Homebrew BioWare Warforged Species Details

There are very few BioWare Warforged in the world, due to the horrifying origin of the creatures. The first BioWare Warforged came about as a story of love and mental depravity, when an artificer of a near-extinct species decided to take the soul and body of his dying son and turn him into a warforged, with the intent on saving his son and one day his son saving their species. The artificer died before the conversion was complete, leaving the body of a warforged with most of the organs of his son. Since that moment and since his discovery, the once good-intended art of biomechanization became a tool for wicked and horrifying means, with dictators and tyrants hiring mad artificers to create super soldiers and to turn captive foes into subservient and mindless automatons for their cruel pleasures.

Ability Score Increase

Your Constitution score 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 lifespan of the warforged 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. However, as a BioWare warforged, your alignment matches that of either what it was before the surgery or if the surgery was forced upon you, it now fits what your 'creator' intended it to be.

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 x your size modifier)

Creature Type

You count as both a construct and a humanoid

Speed

Your base walking speed is 30 feet.

BioWare Nature

 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.
  • To Fuel your body you need to consume organic material, this organic material does not need to be regular food that normal humanoids consume, for instance a pint of water and a pint of oil do the same thing for you, as long as the substance is suitable to provide internal lubrication as well as can be burnt to provide fuel, it works. You will need to consume a full rations worth of a liquid lubricant as well as a ration of a flammable organic material per day to function correctly, failure to do so will result in a level of exhaustion whether you have taken a long rest or not.
  • You are immune to disease.
  • A long rest for you is equivalent to three hours where your systems shut down and your organic components rest, while in this state you cannot take actions or bonus actions but can take unprepared reactions to nearby stimulus, if something would trigger such a reaction, your systems turn on and you awaken, and magic can't put you to sleep.

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, you must incorporate it into your body over the course of 1 hour, during which you must 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, your armor can't be removed from your body against your will.

Specialized Design 

You gain one skill proficiency and one tool proficiency of your choice.

Languages

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

Integrated Tools

As a BioWare Warforged, you have specialized compartments in your forearms that allow you to make attachments for your hands. You can spend an hour turning a weapon or tool that you are proficient with into an attachment that screws into your wrist and replaces your hand. You can have a number of attachments made equal to your Proficiency Bonus, starting at level 15, the amount of created attachments you can have is equal to your proficiency bonus and your constitution modifier. 
Different types of attachments require different types of attachment slots, Common - Uncommon attachments use 1 slot, Rare attachments use 2 slots, Very Rare attachments use 3 slots and Legendary attachments use 5 slots. You cannot turn Artifacts into attachments this way unless your DM allows for it, and it is at their discretion how many of your attachment slots an artifact attachment would be.
Any attachment you make must still be equipped and unequipped and follow the rules of the base item; a greatsword cannot be wielded with a single hand. However, while you have an equipped attachment on, you cannot be disarmed of the tool/weapon, and if the weapon is ranged, as long as you have the ammunition on your person you ignore the reload property as your body works to keep your weapon supplied and loaded.

BioWare Organs

Your cybernetic body still makes use of organic organs to function and provide your body with what it needs to run, like a horrifying half-organic machine. Though your creator has taken careful liberties to replace few of those organs. At your DM's discretion you can choose to create Biomechanical organs, you innately know how to do so, the materials, and DC of any checks to actually do so is up to the DM, however you cannot install the equipment yourself and will need the help of someone who has proficiency in the medicine skill, the DC to remove the organic material and replace it with the mechanical component is a DC20 medicine check, this DC can be altered as per your DM and dependant on the class or skill of the person doing so for you. You can replace up to 4 of your organs with mechanical versions, which have their own benefits and drawbacks. You can replace an organ at level 5, level 7, level 11 and level 15. 

 

 

 

BioWare Warforged Traits

As a BioWare Warforged you have the following traits.

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

BioWare Nature

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.
  • To Fuel your body you need to consume organic material, this organic material does not need to be regular food that normal humanoids consume, for instance a pint of water and a pint of oil do the same thing for you, as long as the substance is suitable to provide internal lubrication as well as can be burnt to provide fuel, it works. You will need to consume a full rations worth of a liquid lubricant as well as a ration of a flammable organic material per day to function correctly, failure to do so will result in a level of exhaustion whether you have taken a long rest or not.
  • You are immune to disease.
  • A long rest for you is equivalent to three hours where your systems shut down and your organic components rest, while in this state you cannot take actions or bonus actions but can take unprepared reactions to nearby stimulus, if something would trigger such a reaction, your systems turn on and you awaken, and magic can't put you to sleep.

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, you must incorporate it into your body over the course of 1 hour, during which you must 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, your armor can't be removed from your body against your will.

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.

Languages

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

Integrated Tools

As a BioWare Warforged, you have specialized compartments in your forearms that allow you to make attachments for your hands. You can spend an hour turning a weapon or tool that you are proficient with into an attachment that screws into your wrist and replaces your hand. You can have a number of attachments made equal to your Proficiency Bonus, starting at level 15, the amount of created attachments you can have is equal to your proficiency bonus and your constitution modifier. 
Different types of attachments require different types of attachment slots, Common - Uncommon attachments use 1 slot, Rare attachments use 2 slots, Very Rare attachments use 3 slots and Legendary attachments use 5 slots. You cannot turn Artifacts into attachments this way unless your DM allows for it, and it is at their discretion how many of your attachment slots an artifact attachment would be.
Any attachment you make must still be equipped and unequipped and follow the rules of the base item; a greatsword cannot be wielded with a single hand. However, while you have an equipped attachment on, you cannot be disarmed of the tool/weapon, and if the weapon is ranged, as long as you have the ammunition on your person you ignore the reload property as your body works to keep your weapon supplied and loaded.

BioWare Organs

Your cybernetic body still makes use of organic organs to function and provide your body with what it needs to run, like a horrifying half-organic machine. Though your creator has taken careful liberties to replace few of those organs. At your DM's discretion you can choose to create Biomechanical organs, you innately know how to do so, the materials, and DC of any checks to actually do so is up to the DM, however you cannot install the equipment yourself and will need the help of someone who has proficiency in the medicine skill, the DC to remove the organic material and replace it with the mechanical component is a DC20 medicine check, this DC can be altered as per your DM and dependant on the class or skill of the person doing so for you. You can replace up to 4 of your organs with mechanical versions, which have their own benefits and drawbacks. You can replace an organ at level 5, level 7, level 11 and level 15.

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