Homebrew Corrupted Warforged Species Details
Variant Race: Warforged (Assimilator Prototype)
"Born not of forge or flame, but of ruin and remains. This is no construct—it is a convergence of machine and flesh."
This subspecies is inspired by Dead by Daylight’s Singularity Killer, huge kudos to them.
Core Traits (Retained from Standard Warforged):
Creature Type: Construct
Size: Medium-Large
Speed: 30 ft.
Languages: Common and one other of your choice
Ability Score Increases:
+1/+1/+1 or +2/+1
Size:
Unit is considered Large for purposes of carry capacity and weight, but medium for everything else. The Unit usually maintains a hunched posture due to the crude body it inhabits, sitting at 5'8-6'0 (medium), though if it wishes so, it can extent its limbs to give it a larger reach/height, all the way up to 7'8 (large). This does not affect the Unit's mass however, so it sits at medium.
Unified Mind:
As a construct you have the ability to communicate with other constructs in a 30ft sphere, telepathically.
Born in darkness:
You passively can see 60ft through non-magical darkness.
Constructed Resilience:
-
Advantage on saving throws against being poisoned
-
Resistance to poison damage
-
You don’t need to eat, drink, or breathe
-
You are immune to disease
-
You don’t sleep, and magic can’t put you to sleep
Sentry’s Rest:
When you take a long rest, you must spend at least six hours in an inactive, motionless state rather than sleeping. You appear inert but remain conscious.
Tech Integration:
Traits such as Integrated Protection and Assimilate Weaponry, are traits unique to the corrupted warforged. It can assimilate one weapon at a time, into its weapon arm (up to players choice). To assimilate a weapon, it takes up to one hour or during a short/long rest. During this time you must detach your current weapon and the arm becomes useless during the process (can still do un-armed strikes). This arm can’t be used for anything but assimilating a weapon, due to a lack of a wrist or hand. The other arm can’t assimilate weapons but can be used to grab and grapple, it also lacks a wrist. This is also the arm in which your Integrated Tools and Bio-pods are used.
Body:
Integrated Protection:
Your body can incorporate armor into itself, adapting its plating to form protective layers. You can assimilate armor—biological or mechanical. Armor must be worn for one hour (during a short or long rest) to integrate it.
-
You gain the armor’s AC benefits while not being encumbered
-
Once assimilated, it no longer counts as worn equipment, but part of your body
-
Magical properties still apply
-
You cannot be disarmed of assimilated armor or weapons
- +1 to AC
You may only assimilate one armor and one weapon at a time. Integrating a new one replaces the previous.
Fragmented Core (Roleplay / DM Hook):
The Illithid program occasionally asserts itself. When you take a critical hit or fail a Wisdom saving throw, roll a d6. On a 6, the Illithid programming emerges momentarily—your next turn is taken under the DM’s control, guided by latent violence. (This trait is optional and purely narrative.)
Weapon Arm:
The unit possesses a dedicated assimilation limb, referred to as the Weapon Arm. This extremity lacks conventional manual articulation—no wrist, no digits—rendering it unsuitable for tasks requiring precision grip or manipulation. Its sole function is integration.
Assimilate Weaponry:
You can assimilate a weapon or natural appendage (such as a monster’s claw or a construct’s limb) and morph it into your own form. It can assimilate one weapon at a time, into its weapon arm (up to players choice). To assimilate a weapon, it takes up to one hour or during a short/long rest. During this time you must detach your current weapon and the arm becomes useless during the process (can still do un-armed strikes). This arm can’t be used for anything but assimilating a weapon, due to a lack of a wrist or hand.
-
You may use the weapon’s base damage dice and properties (finesse, versatile, etc.) as if it were a natural weapon
-
If it is magical, you retain its magical damage and bonus
-
While assimilated, it becomes part of your body (cannot be dropped, disarmed, or stolen)
-
You can not use the arm you chose as your weapon arm as a hand.
You may voluntarily de-assimilate it as a bonus action.
Alt Arm:
The unit’s secondary limb—designated Alt Arm—is a semi-autonomous actuator designed for manipulation, acquisition, and forceful retrieval. Unlike the Weapon Arm, this appendage is not designed for combat. Instead, it features a multi-jointed framework terminating in a tri-claw grasping mechanism capable of rapid extension, rotation, and compression.
Specialized Design:
-You gain one skill proficiency and one tool proficiency of your choice.
-The arm's design allows it to extend up to 5ft away in any direction.
-Integrated Tools:
You can take any tool you have proficiency with, and assimilate it into your Alt Arm, this follows the same rules as weapons and armor, but it does not disturb the arm's ability to function.
Hydraulic Locking:
This arm mechanical nature allows it to have a strong grip. You have advantage on grapple checks with this arm and your subject has to roll at disadvantage when trying to escape.
Level 5 Trait: Bio-Pod Deployment
At 5th level, you unlock one of your most terrifying ancestral functions: the ability to launch adaptive, semi-organic pods into the environment.
Bio-Pod Deployment:
As an action, you may deploy a Bio-Pod to a surface within 60 feet that you can see. You may deploy a number of pods equal to your Intelligence modifier per long rest (minimum 1).
Each Bio-Pod adheres to the surface and lasts for 1 hour or until destroyed (AC 13, 10 HP). While at least one Bio-Pod is deployed, you gain the following benefits:
-
Remote Surveillance: As an action, you may see through a Bio-Pod’s optic systems (like clairvoyance)
-
Recall Snap: As a bonus action, you may teleport to a Bio-Pod within 60 feet as though casting misty step (no spell slot required)
-
Pod Shock (Optional Upgrade): Once per pod, you may cause it to release a burst of electrical energy. All creatures within 5 ft. must succeed a Dexterity saving throw (DC = 8 + prof + Int) or take 2d6 lightning damage and be shocked (disadvantage on their next attack roll)
Pods cannot be reused once destroyed or activated.
Visual & Thematic Flavor:
-
Assimilated armor twists and shifts to suit your warped frame—becoming bone-like plating, sinewy cables, or sharp ridges
-
Weapons take on a bio-tech form: axes might become scything limbs, bows become retractable launchers, hammers become molten cores
-
Bio-Pods are small, pulsing cyst-like devices that latch to walls, ceilings, or bodies
-
Voice is distorted—part synthetic growl, part echo of the old you
Corrupted Warforged Traits
Adaptability and Mechanics are perfected in this unholy monstrosity.Size
Unit is considered Large for purposes of carry capacity and weight, but medium for everything else. The Unit usually maintains a hunched posture due to the crude body it inhabits, sitting at 5'8-6'0 (medium), though if it wishes so, it can extent its limbs to give it a larger reach/height, all the way up to 7'8 (large). This does not affect the Unit's mass however, so it sits at medium.
Unified Mind
Constructs are a close-knit community, and have a strong sense of brotherhood, some say they can speak to each other through small distances without a sound.
As a construct you have the ability to communicate with other constructs in a 30ft sphere, telepathically.
Born in darkness
Ocular systems within the unit have been enhanced with multi-spectrum processors and adaptive low-light filtration arrays. This subsystem was likely derived from original Illithid battlefield optimizations, allowing for operational efficiency in the absence of ambient light.
You passively can see 60ft through non-magical darkness.
Constructed Resilience
Constructed Resilience:
-
Advantage on saving throws against being poisoned
-
Resistance to poison damage
-
You don’t need to eat, drink, or breathe
-
You are immune to disease
-
You don’t sleep, and magic can’t put you to sleep
Sentry’s Rest
Sentry’s Rest:
When you take a long rest, you must spend at least six hours in an inactive, motionless state rather than sleeping. You appear inert but remain conscious, and you can see and hear as normal.
Tech Integration
Tech Integration:
Traits such as Integrated Protection and Assimilate Weaponry, are traits unique to the corrupted warforged. It can assimilate one weapon at a time, into its weapon arm (up to players choice). To assimilate a weapon, it takes up to one hour or during a short/long rest. During this time you must detach your current weapon and the arm becomes useless during the process (can still do un-armed strikes). This arm can’t be used for anything but assimilating a weapon, due to a lack of a wrist or hand. The other arm can’t assimilate weapons but can be used to grab and grapple, it also lacks a wrist. This is also the arm in which your Integrated Tools and Bio-pods are used.
Integrated Protection
Integrated Protection:
Your body can incorporate armor into itself, adapting its plating to form protective layers. You can assimilate armor—biological or mechanical. Armor must be worn for one hour (during a short or long rest) to integrate it.
-
You gain the armor’s AC benefits while not being encumbered
-
Once assimilated, it no longer counts as worn equipment, but part of your body
-
Magical properties still apply
-
You cannot be disarmed of assimilated armor or weapons
- +1 to AC
You may only assimilate one armor and one weapon at a time. Integrating a new one replaces the previous.
Fragmented Core
Fragmented Core (Roleplay / DM Hook):
The Illithid program occasionally asserts itself. When you take a critical hit or fail a Wisdom saving throw, roll a d6. On a 6, the Illithid programming emerges momentarily—your next turn is taken under the DM’s control, guided by latent violence. (This trait is optional and purely narrative.)
Weapon Arm
Weapon Arm:
The unit possesses a dedicated assimilation limb, referred to as the Weapon Arm. This extremity lacks conventional manual articulation—no wrist, no digits—rendering it unsuitable for tasks requiring precision grip or manipulation. Its sole function is integration.
Assimilate Weaponry
Assimilate Weaponry:
You can assimilate a weapon or natural appendage (such as a monster’s claw or a construct’s limb) and morph it into your own form. It can assimilate one weapon at a time, into its weapon arm (up to players choice). To assimilate a weapon, it takes up to one hour or during a short/long rest. During this time you must detach your current weapon and the arm becomes useless during the process (can still do un-armed strikes). This arm can’t be used for anything but assimilating a weapon, due to a lack of a wrist or hand.
-
You may use the weapon’s base damage dice and properties (finesse, versatile, etc.) as if it were a natural weapon
-
If it is magical, you retain its magical damage and bonus
-
While assimilated, it becomes part of your body (cannot be dropped, disarmed, or stolen)
-
You can not use the arm you chose as your weapon arm as a hand.
You may voluntarily de-assimilate it as a bonus action.
Alt Arm
Alt Arm:
The unit’s secondary limb—designated Alt Arm—is a semi-autonomous actuator designed for manipulation, acquisition, and forceful retrieval. Unlike the Weapon Arm, this appendage is not designed for combat. Instead, it features a multi-jointed framework terminating in a tri-claw grasping mechanism capable of rapid extension, rotation, and compression.
Specialized Design
Specialized Design:
-You gain one skill proficiency and one tool proficiency of your choice.
-The arm's design allows it to extend up to 5ft away in any direction.
Integrated Tools
-Integrated Tools:
You can take any tool you have proficiency with, and assimilate it into your Alt Arm, this follows the same rules as weapons and armor, but it does not disturb the arm's ability to function.
Hydraulic Locking
Hydraulic Locking:
This arm mechanical nature allows it to have a strong grip. You have advantage on grapple checks with this arm and your subject has to roll at disadvantage when trying to escape.
Bio-Pod Deployment
Level 5 Trait: Bio-Pod Deployment
At 5th level, you unlock one of your most terrifying ancestral functions: the ability to launch adaptive, semi-organic pods into the environment.
Bio-Pod Deployment:
As an action, you may deploy a Bio-Pod to a surface within 60 feet that you can see. You may deploy a number of pods equal to your Intelligence modifier per long rest (minimum 1).
Each Bio-Pod adheres to the surface and lasts for 1 hour or until destroyed (AC 13, 10 HP). While at least one Bio-Pod is deployed, you gain the following benefits:
-
Remote Surveillance: As an action, you may see through a Bio-Pod’s optic systems (like clairvoyance)
-
Recall Snap: As a bonus action, you may teleport to a Bio-Pod within 60 feet as though casting misty step (no spell slot required)
-
Pod Shock (Optional Upgrade): Once per pod, you may cause it to release a burst of electrical energy. All creatures within 5 ft. must succeed a Dexterity saving throw (DC = 8 + prof + Int) or take 2d6 lightning damage and be shocked (disadvantage on their next attack roll)
Pods cannot be reused once destroyed or activated.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
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