Homebrew Warforged (Spelljammer) Species Details

The first warforged were built to fight in the Last War on the planet of Eberron. The first were simply mindless automatons built by House Cannith . Unexpected magical breakthroughs produced sapient soldiers, giving rise to what would eventually be recognized as a new species.
Once only found on the planet of Eberron, warforged (or constructs as they are more commonly known on all systems except Eberron) are no longer considered an oddity, but an indispensable tool as various cultures explore the stars.

With advancements in Materium technology, the creation of mindless constructs is quite common throughout the League, but on occasion the artificial intelligence programs will advance to the point of sentience, resulting in a Living Construct. This phenomenon has not been mass produced, nor can it be consistently done without magical intervention from the artificers of Eberron but constructs that realize they exist persist, and the lessons of the First War, the warforged , and the difficulties of the past seem to be repeating themselves once again.

 

Alive and Alone

 

Warforged in ages past were constructed from wood or metal, but most now are made from composite alloys and Materium circuitry that allow for complex technological attachments and capabilities that far outstrip the simplistic integrations of the past. 

 

Warforged Personality

Much like their distant cousins, warforged today tend to show little emotion, reject religion, and have no gender roles. Each warforged must develop their own individuality for though they exist as a species, they have no culture, no shared experience, and each must chart their own path through existence.

Quirks

Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.

Warforged Quirks

d8 Quirk
1 You analyze — out loud — the potential threat posed by every creature you meet.
2 You often misread emotional cues.
3 You are fiercely protective of your friends.
4 You try to apply wartime discipline to every situation.
5 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
6 You don’t understand clothing beyond its utility and assume it denotes a person’s function.
7 You are obsessed with your appearance and constantly polish and buff yourself.
8 War is the only thing that makes sense to you, and you’re always looking for a fight.

Warforged Names

Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall

Warforged (Spelljammer) 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

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

Age

A typical warforged is only a few years old, although there is no known limit to their age. You are immune to magical aging.

Alignment

Each warforged is an individual and they have no consistent alignment.

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 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.

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

You have a reinforced alloy chassis. When you aren’t wearing armor, your AC is 15 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Integrated Weapons

Your body has built-in offensive options, which can be enhanced with attacks:

  • You can add a weapon with which you have proficiency. You must incorporate it into your body over the course of 1 hour, during which you remain in contact with the weapon. To remove the weapon, you must spend 1 hour removing it. You can rest while removal in this way.
  • While you live, the weapon incorporated into your body can’t be removed 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.

Previous Versions

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