppress it as a free action before death.
- Manual Activation: As an action, you can speak a command phrase to manually trigger the protocol. Once spoken, the detonation occurs at the end of your next turn and cannot be stopped.
- Devastating Explosion: The core releases all stored elemental and arcane energy in a catastrophic explosion:
- Blast Radius: 60-foot radius sphere centered on you
- Damage: 200d10 force damage + 100d6 of your current elemental type
- Saving Throw: DC 22 Dexterity saving throw for half damage
- Absolute Destruction: Any creature reduced to 0 hit points by this explosion is disintegrated entirely (no death saves, no revival except by Wish)
- Total Annihilation: You are completely destroyed in the explosion. Your body, modifications, and all equipment are disintegrated. You cannot be revived by any means short of a Wish spell, and even then only if the caster knows your true name and original purpose.
- Environmental Impact: The explosion leaves a 60-foot crater and renders the area magically unstable for 24 hours. Any spells cast in the area have a 50% chance to trigger a Wild Magic Surge.
"If I cannot protect them in life, let my death be their salvation."
Previous Versions
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Posted Jun 5, 2025Um...
I love the dedication, but maybe nerf it a bit? Like, no breath weapon. The modification slots seem more like a class feature, so you could use them somewhere else.
Also, the Toxin element's resistance is a bit redundant.
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Posted Jan 21, 2026I like the Clear Sky Immolation