Homebrew Warforged Variant - Porcelain Species Details

Crafted not from wood and steel but from porcelain and pewter, these living works of art are less resilient than their more typical combat-centric "brethren." They compensate for this fragility with heightened grace in both motion and impression, excelling at the delicate application of word and subtle blade.

Warforged Variant - Porcelain Traits

Your porcelain 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.

Delicate Touch

Your increased fragility renders you vulnerable to rattling shocks, but has taught you the benefits of subtle action and refined speech craft.

You gain vulnerability to thunder damage and gain two of the following skills of your choice; Deception, Persuasion, Slight of Hand, and Stealth.

Delicate Touch Skills

You gain proficiency in two skills of your choice from the following; Deception, Persuasion, Slight of Hand, Stealth.

(Something is wrong with implementing this in D&D Beyond. Add the two skills manually to your character sheet.)

Ability Score Increase

Your Dexterity and Charisma scores increase by 2, and one your Constitution ability score decreases by 2.

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.

Alignment

Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

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 35 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.

Languages

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

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2021 11:49:15 PM
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8/26/2021 11:51:11 PM
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