Homebrew Warforged (revised) Species Details

Constructed by the Mages of Urú Idîl and the artificers of ancient Aquilonia in the Second Age, the Warforged allowed the warriors of Aquilonia to continue fighting after their bodies could not. They are arcane constructs which repair themselves over time, and act as soul repositories for the fallen warriors. Today, there are many empty Warforged bodies scattered around the Two Brothers. Some are used by some cities to preserve children born with birth defects or deformities. Some are used by the wealthy to prolong their lives. Rarely, some of the empty Warforged spontaneously activate with a new soul from the Well of Souls.

Warforged (revised) 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.

Soul Vessel.

Your body was created to allow fallen warriors to be quickly restored to life. You require a small amount of magic to function correctly, and have the following characteristics:

 If you enter an anti-magic field, you are slowed, as the spell.
 You have advantage on any saves for charm, fear, and possession.
 You automatically succeed on saves versus the magic jar spell, but anyone can use that spell to transfer into an empty warforged body as the container, becoming a new warforged.

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 warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Size

Your size is Medium. Warforged vary between 6 and 7 feet tall. They weigh between 275 and 400 pounds.

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

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.

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.

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